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21 
22 
23 
24 // MARKER(update_precomp.py): autogen include statement, do not remove
25 #include "precompiled_svx.hxx"
26 
27 #include <svx/sdr/contact/viewcontactofsdrcaptionobj.hxx>
28 #include <svx/svdocapt.hxx>
29 #include <svx/sdr/primitive2d/sdrattributecreator.hxx>
30 #include <svx/sdr/primitive2d/sdrcaptionprimitive2d.hxx>
31 #include <basegfx/matrix/b2dhommatrixtools.hxx>
32 
33 //////////////////////////////////////////////////////////////////////////////
34 // includes for special text box shadow (SC)
35 
36 #include <svl/itemset.hxx>
37 #include <svx/xhatch.hxx>
38 #include <svx/xflhtit.hxx>
39 #include <svx/xflclit.hxx>
40 #include <svx/xfltrit.hxx>
41 #include <basegfx/polygon/b2dpolygontools.hxx>
42 #include <svx/sdr/primitive2d/sdrdecompositiontools.hxx>
43 #include <basegfx/polygon/b2dpolygonclipper.hxx>
44 
45 //////////////////////////////////////////////////////////////////////////////
46 
47 namespace sdr
48 {
49 	namespace contact
50 	{
ViewContactOfSdrCaptionObj(SdrCaptionObj & rCaptionObj)51 		ViewContactOfSdrCaptionObj::ViewContactOfSdrCaptionObj(SdrCaptionObj& rCaptionObj)
52 		:	ViewContactOfSdrRectObj(rCaptionObj)
53 		{
54 		}
55 
~ViewContactOfSdrCaptionObj()56 		ViewContactOfSdrCaptionObj::~ViewContactOfSdrCaptionObj()
57 		{
58 		}
59 
createViewIndependentPrimitive2DSequence() const60 		drawinglayer::primitive2d::Primitive2DSequence ViewContactOfSdrCaptionObj::createViewIndependentPrimitive2DSequence() const
61 		{
62 			drawinglayer::primitive2d::Primitive2DSequence xRetval;
63 			const SdrCaptionObj& rCaptionObj(GetCaptionObj());
64 			const SfxItemSet& rItemSet = rCaptionObj.GetMergedItemSet();
65 			const drawinglayer::attribute::SdrLineFillShadowTextAttribute aAttribute(
66 				drawinglayer::primitive2d::createNewSdrLineFillShadowTextAttribute(
67                     rItemSet,
68                     rCaptionObj.getText(0),
69                     false));
70 
71 			// take unrotated snap rect (direct model data) for position and size
72 			const Rectangle& rRectangle = rCaptionObj.GetGeoRect();
73 			const ::basegfx::B2DRange aObjectRange(
74 				rRectangle.Left(), rRectangle.Top(),
75 				rRectangle.Right(), rRectangle.Bottom());
76 			const GeoStat& rGeoStat(rCaptionObj.GetGeoStat());
77 
78 			// fill object matrix
79 			basegfx::B2DHomMatrix aObjectMatrix(basegfx::tools::createScaleShearXRotateTranslateB2DHomMatrix(
80 				aObjectRange.getWidth(), aObjectRange.getHeight(),
81 				rGeoStat.nShearWink ? tan((36000 - rGeoStat.nShearWink) * F_PI18000) : 0.0,
82 				rGeoStat.nDrehWink ? (36000 - rGeoStat.nDrehWink) * F_PI18000 : 0.0,
83 				aObjectRange.getMinX(), aObjectRange.getMinY()));
84 
85 			// calculate corner radius
86 			double fCornerRadiusX;
87 			double fCornerRadiusY;
88 			drawinglayer::primitive2d::calculateRelativeCornerRadius(
89 				rCaptionObj.GetEckenradius(), aObjectRange, fCornerRadiusX, fCornerRadiusY);
90 
91 			// create primitive. Always create one (even if invisible) to let the decomposition
92 			// of SdrCaptionPrimitive2D create needed invisible elements for HitTest and BoundRect
93 			const drawinglayer::primitive2d::Primitive2DReference xReference(
94 				new drawinglayer::primitive2d::SdrCaptionPrimitive2D(
95 					aObjectMatrix,
96 					aAttribute,
97 					rCaptionObj.getTailPolygon(),
98 					fCornerRadiusX,
99 					fCornerRadiusY));
100 
101 			xRetval = drawinglayer::primitive2d::Primitive2DSequence(&xReference, 1);
102 
103 			if(!aAttribute.isDefault() && rCaptionObj.GetSpecialTextBoxShadow())
104 			{
105 				// for SC, the caption object may have a specialized shadow. The usual object shadow is off
106 				// and a specialized shadow gets created here (see old paint)
107 				const SdrShadowColorItem& rShadColItem = (SdrShadowColorItem&)(rItemSet.Get(SDRATTR_SHADOWCOLOR));
108 				const sal_uInt16 nShadowTransparence(((SdrShadowTransparenceItem&)(rItemSet.Get(SDRATTR_SHADOWTRANSPARENCE))).GetValue());
109 				const Color aShadowColor(rShadColItem.GetColorValue());
110 				const XFillStyle eShadowStyle = ((XFillStyleItem&)(rItemSet.Get(XATTR_FILLSTYLE))).GetValue();
111 
112 				// Create own ItemSet and modify as needed
113 				// Always hide lines for special calc shadow
114 				SfxItemSet aSet(rItemSet);
115 				aSet.Put(XLineStyleItem(XLINE_NONE));
116 
117 				if(XFILL_HATCH == eShadowStyle)
118 				{
119 					// #41666# Hatch color is set hard to shadow color
120 					XHatch aHatch = ((XFillHatchItem&)(rItemSet.Get(XATTR_FILLHATCH))).GetHatchValue();
121 					aHatch.SetColor(aShadowColor);
122 					aSet.Put(XFillHatchItem(String(),aHatch));
123 				}
124 				else
125 				{
126 					if(XFILL_SOLID != eShadowStyle)
127 					{
128 						// force fill to solid (for Gradient, Bitmap and *no* fill (#119750# not filled comments *have* shadow))
129 						aSet.Put(XFillStyleItem(XFILL_SOLID));
130 					}
131 
132 					aSet.Put(XFillColorItem(String(),aShadowColor));
133 					aSet.Put(XFillTransparenceItem(nShadowTransparence));
134 				}
135 
136 				// crete FillAttribute from modified ItemSet
137 				const drawinglayer::attribute::SdrFillAttribute aFill(
138 					drawinglayer::primitive2d::createNewSdrFillAttribute(aSet));
139 				drawinglayer::primitive2d::Primitive2DReference xSpecialShadow;
140 
141 				if(!aFill.isDefault() && 1.0 != aFill.getTransparence())
142 				{
143 					// add shadow offset to object matrix
144 					const sal_uInt32 nXDist(((SdrShadowXDistItem&)(rItemSet.Get(SDRATTR_SHADOWXDIST))).GetValue());
145 					const sal_uInt32 nYDist(((SdrShadowYDistItem&)(rItemSet.Get(SDRATTR_SHADOWYDIST))).GetValue());
146 
147                     if(nXDist || nYDist)
148                     {
149                         // #119750# create obect and shadow outline, clip shadow outline
150                         // on object outline. If there is a rest, create shadow. Do this to
151                         // emulate that shadow is *not* visible behind the object for
152                         // transparent object fill for comments in excel
153                         basegfx::B2DPolygon aObjectOutline(
154                             basegfx::tools::createPolygonFromRect(
155                                 basegfx::B2DRange(0.0, 0.0, 1.0, 1.0),
156                                 fCornerRadiusX,
157                                 fCornerRadiusY));
158                         aObjectOutline.transform(aObjectMatrix);
159 
160                         // create shadow outline
161                         basegfx::B2DPolygon aShadowOutline(aObjectOutline);
162                         aShadowOutline.transform(
163                             basegfx::tools::createTranslateB2DHomMatrix(nXDist, nYDist));
164 
165                         // clip shadow outline against object outline
166                         const basegfx::B2DPolyPolygon aClippedShadow(
167                             basegfx::tools::clipPolygonOnPolyPolygon(
168                                 aShadowOutline,
169                                 basegfx::B2DPolyPolygon(aObjectOutline),
170                                 false, // take the outside
171                                 false));
172 
173                         if(aClippedShadow.count())
174                         {
175                             // if there is shadow, create the specialized shadow primitive
176                             xSpecialShadow = drawinglayer::primitive2d::createPolyPolygonFillPrimitive(
177                                 aClippedShadow,
178                                 basegfx::B2DHomMatrix(),
179                                 aFill,
180                                 drawinglayer::attribute::FillGradientAttribute());
181                         }
182                     }
183 				}
184 
185 				if(xSpecialShadow.is())
186 				{
187 					// if we really got a special shadow, create a two-element retval with the shadow
188 					// behind the standard object's geometry
189 					xRetval.realloc(2);
190 
191 					xRetval[0] = xSpecialShadow;
192 					xRetval[1] = xReference;
193 				}
194 			}
195 
196 			return xRetval;
197 		}
198 	} // end of namespace contact
199 } // end of namespace sdr
200 
201 //////////////////////////////////////////////////////////////////////////////
202 // eof
203