/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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* 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/primitive2d/sdrcustomshapeprimitive2d.hxx>
#include <basegfx/polygon/b2dpolygon.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <basegfx/polygon/b2dpolypolygon.hxx>
#include <sdr/primitive2d/sdrdecompositiontools.hxx>
#include <svx/sdr/primitive2d/svx_primitivetypes2d.hxx>
#include <drawinglayer/attribute/sdrlineattribute.hxx>
#include <drawinglayer/primitive2d/groupprimitive2d.hxx>
#include <utility>
using namespace com::sun::star;
namespace drawinglayer::primitive2d
{
Primitive2DReference SdrCustomShapePrimitive2D::create2DDecomposition(const geometry::ViewInformation2D& /*aViewInformation*/) const
{
Primitive2DContainer aRetval(getSubPrimitives());
// Soft edges should be before text, since text is not affected by soft edges
if (!aRetval.empty() && getSdrSTAttribute().getSoftEdgeRadius())
{
aRetval = createEmbeddedSoftEdgePrimitive(std::move(aRetval),
getSdrSTAttribute().getSoftEdgeRadius());
}
// tdf#132199: put glow before shadow, to have shadow of the glow, not the opposite
if (!aRetval.empty() && !getSdrSTAttribute().getGlow().isDefault())
{
// glow
aRetval = createEmbeddedGlowPrimitive(std::move(aRetval), getSdrSTAttribute().getGlow());
}
// add text
if(!getSdrSTAttribute().getText().isDefault())
{
const basegfx::B2DPolygon& aUnitOutline(basegfx::utils::createUnitPolygon());
Primitive2DContainer aTempContentText;
aTempContentText.push_back(
createTextPrimitive(
basegfx::B2DPolyPolygon(aUnitOutline),
getTextBox(),
getSdrSTAttribute().getText(),
attribute::SdrLineAttribute(),
false,
getWordWrap()));
// put text glow before, shape glow and shadow
if (!aTempContentText.empty() && !getSdrSTAttribute().getGlowText().isDefault())
{
// add text glow
aTempContentText = createEmbeddedTextGlowPrimitive(std::move(aTempContentText), getSdrSTAttribute().getGlowText());
}
aRetval.append(std::move(aTempContentText));
}
// add shadow
if(!aRetval.empty() && !getSdrSTAttribute().getShadow().isDefault())
{
// #i105323# add generic shadow only for 2D shapes. For
// 3D shapes shadow will be set at the individual created
// visualisation objects and be visualized by the 3d renderer
// as a single shadow.
// The shadow for AutoShapes could be handled uniformly by not setting any
// shadow items at the helper model objects and only adding shadow here for
// 2D and 3D (and it works, too), but this would lead to two 3D scenes for
// the 3D object; one for the shadow and one for the content. The one for the
// shadow will be correct (using ColorModifierStack), but expensive.
if(!get3DShape())
{
aRetval = createEmbeddedShadowPrimitive(std::move(aRetval), getSdrSTAttribute().getShadow(),
maTransform);
}
}
return new GroupPrimitive2D(std::move(aRetval));
}
SdrCustomShapePrimitive2D::SdrCustomShapePrimitive2D(
const attribute::SdrEffectsTextAttribute& rSdrSTAttribute,
Primitive2DContainer&& rSubPrimitives,
basegfx::B2DHomMatrix aTextBox,
bool bWordWrap,
bool b3DShape,
basegfx::B2DHomMatrix aTransform)
: maSdrSTAttribute(rSdrSTAttribute),
maSubPrimitives(std::move(rSubPrimitives)),
maTextBox(std::move(aTextBox)),
mbWordWrap(bWordWrap),
mb3DShape(b3DShape),
maTransform(std::move(aTransform))
{
}
bool SdrCustomShapePrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
{
if(BufferedDecompositionPrimitive2D::operator==(rPrimitive))
{
const SdrCustomShapePrimitive2D& rCompare = static_cast<const SdrCustomShapePrimitive2D&>(rPrimitive);
return (getSdrSTAttribute() == rCompare.getSdrSTAttribute()
&& getSubPrimitives() == rCompare.getSubPrimitives()
&& getTextBox() == rCompare.getTextBox()
&& getWordWrap() == rCompare.getWordWrap()
&& get3DShape() == rCompare.get3DShape());
}
return false;
}
// provide unique ID
sal_uInt32 SdrCustomShapePrimitive2D::getPrimitive2DID() const
{
return PRIMITIVE2D_ID_SDRCUSTOMSHAPEPRIMITIVE2D;
}
} // end of namespace
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
↑ V560 A part of conditional expression is always true: !aTempContentText.empty().