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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-15 05:54:39 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-15 05:54:39 +0000 |
commit | 267c6f2ac71f92999e969232431ba04678e7437e (patch) | |
tree | 358c9467650e1d0a1d7227a21dac2e3d08b622b2 /include/svx/float3d.hxx | |
parent | Initial commit. (diff) | |
download | libreoffice-267c6f2ac71f92999e969232431ba04678e7437e.tar.xz libreoffice-267c6f2ac71f92999e969232431ba04678e7437e.zip |
Adding upstream version 4:24.2.0.upstream/4%24.2.0
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'include/svx/float3d.hxx')
-rw-r--r-- | include/svx/float3d.hxx | 288 |
1 files changed, 288 insertions, 0 deletions
diff --git a/include/svx/float3d.hxx b/include/svx/float3d.hxx new file mode 100644 index 0000000000..bf68917be2 --- /dev/null +++ b/include/svx/float3d.hxx @@ -0,0 +1,288 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + * + * This file incorporates work covered by the following license notice: + * + * Licensed to the Apache Software Foundation (ASF) under one or more + * contributor license agreements. See the NOTICE file distributed + * with this work for additional information regarding copyright + * ownership. The ASF licenses this file to you under the Apache + * License, Version 2.0 (the "License"); you may not use this file + * except in compliance with the License. You may obtain a copy of + * the License at http://www.apache.org/licenses/LICENSE-2.0 . + */ + +#ifndef INCLUDED_SVX_FLOAT3D_HXX +#define INCLUDED_SVX_FLOAT3D_HXX + +#include <memory> +#include <sfx2/ctrlitem.hxx> +#include <sfx2/dockwin.hxx> +#include <vcl/weld.hxx> +#include <svx/svxdllapi.h> + +#include <svx/dlgctl3d.hxx> + + +enum class ViewType3D +{ + Geo = 1, + Representation, + Light, + Texture, + Material +}; + +class FmFormModel; +class Svx3DCtrlItem; +class SvxConvertTo3DItem; +class ColorListBox; + +struct Svx3DWinImpl; + +class SVX_DLLPUBLIC LightButton final +{ +public: + explicit LightButton(std::unique_ptr<weld::ToggleButton> xButton); + + void switchLightOn(bool bOn); + bool isLightOn() const { return m_bLightOn;} + + bool get_active() const { return m_xButton->get_active(); } + void set_active(bool bActive) { m_xButton->set_active(bActive); } + + TriState get_state() const { return m_xButton->get_state(); } + void set_state(TriState eState) { m_xButton->set_state(eState); } + + weld::ToggleButton* get_widget() const { return m_xButton.get(); } + + void connect_clicked(const Link<weld::Button&, void>& rLink) + { + m_xButton->connect_clicked(rLink); + } + + bool get_prev_active() const { return m_bButtonPrevActive; } + void set_prev_active(bool bPrevActive) { m_bButtonPrevActive = bPrevActive; } + +private: + std::unique_ptr<weld::ToggleButton> m_xButton; + bool m_bLightOn; + bool m_bButtonPrevActive; +}; + +class SAL_WARN_UNUSED SVX_DLLPUBLIC Svx3DWin final : public SfxDockingWindow +{ + friend class Svx3DChildWindow; + friend class Svx3DCtrlItem; + +private: + std::unique_ptr<weld::ToggleButton> m_xBtnGeo; + std::unique_ptr<weld::ToggleButton> m_xBtnRepresentation; + std::unique_ptr<weld::ToggleButton> m_xBtnLight; + std::unique_ptr<weld::ToggleButton> m_xBtnTexture; + std::unique_ptr<weld::ToggleButton> m_xBtnMaterial; + std::unique_ptr<weld::ToggleButton> m_xBtnUpdate; + std::unique_ptr<weld::Button> m_xBtnAssign; + +// geometry + std::unique_ptr<weld::Container> m_xFLGeometrie; + std::unique_ptr<weld::Label> m_xFtPercentDiagonal; + std::unique_ptr<weld::MetricSpinButton> m_xMtrPercentDiagonal; + std::unique_ptr<weld::Label> m_xFtBackscale; + std::unique_ptr<weld::MetricSpinButton> m_xMtrBackscale; + std::unique_ptr<weld::Label> m_xFtEndAngle; + std::unique_ptr<weld::MetricSpinButton> m_xMtrEndAngle; + std::unique_ptr<weld::Label> m_xFtDepth; + std::unique_ptr<weld::MetricSpinButton> m_xMtrDepth; + + std::unique_ptr<weld::Container> m_xFLSegments; + std::unique_ptr<weld::SpinButton> m_xNumHorizontal; + std::unique_ptr<weld::SpinButton> m_xNumVertical; + + std::unique_ptr<weld::Container> m_xFLNormals; + std::unique_ptr<weld::ToggleButton> m_xBtnNormalsObj; + std::unique_ptr<weld::ToggleButton> m_xBtnNormalsFlat; + std::unique_ptr<weld::ToggleButton> m_xBtnNormalsSphere; + std::unique_ptr<weld::ToggleButton> m_xBtnNormalsInvert; + std::unique_ptr<weld::ToggleButton> m_xBtnTwoSidedLighting; + std::unique_ptr<weld::ToggleButton> m_xBtnDoubleSided; + +// presentation + std::unique_ptr<weld::Container> m_xFLRepresentation; + std::unique_ptr<weld::ComboBox> m_xLbShademode; + + std::unique_ptr<weld::Container> m_xFLShadow; + std::unique_ptr<weld::ToggleButton> m_xBtnShadow3d; + std::unique_ptr<weld::Label> m_xFtSlant; + std::unique_ptr<weld::MetricSpinButton> m_xMtrSlant; + + std::unique_ptr<weld::Container> m_xFLCamera; + std::unique_ptr<weld::MetricSpinButton> m_xMtrDistance; + std::unique_ptr<weld::MetricSpinButton> m_xMtrFocalLength; + +// lighting + std::unique_ptr<weld::Container> m_xFLLight; + std::unique_ptr<LightButton> m_xBtnLight1; + std::unique_ptr<LightButton> m_xBtnLight2; + std::unique_ptr<LightButton> m_xBtnLight3; + std::unique_ptr<LightButton> m_xBtnLight4; + std::unique_ptr<LightButton> m_xBtnLight5; + std::unique_ptr<LightButton> m_xBtnLight6; + std::unique_ptr<LightButton> m_xBtnLight7; + std::unique_ptr<LightButton> m_xBtnLight8; + std::unique_ptr<ColorListBox> m_xLbLight1; + std::unique_ptr<ColorListBox> m_xLbLight2; + std::unique_ptr<ColorListBox> m_xLbLight3; + std::unique_ptr<ColorListBox> m_xLbLight4; + std::unique_ptr<ColorListBox> m_xLbLight5; + std::unique_ptr<ColorListBox> m_xLbLight6; + std::unique_ptr<ColorListBox> m_xLbLight7; + std::unique_ptr<ColorListBox> m_xLbLight8; + std::unique_ptr<weld::Button> m_xBtnLightColor; + std::unique_ptr<ColorListBox> m_xLbAmbientlight; // ListBox + std::unique_ptr<weld::Button> m_xBtnAmbientColor; // color button + +// Textures + std::unique_ptr<weld::Container> m_xFLTexture; + std::unique_ptr<weld::ToggleButton> m_xBtnTexLuminance; + std::unique_ptr<weld::ToggleButton> m_xBtnTexColor; + std::unique_ptr<weld::ToggleButton> m_xBtnTexReplace; + std::unique_ptr<weld::ToggleButton> m_xBtnTexModulate; + std::unique_ptr<weld::ToggleButton> m_xBtnTexObjectX; + std::unique_ptr<weld::ToggleButton> m_xBtnTexParallelX; + std::unique_ptr<weld::ToggleButton> m_xBtnTexCircleX; + std::unique_ptr<weld::ToggleButton> m_xBtnTexObjectY; + std::unique_ptr<weld::ToggleButton> m_xBtnTexParallelY; + std::unique_ptr<weld::ToggleButton> m_xBtnTexCircleY; + std::unique_ptr<weld::ToggleButton> m_xBtnTexFilter; + +// material +// material editor + std::unique_ptr<weld::Container> m_xFLMaterial; + std::unique_ptr<weld::ComboBox> m_xLbMatFavorites; + std::unique_ptr<ColorListBox> m_xLbMatColor; + std::unique_ptr<weld::Button> m_xBtnMatColor; + std::unique_ptr<ColorListBox> m_xLbMatEmission; + std::unique_ptr<weld::Button> m_xBtnEmissionColor; + + std::unique_ptr<weld::Container> m_xFLMatSpecular; + std::unique_ptr<ColorListBox> m_xLbMatSpecular; + std::unique_ptr<weld::Button> m_xBtnSpecularColor; + std::unique_ptr<weld::MetricSpinButton> m_xMtrMatSpecularIntensity; + + std::unique_ptr<Svx3DPreviewControl> m_xCtlPreview; + std::unique_ptr<weld::CustomWeld> m_xCtlPreviewWin; + + std::unique_ptr<weld::Widget> m_xLightPreviewGrid; + std::unique_ptr<weld::Scale> m_xHoriScale; + std::unique_ptr<weld::Scale> m_xVertScale; + std::unique_ptr<weld::Button> m_xBtn_Corner; + std::unique_ptr<Svx3DLightControl> m_xLightPreview; + std::unique_ptr<weld::CustomWeld> m_xCtlLightPreviewWin; + std::unique_ptr<SvxLightCtl3D> m_xCtlLightPreview; + +// bottom part + std::unique_ptr<weld::Button> m_xBtnConvertTo3D; + std::unique_ptr<weld::Button> m_xBtnLatheObject; + std::unique_ptr<weld::ToggleButton> m_xBtnPerspective; + +// the rest ... + bool bUpdate; + ViewType3D eViewType; + + // Model, Page, View etc. for favourites + std::unique_ptr<FmFormModel> pModel; + + SfxBindings* pBindings; + std::unique_ptr<Svx3DCtrlItem> pControllerItem; + + std::unique_ptr<SvxConvertTo3DItem> pConvertTo3DItem; + std::unique_ptr<SvxConvertTo3DItem> pConvertTo3DLatheItem; + + std::unique_ptr<Svx3DWinImpl> mpImpl; + MapUnit ePoolUnit; + FieldUnit eFUnit; + + // ItemSet used to remember set 2d attributes + std::unique_ptr<SfxItemSet> mpRemember2DAttributes; + + DECL_DLLPRIVATE_LINK( ClickViewTypeHdl, weld::Button&, void ); + DECL_DLLPRIVATE_LINK( ClickUpdateHdl, weld::Toggleable&, void ); + DECL_DLLPRIVATE_LINK( ClickAssignHdl, weld::Button&, void ); + DECL_DLLPRIVATE_LINK( ClickHdl, weld::Button&, void ); + DECL_DLLPRIVATE_LINK( ClickColorHdl, weld::Button&, void ); + DECL_DLLPRIVATE_LINK( SelectHdl, weld::ComboBox&, void ); + DECL_DLLPRIVATE_LINK( SelectColorHdl, ColorListBox&, void ); + DECL_DLLPRIVATE_LINK( ModifyMetricHdl, weld::MetricSpinButton&, void ); + DECL_DLLPRIVATE_LINK( ModifySpinHdl, weld::SpinButton&, void ); + void ClickLight(const LightButton& rBtn); + + DECL_DLLPRIVATE_LINK( ChangeSelectionCallbackHdl, SvxLightCtl3D*, void ); + + SVX_DLLPRIVATE void Construct(); + SVX_DLLPRIVATE void Reset(); + + SVX_DLLPRIVATE static void LBSelectColor( ColorListBox* pLb, const Color& rColor ); + SVX_DLLPRIVATE sal_uInt16 GetLightSource( const LightButton* pBtn ) const; + SVX_DLLPRIVATE ColorListBox* GetCLbByButton( const LightButton* pBtn = nullptr ); + SVX_DLLPRIVATE LightButton* GetLbByButton( const weld::Button* pBtn ); + + virtual void Resize() override; + +public: + Svx3DWin( SfxBindings* pBindings, SfxChildWindow *pCW, + vcl::Window* pParent ); + virtual ~Svx3DWin() override; + virtual void dispose() override; + + void InitColorLB(); + bool IsUpdateMode() const { return bUpdate; } + + void Update( SfxItemSet const & rSet ); + void GetAttr( SfxItemSet& rSet ); + + void UpdatePreview(); // upward (private) + void DocumentReload(); +}; + +/************************************************************************* +|* +|* Controller item for 3D Window (Floating/Docking) +|* +\************************************************************************/ + +class Svx3DCtrlItem final : public SfxControllerItem +{ + virtual void StateChangedAtToolBoxControl( sal_uInt16 nSId, SfxItemState eState, + const SfxPoolItem* pState ) override; + + public: + Svx3DCtrlItem( sal_uInt16, SfxBindings* ); +}; + +/************************************************************************* +|* +|* ControllerItem for State of a Slot +|* (SID_CONVERT_TO_3D, SID_CONVERT_TO_3D_LATHE_FAST) +|* +\************************************************************************/ + +class SvxConvertTo3DItem final : public SfxControllerItem +{ + bool bState; + + virtual void StateChangedAtToolBoxControl(sal_uInt16 nSId, SfxItemState eState, const SfxPoolItem* pState) override; + +public: + SvxConvertTo3DItem(sal_uInt16 nId, SfxBindings* pBindings); + bool GetState() const { return bState; } +}; + +#endif // INCLUDED_SVX_FLOAT3D_HXX + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |