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diff --git a/svx/source/sdr/contact/viewcontactofsdrcaptionobj.cxx b/svx/source/sdr/contact/viewcontactofsdrcaptionobj.cxx
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+/* -*- 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 .
+ */
+
+
+#include <sdr/contact/viewcontactofsdrcaptionobj.hxx>
+#include <svx/svdocapt.hxx>
+#include <sdr/primitive2d/sdrattributecreator.hxx>
+#include <sdr/primitive2d/sdrcaptionprimitive2d.hxx>
+#include <basegfx/matrix/b2dhommatrixtools.hxx>
+
+
+// includes for special text box shadow (SC)
+
+#include <svl/itemset.hxx>
+#include <svx/xhatch.hxx>
+#include <svx/xfillit0.hxx>
+#include <svx/xflhtit.hxx>
+#include <svx/xflclit.hxx>
+#include <svx/xfltrit.hxx>
+#include <svx/xlineit0.hxx>
+#include <svx/sdmetitm.hxx>
+#include <svx/sdooitm.hxx>
+#include <svx/sdprcitm.hxx>
+#include <basegfx/polygon/b2dpolygontools.hxx>
+#include <sdr/primitive2d/sdrdecompositiontools.hxx>
+#include <basegfx/polygon/b2dpolygonclipper.hxx>
+#include <vcl/canvastools.hxx>
+
+using namespace com::sun::star;
+
+namespace sdr::contact
+{
+ ViewContactOfSdrCaptionObj::ViewContactOfSdrCaptionObj(SdrCaptionObj& rCaptionObj)
+ : ViewContactOfSdrRectObj(rCaptionObj)
+ {
+ }
+
+ ViewContactOfSdrCaptionObj::~ViewContactOfSdrCaptionObj()
+ {
+ }
+
+ void ViewContactOfSdrCaptionObj::createViewIndependentPrimitive2DSequence(drawinglayer::primitive2d::Primitive2DDecompositionVisitor& rVisitor) const
+ {
+ const SdrCaptionObj& rCaptionObj(static_cast<const SdrCaptionObj&>(GetSdrObject()));
+ const SfxItemSet& rItemSet = rCaptionObj.GetMergedItemSet();
+ const drawinglayer::attribute::SdrLineFillEffectsTextAttribute aAttribute(
+ drawinglayer::primitive2d::createNewSdrLineFillEffectsTextAttribute(
+ rItemSet,
+ rCaptionObj.getText(0),
+ false, rCaptionObj.GetSpecialTextBoxShadow()));
+
+ // take unrotated snap rect (direct model data) for position and size
+ const tools::Rectangle aRectangle(rCaptionObj.GetGeoRect());
+ const ::basegfx::B2DRange aObjectRange = vcl::unotools::b2DRectangleFromRectangle(aRectangle);
+ const GeoStat& rGeoStat(rCaptionObj.GetGeoStat());
+
+ // fill object matrix
+ basegfx::B2DHomMatrix aObjectMatrix(basegfx::utils::createScaleShearXRotateTranslateB2DHomMatrix(
+ aObjectRange.getWidth(), aObjectRange.getHeight(),
+ -rGeoStat.mfTanShearAngle,
+ rGeoStat.m_nRotationAngle ? toRadians(36000_deg100 - rGeoStat.m_nRotationAngle) : 0.0,
+ aObjectRange.getMinX(), aObjectRange.getMinY()));
+
+ // calculate corner radius
+ double fCornerRadiusX;
+ double fCornerRadiusY;
+ drawinglayer::primitive2d::calculateRelativeCornerRadius(
+ rCaptionObj.GetEckenradius(), aObjectRange, fCornerRadiusX, fCornerRadiusY);
+ basegfx::B2DPolygon aTail(rCaptionObj.getTailPolygon());
+
+ // create primitive. Always create one (even if invisible) to let the decomposition
+ // of SdrCaptionPrimitive2D create needed invisible elements for HitTest and BoundRect
+ drawinglayer::primitive2d::Primitive2DReference xReference(
+ new drawinglayer::primitive2d::SdrCaptionPrimitive2D(
+ aObjectMatrix,
+ aAttribute,
+ std::move(aTail),
+ fCornerRadiusX,
+ fCornerRadiusY));
+
+ if(!aAttribute.isDefault() && rCaptionObj.GetSpecialTextBoxShadow())
+ {
+ // for SC, the caption object may have a specialized shadow. The usual object shadow is off
+ // and a specialized shadow gets created here (see old paint)
+ const XColorItem& rShadColItem = rItemSet.Get(SDRATTR_SHADOWCOLOR);
+ const sal_uInt16 nShadowTransparence(rItemSet.Get(SDRATTR_SHADOWTRANSPARENCE).GetValue());
+ const Color aShadowColor(rShadColItem.GetColorValue());
+ const drawing::FillStyle eShadowStyle = rItemSet.Get(XATTR_FILLSTYLE).GetValue();
+
+ // Create own ItemSet and modify as needed
+ // Always hide lines for special calc shadow
+ SfxItemSet aSet(rItemSet);
+ aSet.Put(XLineStyleItem(drawing::LineStyle_NONE));
+
+ if(drawing::FillStyle_HATCH == eShadowStyle)
+ {
+ // #41666# Hatch color is set hard to shadow color
+ XHatch aHatch = rItemSet.Get(XATTR_FILLHATCH).GetHatchValue();
+ aHatch.SetColor(aShadowColor);
+ aSet.Put(XFillHatchItem(OUString(),aHatch));
+ }
+ else
+ {
+ if(drawing::FillStyle_SOLID != eShadowStyle)
+ {
+ // force fill to solid (for Gradient, Bitmap and *no* fill (#119750# not filled comments *have* shadow))
+ aSet.Put(XFillStyleItem(drawing::FillStyle_SOLID));
+ }
+
+ aSet.Put(XFillColorItem(OUString(),aShadowColor));
+ aSet.Put(XFillTransparenceItem(nShadowTransparence));
+ }
+
+ // create FillAttribute from modified ItemSet
+ const drawinglayer::attribute::SdrFillAttribute aFill(
+ drawinglayer::primitive2d::createNewSdrFillAttribute(aSet));
+ drawinglayer::primitive2d::Primitive2DReference xSpecialShadow;
+
+ if(!aFill.isDefault() && 1.0 != aFill.getTransparence())
+ {
+ // add shadow offset to object matrix
+ const bool bShadow(rItemSet.Get(SDRATTR_SHADOW).GetValue());
+ const sal_uInt32 nXDist(rItemSet.Get(SDRATTR_SHADOWXDIST).GetValue());
+ const sal_uInt32 nYDist(rItemSet.Get(SDRATTR_SHADOWYDIST).GetValue());
+
+ if (bShadow && (nXDist || nYDist))
+ {
+ // #119750# create object and shadow outline, clip shadow outline
+ // on object outline. If there is a rest, create shadow. Do this to
+ // emulate that shadow is *not* visible behind the object for
+ // transparent object fill for comments in excel
+ basegfx::B2DPolygon aObjectOutline(
+ basegfx::utils::createPolygonFromRect(
+ basegfx::B2DRange(0.0, 0.0, 1.0, 1.0),
+ fCornerRadiusX,
+ fCornerRadiusY));
+ aObjectOutline.transform(aObjectMatrix);
+
+ // create shadow outline
+ basegfx::B2DPolygon aShadowOutline(aObjectOutline);
+ aShadowOutline.transform(
+ basegfx::utils::createTranslateB2DHomMatrix(nXDist, nYDist));
+
+ // clip shadow outline against object outline
+ const basegfx::B2DPolyPolygon aClippedShadow(
+ basegfx::utils::clipPolygonOnPolyPolygon(
+ aShadowOutline,
+ basegfx::B2DPolyPolygon(aObjectOutline),
+ false, // take the outside
+ false));
+
+ if(aClippedShadow.count())
+ {
+ // if there is shadow, create the specialized shadow primitive
+ xSpecialShadow = drawinglayer::primitive2d::createPolyPolygonFillPrimitive(
+ aClippedShadow,
+ aFill,
+ drawinglayer::attribute::FillGradientAttribute());
+ }
+ }
+ }
+
+ if(xSpecialShadow.is())
+ {
+ // if we really got a special shadow, create a two-element retval with the shadow
+ // behind the standard object's geometry
+ rVisitor.visit(std::move(xSpecialShadow));
+ }
+ }
+
+ rVisitor.visit(std::move(xReference));
+ }
+
+} // end of namespace
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */