xref: /aoo42x/main/svx/source/table/tablehandles.cxx (revision 1cd65da9)
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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 "tablehandles.hxx"
28 
29 #include <vcl/svapp.hxx>
30 #include <vcl/outdev.hxx>
31 #include <vcl/salbtype.hxx>
32 #include <vcl/canvastools.hxx>
33 #include <vcl/hatch.hxx>
34 #include <basegfx/polygon/b2dpolygon.hxx>
35 #include <basegfx/polygon/b2dpolypolygontools.hxx>
36 #include <basegfx/range/b2drectangle.hxx>
37 #include <basegfx/polygon/b2dpolygontools.hxx>
38 #include <svx/sdr/overlay/overlayobject.hxx>
39 #include <svx/sdr/overlay/overlaymanager.hxx>
40 #include <svx/sdrpagewindow.hxx>
41 #include <svx/sdrpaintwindow.hxx>
42 #include <svx/svdmrkv.hxx>
43 #include <svx/svdpagv.hxx>
44 #include <drawinglayer/primitive2d/polypolygonprimitive2d.hxx>
45 #include <svx/sdr/overlay/overlayrectangle.hxx>
46 #include <drawinglayer/primitive2d/hiddengeometryprimitive2d.hxx>
47 
48 namespace sdr { namespace table {
49 
50 // --------------------------------------------------------------------
51 
52 class OverlayTableEdge : public sdr::overlay::OverlayObject
53 {
54 protected:
55 	basegfx::B2DPolyPolygon maPolyPolygon;
56 	bool					mbVisible;
57 
58 	// geometry creation for OverlayObject
59 	virtual drawinglayer::primitive2d::Primitive2DSequence createOverlayObjectPrimitive2DSequence();
60 
61 public:
62 	OverlayTableEdge( const basegfx::B2DPolyPolygon& rPolyPolygon, bool bVisible );
63 	virtual ~OverlayTableEdge();
64 };
65 
66 // --------------------------------------------------------------------
67 
TableEdgeHdl(const Point & rPnt,bool bHorizontal,sal_Int32 nMin,sal_Int32 nMax,sal_Int32 nEdges)68 TableEdgeHdl::TableEdgeHdl( const Point& rPnt, bool bHorizontal, sal_Int32 nMin, sal_Int32 nMax, sal_Int32 nEdges )
69 : SdrHdl( rPnt, HDL_USER )
70 , mbHorizontal( bHorizontal )
71 , mnMin( nMin )
72 , mnMax( nMax )
73 , maEdges(nEdges)
74 {
75 }
76 
SetEdge(sal_Int32 nEdge,sal_Int32 nStart,sal_Int32 nEnd,TableEdgeState eState)77 void TableEdgeHdl::SetEdge( sal_Int32 nEdge, sal_Int32 nStart, sal_Int32 nEnd, TableEdgeState eState )
78 {
79 	if( (nEdge >= 0) && (nEdge <= sal::static_int_cast<sal_Int32>(maEdges.size())) )
80 	{
81 		maEdges[nEdge].mnStart = nStart;
82 		maEdges[nEdge].mnEnd = nEnd;
83 		maEdges[nEdge].meState = eState;
84 	}
85 	else
86 	{
87 		OSL_ENSURE( false, "sdr::table::TableEdgeHdl::SetEdge(), invalid edge!" );
88 	}
89 }
90 
GetPointer() const91 Pointer TableEdgeHdl::GetPointer() const
92 {
93 	if( mbHorizontal )
94 		return POINTER_VSPLIT;
95 	else
96 		return POINTER_HSPLIT;
97 }
98 
GetValidDragOffset(const SdrDragStat & rDrag) const99 sal_Int32 TableEdgeHdl::GetValidDragOffset( const SdrDragStat& rDrag ) const
100 {
101 	return std::min( std::max( static_cast<sal_Int32>(mbHorizontal ? rDrag.GetDY() : rDrag.GetDX()), mnMin ), mnMax );
102 }
103 
getSpecialDragPoly(const SdrDragStat & rDrag) const104 basegfx::B2DPolyPolygon TableEdgeHdl::getSpecialDragPoly(const SdrDragStat& rDrag) const
105 {
106 	basegfx::B2DPolyPolygon aVisible;
107 	basegfx::B2DPolyPolygon aInvisible;
108 
109 	// create and return visible and non-visible parts for drag
110 	getPolyPolygon(aVisible, aInvisible, &rDrag);
111 	aVisible.append(aInvisible);
112 
113 	return aVisible;
114 }
115 
getPolyPolygon(basegfx::B2DPolyPolygon & rVisible,basegfx::B2DPolyPolygon & rInvisible,const SdrDragStat * pDrag) const116 void TableEdgeHdl::getPolyPolygon(basegfx::B2DPolyPolygon& rVisible, basegfx::B2DPolyPolygon& rInvisible, const SdrDragStat* pDrag) const
117 {
118 	// changed method to create visible and invisible partial polygons in one run in
119 	// separate PolyPolygons; both kinds are used
120 	basegfx::B2DPoint aOffset(aPos.X(), aPos.Y());
121 	rVisible.clear();
122 	rInvisible.clear();
123 
124 	if( pDrag )
125 	{
126 		int n = mbHorizontal ? 1 : 0;
127 		aOffset[n] = aOffset[n] + GetValidDragOffset( *pDrag );
128 	}
129 
130 	basegfx::B2DPoint aStart(aOffset), aEnd(aOffset);
131 	int nPos = mbHorizontal ? 0 : 1;
132 	TableEdgeVector::const_iterator aIter( maEdges.begin() );
133 
134 	while( aIter != maEdges.end() )
135 	{
136 		TableEdge aEdge(*aIter++);
137 
138 		aStart[nPos] = aOffset[nPos] + aEdge.mnStart;
139 		aEnd[nPos] = aOffset[nPos] + aEdge.mnEnd;
140 
141 		basegfx::B2DPolygon aPolygon;
142 		aPolygon.append( aStart );
143 		aPolygon.append( aEnd );
144 
145 		if(aEdge.meState == Visible)
146 		{
147 			rVisible.append(aPolygon);
148 		}
149 		else
150 		{
151 			rInvisible.append(aPolygon);
152 		}
153 	}
154 }
155 
CreateB2dIAObject()156 void TableEdgeHdl::CreateB2dIAObject()
157 {
158 	GetRidOfIAObject();
159 
160 	if(pHdlList && pHdlList->GetView() && !pHdlList->GetView()->areMarkHandlesHidden())
161 	{
162 		SdrMarkView* pView = pHdlList->GetView();
163 		SdrPageView* pPageView = pView->GetSdrPageView();
164 
165 		if(pPageView)
166 		{
167 			basegfx::B2DPolyPolygon aVisible;
168 			basegfx::B2DPolyPolygon aInvisible;
169 
170 			// get visible and invisible parts
171 			getPolyPolygon(aVisible, aInvisible, 0);
172 
173 			if(aVisible.count() || aInvisible.count())
174 			{
175 				for(sal_uInt32 nWindow = 0; nWindow < pPageView->PageWindowCount(); nWindow++)
176 				{
177 					const SdrPageWindow& rPageWindow = *pPageView->GetPageWindow(nWindow);
178 
179 					if(rPageWindow.GetPaintWindow().OutputToWindow())
180 					{
181 						if(rPageWindow.GetOverlayManager())
182 						{
183 							if(aVisible.count())
184 							{
185 								// create overlay object for visible parts
186 								sdr::overlay::OverlayObject* pOverlayObject = new OverlayTableEdge(aVisible, true);
187 								rPageWindow.GetOverlayManager()->add(*pOverlayObject);
188 								maOverlayGroup.append(*pOverlayObject);
189 							}
190 
191 							if(aInvisible.count())
192 							{
193 								// also create overlay object vor invisible parts to allow
194 								// a standard HitTest using the primitives from that overlay object
195 								// (see OverlayTableEdge implementation)
196 								sdr::overlay::OverlayObject* pOverlayObject = new OverlayTableEdge(aInvisible, false);
197 								rPageWindow.GetOverlayManager()->add(*pOverlayObject);
198 								maOverlayGroup.append(*pOverlayObject);
199 							}
200 						}
201 					}
202 				}
203 			}
204 		}
205 	}
206 }
207 
208 //////////////////////////////////////////////////////////////////////////////
209 
OverlayTableEdge(const basegfx::B2DPolyPolygon & rPolyPolygon,bool bVisible)210 OverlayTableEdge::OverlayTableEdge( const basegfx::B2DPolyPolygon& rPolyPolygon, bool bVisible )
211 :	OverlayObject(Color(COL_GRAY))
212 ,	maPolyPolygon( rPolyPolygon )
213 ,	mbVisible(bVisible)
214 {
215 }
216 
~OverlayTableEdge()217 OverlayTableEdge::~OverlayTableEdge()
218 {
219 }
220 
createOverlayObjectPrimitive2DSequence()221 drawinglayer::primitive2d::Primitive2DSequence OverlayTableEdge::createOverlayObjectPrimitive2DSequence()
222 {
223 	drawinglayer::primitive2d::Primitive2DSequence aRetval;
224 
225 	if(maPolyPolygon.count())
226 	{
227 		// Discussed with CL. Currently i will leave the transparence out since this
228 		// a little bit expensive. We may check the look with drag polygons later
229 		const drawinglayer::primitive2d::Primitive2DReference aReference(
230 			new drawinglayer::primitive2d::PolyPolygonHairlinePrimitive2D(
231 				maPolyPolygon,
232 				getBaseColor().getBColor()));
233 
234 		if(mbVisible)
235 		{
236 			// visible, just return as sequence
237 			aRetval = drawinglayer::primitive2d::Primitive2DSequence(&aReference, 1);
238 		}
239 		else
240 		{
241 			// embed in HiddenGeometryPrimitive2D to support HitTest of this invisible
242             // overlay object
243 			const drawinglayer::primitive2d::Primitive2DSequence aSequence(&aReference, 1);
244 			const drawinglayer::primitive2d::Primitive2DReference aNewReference(
245 				new drawinglayer::primitive2d::HiddenGeometryPrimitive2D(aSequence));
246 			aRetval = drawinglayer::primitive2d::Primitive2DSequence(&aNewReference, 1);
247 		}
248 	}
249 
250 	return aRetval;
251 }
252 
253 // ====================================================================
254 
TableBorderHdl(const Rectangle & rRect,bool bAnimate)255 TableBorderHdl::TableBorderHdl(
256     const Rectangle& rRect,
257     bool bAnimate)
258 :   SdrHdl(rRect.TopLeft(), HDL_MOVE),
259     maRectangle(rRect),
260     mbAnimate(bAnimate)
261 {
262 }
263 
GetPointer() const264 Pointer TableBorderHdl::GetPointer() const
265 {
266 	return POINTER_MOVE;
267 }
268 
269 // create marker for this kind
CreateB2dIAObject()270 void TableBorderHdl::CreateB2dIAObject()
271 {
272 	GetRidOfIAObject();
273 
274 	if(pHdlList && pHdlList->GetView() && !pHdlList->GetView()->areMarkHandlesHidden())
275 	{
276 		SdrMarkView* pView = pHdlList->GetView();
277 		SdrPageView* pPageView = pView->GetSdrPageView();
278 
279 		if(pPageView)
280 		{
281 			for(sal_uInt32 nWindow = 0; nWindow < pPageView->PageWindowCount(); nWindow++)
282 			{
283 				const SdrPageWindow& rPageWindow = *pPageView->GetPageWindow(nWindow);
284 
285 				if(rPageWindow.GetPaintWindow().OutputToWindow())
286 				{
287 					if(rPageWindow.GetOverlayManager())
288 					{
289 						const basegfx::B2DRange aRange(vcl::unotools::b2DRectangleFromRectangle(maRectangle));
290                         const SvtOptionsDrawinglayer aSvtOptionsDrawinglayer;
291                         const Color aHilightColor(aSvtOptionsDrawinglayer.getHilightColor());
292                         const double fTransparence(aSvtOptionsDrawinglayer.GetTransparentSelectionPercent() * 0.01);
293 
294 						sdr::overlay::OverlayObject* pOverlayObject = new sdr::overlay::OverlayRectangle(
295 							aRange.getMinimum(),
296 							aRange.getMaximum(),
297 							aHilightColor,
298                             fTransparence,
299 							6.0,
300 							0.0,
301 							0.0,
302                             500,
303                             // make animation dependent from text edit active, because for tables
304                             // this handle is also used when text edit *is* active for it. This
305                             // interferes too much concerning repaint stuff (at least as long as
306                             // text edit is not yet on the overlay)
307                             getAnimate());
308 
309 						rPageWindow.GetOverlayManager()->add(*pOverlayObject);
310 						maOverlayGroup.append(*pOverlayObject);
311 					}
312 				}
313 			}
314 		}
315 	}
316 }
317 
318 //////////////////////////////////////////////////////////////////////////////
319 
320 } // end of namespace table
321 } // end of namespace sdr
322