THEFUTURE is unused ;)

This commit is contained in:
Thomas Arnhold
2014-04-04 14:45:11 +02:00
parent 792437f1f4
commit 1c2f9e4189
4 changed files with 0 additions and 47 deletions

View File

@@ -86,14 +86,6 @@ PageInfo::~PageInfo()
}
}
#ifdef THEFUTURE
void PageInfo::addShape( ShapeInfo* pShapeInfo )
{
maShapesVector.push_back( pShapeInfo );
}
#endif
FlashExporter::FlashExporter(
const Reference< XComponentContext > &rxContext,

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@@ -135,10 +135,6 @@ struct PageInfo
PageInfo();
~PageInfo();
#ifdef THEFUTURE
void addShape( ShapeInfo* pShapeInfo );
#endif
};

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@@ -249,36 +249,6 @@ void Writer::placeShape( sal_uInt16 nID, sal_uInt16 nDepth, sal_Int32 x, sal_Int
endTag();
}
#ifdef THEFUTURE
void Writer::moveShape( sal_uInt16 nDepth, sal_Int32 x, sal_Int32 y )
{
startTag( TAG_PLACEOBJECT2 );
BitStream aBits;
aBits.writeUB( 0, 1 ); // Has no Clip Actions
aBits.writeUB( 0, 1 ); // reserved
aBits.writeUB( 0, 1 ); // has no name
aBits.writeUB( 0, 1 ); // no ratio
aBits.writeUB( 0, 1 ); // no color transform
aBits.writeUB( 1, 1 ); // has a matrix
aBits.writeUB( 0, 1 ); // places a character
aBits.writeUB( 1, 1 ); // defines a character to be moved
mpTag->addBits( aBits );
mpTag->addUI16( nDepth ); // depth
// #i73264#
const basegfx::B2DHomMatrix aMatrix(basegfx::tools::createTranslateB2DHomMatrix(
_Int16(static_cast<long>(map100thmm(x)*mnDocXScale)),
_Int16(static_cast<long>(map100thmm(y)*mnDocYScale))));
mpTag->addMatrix( aMatrix ); // transformation matrix
endTag();
}
#endif
void Writer::removeShape( sal_uInt16 nDepth )

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@@ -303,11 +303,6 @@ public:
/** inserts a place shape tag into the movie stream or the current sprite */
void placeShape( sal_uInt16 nID, sal_uInt16 nDepth, sal_Int32 x, sal_Int32 y, sal_uInt16 nClipDepth = 0, const char* pName = NULL );
#ifdef THEFUTURE
/** inserts a move shape tag into the movie stream or the current sprite */
void moveShape( sal_uInt16 nDepth, sal_Int32 x, sal_Int32 y );
#endif
/** inserts a remove shape tag into the movie stream or the current sprite */
void removeShape( sal_uInt16 nDepth );