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27*cdf0e10cSrcweir 
28*cdf0e10cSrcweir // MARKER(update_precomp.py): autogen include statement, do not remove
29*cdf0e10cSrcweir #include "precompiled_svx.hxx"
30*cdf0e10cSrcweir 
31*cdf0e10cSrcweir #include <svx/sdr/contact/viewcontactofsdrcaptionobj.hxx>
32*cdf0e10cSrcweir #include <svx/svdocapt.hxx>
33*cdf0e10cSrcweir #include <svx/sdr/primitive2d/sdrattributecreator.hxx>
34*cdf0e10cSrcweir #include <svx/sdr/primitive2d/sdrcaptionprimitive2d.hxx>
35*cdf0e10cSrcweir #include <basegfx/matrix/b2dhommatrixtools.hxx>
36*cdf0e10cSrcweir 
37*cdf0e10cSrcweir //////////////////////////////////////////////////////////////////////////////
38*cdf0e10cSrcweir // includes for special text box shadow (SC)
39*cdf0e10cSrcweir 
40*cdf0e10cSrcweir #include <svl/itemset.hxx>
41*cdf0e10cSrcweir #include <svx/xhatch.hxx>
42*cdf0e10cSrcweir #include <svx/xflhtit.hxx>
43*cdf0e10cSrcweir #include <svx/xflclit.hxx>
44*cdf0e10cSrcweir #include <svx/xfltrit.hxx>
45*cdf0e10cSrcweir #include <basegfx/polygon/b2dpolygontools.hxx>
46*cdf0e10cSrcweir #include <svx/sdr/primitive2d/sdrdecompositiontools.hxx>
47*cdf0e10cSrcweir 
48*cdf0e10cSrcweir //////////////////////////////////////////////////////////////////////////////
49*cdf0e10cSrcweir 
50*cdf0e10cSrcweir namespace sdr
51*cdf0e10cSrcweir {
52*cdf0e10cSrcweir 	namespace contact
53*cdf0e10cSrcweir 	{
54*cdf0e10cSrcweir 		ViewContactOfSdrCaptionObj::ViewContactOfSdrCaptionObj(SdrCaptionObj& rCaptionObj)
55*cdf0e10cSrcweir 		:	ViewContactOfSdrRectObj(rCaptionObj)
56*cdf0e10cSrcweir 		{
57*cdf0e10cSrcweir 		}
58*cdf0e10cSrcweir 
59*cdf0e10cSrcweir 		ViewContactOfSdrCaptionObj::~ViewContactOfSdrCaptionObj()
60*cdf0e10cSrcweir 		{
61*cdf0e10cSrcweir 		}
62*cdf0e10cSrcweir 
63*cdf0e10cSrcweir 		drawinglayer::primitive2d::Primitive2DSequence ViewContactOfSdrCaptionObj::createViewIndependentPrimitive2DSequence() const
64*cdf0e10cSrcweir 		{
65*cdf0e10cSrcweir 			drawinglayer::primitive2d::Primitive2DSequence xRetval;
66*cdf0e10cSrcweir 			const SdrCaptionObj& rCaptionObj(GetCaptionObj());
67*cdf0e10cSrcweir 			const SfxItemSet& rItemSet = rCaptionObj.GetMergedItemSet();
68*cdf0e10cSrcweir 			const drawinglayer::attribute::SdrLineFillShadowTextAttribute aAttribute(
69*cdf0e10cSrcweir 				drawinglayer::primitive2d::createNewSdrLineFillShadowTextAttribute(
70*cdf0e10cSrcweir                     rItemSet,
71*cdf0e10cSrcweir                     rCaptionObj.getText(0)));
72*cdf0e10cSrcweir 
73*cdf0e10cSrcweir 			// take unrotated snap rect (direct model data) for position and size
74*cdf0e10cSrcweir 			const Rectangle& rRectangle = rCaptionObj.GetGeoRect();
75*cdf0e10cSrcweir 			const ::basegfx::B2DRange aObjectRange(
76*cdf0e10cSrcweir 				rRectangle.Left(), rRectangle.Top(),
77*cdf0e10cSrcweir 				rRectangle.Right(), rRectangle.Bottom());
78*cdf0e10cSrcweir 			const GeoStat& rGeoStat(rCaptionObj.GetGeoStat());
79*cdf0e10cSrcweir 
80*cdf0e10cSrcweir 			// fill object matrix
81*cdf0e10cSrcweir 			basegfx::B2DHomMatrix aObjectMatrix(basegfx::tools::createScaleShearXRotateTranslateB2DHomMatrix(
82*cdf0e10cSrcweir 				aObjectRange.getWidth(), aObjectRange.getHeight(),
83*cdf0e10cSrcweir 				rGeoStat.nShearWink ? tan((36000 - rGeoStat.nShearWink) * F_PI18000) : 0.0,
84*cdf0e10cSrcweir 				rGeoStat.nDrehWink ? (36000 - rGeoStat.nDrehWink) * F_PI18000 : 0.0,
85*cdf0e10cSrcweir 				aObjectRange.getMinX(), aObjectRange.getMinY()));
86*cdf0e10cSrcweir 
87*cdf0e10cSrcweir 			// calculate corner radius
88*cdf0e10cSrcweir 			double fCornerRadiusX;
89*cdf0e10cSrcweir 			double fCornerRadiusY;
90*cdf0e10cSrcweir 			drawinglayer::primitive2d::calculateRelativeCornerRadius(
91*cdf0e10cSrcweir 				rCaptionObj.GetEckenradius(), aObjectRange, fCornerRadiusX, fCornerRadiusY);
92*cdf0e10cSrcweir 
93*cdf0e10cSrcweir 			// create primitive. Always create one (even if invisible) to let the decomposition
94*cdf0e10cSrcweir 			// of SdrCaptionPrimitive2D create needed invisible elements for HitTest and BoundRect
95*cdf0e10cSrcweir 			const drawinglayer::primitive2d::Primitive2DReference xReference(
96*cdf0e10cSrcweir 				new drawinglayer::primitive2d::SdrCaptionPrimitive2D(
97*cdf0e10cSrcweir 					aObjectMatrix,
98*cdf0e10cSrcweir 					aAttribute,
99*cdf0e10cSrcweir 					rCaptionObj.getTailPolygon(),
100*cdf0e10cSrcweir 					fCornerRadiusX,
101*cdf0e10cSrcweir 					fCornerRadiusY));
102*cdf0e10cSrcweir 
103*cdf0e10cSrcweir 			xRetval = drawinglayer::primitive2d::Primitive2DSequence(&xReference, 1);
104*cdf0e10cSrcweir 
105*cdf0e10cSrcweir 			if(!aAttribute.isDefault() && rCaptionObj.GetSpecialTextBoxShadow())
106*cdf0e10cSrcweir 			{
107*cdf0e10cSrcweir 				// for SC, the caption object may have a specialized shadow. The usual object shadow is off
108*cdf0e10cSrcweir 				// and a specialized shadow gets created here (see old paint)
109*cdf0e10cSrcweir 				const SdrShadowColorItem& rShadColItem = (SdrShadowColorItem&)(rItemSet.Get(SDRATTR_SHADOWCOLOR));
110*cdf0e10cSrcweir 				const sal_uInt16 nTransp(((SdrShadowTransparenceItem&)(rItemSet.Get(SDRATTR_SHADOWTRANSPARENCE))).GetValue());
111*cdf0e10cSrcweir 				const Color aShadCol(rShadColItem.GetColorValue());
112*cdf0e10cSrcweir 				const XFillStyle eStyle = ((XFillStyleItem&)(rItemSet.Get(XATTR_FILLSTYLE))).GetValue();
113*cdf0e10cSrcweir 
114*cdf0e10cSrcweir 				// Create own ItemSet and modify as needed
115*cdf0e10cSrcweir 				// Always hide lines for special calc shadow
116*cdf0e10cSrcweir 				SfxItemSet aSet(rItemSet);
117*cdf0e10cSrcweir 				aSet.Put(XLineStyleItem(XLINE_NONE));
118*cdf0e10cSrcweir 
119*cdf0e10cSrcweir 				if(XFILL_HATCH == eStyle)
120*cdf0e10cSrcweir 				{
121*cdf0e10cSrcweir 					// #41666# Hatch color is set hard to shadow color
122*cdf0e10cSrcweir 					XHatch aHatch = ((XFillHatchItem&)(rItemSet.Get(XATTR_FILLHATCH))).GetHatchValue();
123*cdf0e10cSrcweir 					aHatch.SetColor(aShadCol);
124*cdf0e10cSrcweir 					aSet.Put(XFillHatchItem(String(),aHatch));
125*cdf0e10cSrcweir 				}
126*cdf0e10cSrcweir 				else
127*cdf0e10cSrcweir 				{
128*cdf0e10cSrcweir 					if(XFILL_NONE != eStyle && XFILL_SOLID != eStyle)
129*cdf0e10cSrcweir 					{
130*cdf0e10cSrcweir 						// force fill to solid (for Gradient and Bitmap)
131*cdf0e10cSrcweir 						aSet.Put(XFillStyleItem(XFILL_SOLID));
132*cdf0e10cSrcweir 					}
133*cdf0e10cSrcweir 
134*cdf0e10cSrcweir 					aSet.Put(XFillColorItem(String(),aShadCol));
135*cdf0e10cSrcweir 					aSet.Put(XFillTransparenceItem(nTransp));
136*cdf0e10cSrcweir 				}
137*cdf0e10cSrcweir 
138*cdf0e10cSrcweir 				// crete FillAttribute from modified ItemSet
139*cdf0e10cSrcweir 				const drawinglayer::attribute::SdrFillAttribute aFill(
140*cdf0e10cSrcweir 					drawinglayer::primitive2d::createNewSdrFillAttribute(aSet));
141*cdf0e10cSrcweir 				drawinglayer::primitive2d::Primitive2DReference xSpecialShadow;
142*cdf0e10cSrcweir 
143*cdf0e10cSrcweir 				if(!aFill.isDefault() && 1.0 != aFill.getTransparence())
144*cdf0e10cSrcweir 				{
145*cdf0e10cSrcweir 					// add shadow offset to object matrix
146*cdf0e10cSrcweir 					const sal_uInt32 nXDist(((SdrShadowXDistItem&)(rItemSet.Get(SDRATTR_SHADOWXDIST))).GetValue());
147*cdf0e10cSrcweir 					const sal_uInt32 nYDist(((SdrShadowYDistItem&)(rItemSet.Get(SDRATTR_SHADOWYDIST))).GetValue());
148*cdf0e10cSrcweir 					aObjectMatrix.translate(nXDist, nYDist);
149*cdf0e10cSrcweir 
150*cdf0e10cSrcweir 					// create unit outline polygon as geometry (see SdrCaptionPrimitive2D::create2DDecomposition)
151*cdf0e10cSrcweir 					basegfx::B2DPolygon aUnitOutline(basegfx::tools::createPolygonFromRect(
152*cdf0e10cSrcweir 						basegfx::B2DRange(0.0, 0.0, 1.0, 1.0), fCornerRadiusX, fCornerRadiusY));
153*cdf0e10cSrcweir 
154*cdf0e10cSrcweir 					// create the specialized shadow primitive
155*cdf0e10cSrcweir 					xSpecialShadow = drawinglayer::primitive2d::createPolyPolygonFillPrimitive(
156*cdf0e10cSrcweir 						basegfx::B2DPolyPolygon(aUnitOutline),
157*cdf0e10cSrcweir 						aObjectMatrix,
158*cdf0e10cSrcweir 						aFill,
159*cdf0e10cSrcweir 						drawinglayer::attribute::FillGradientAttribute());
160*cdf0e10cSrcweir 				}
161*cdf0e10cSrcweir 
162*cdf0e10cSrcweir 				if(xSpecialShadow.is())
163*cdf0e10cSrcweir 				{
164*cdf0e10cSrcweir 					// if we really got a special shadow, create a two-element retval with the shadow
165*cdf0e10cSrcweir 					// behind the standard object's geometry
166*cdf0e10cSrcweir 					xRetval.realloc(2);
167*cdf0e10cSrcweir 
168*cdf0e10cSrcweir 					xRetval[0] = xSpecialShadow;
169*cdf0e10cSrcweir 					xRetval[1] = xReference;
170*cdf0e10cSrcweir 				}
171*cdf0e10cSrcweir 			}
172*cdf0e10cSrcweir 
173*cdf0e10cSrcweir 			return xRetval;
174*cdf0e10cSrcweir 		}
175*cdf0e10cSrcweir 	} // end of namespace contact
176*cdf0e10cSrcweir } // end of namespace sdr
177*cdf0e10cSrcweir 
178*cdf0e10cSrcweir //////////////////////////////////////////////////////////////////////////////
179*cdf0e10cSrcweir // eof
180