Files
libreoffice/svx/source/engine3d/float3d.cxx
Armin Weiss 00b3648bc2 change SdrObjects to use SfxItemSet instead of SfxSetItems.
Removed TakeAttributes() and SetAttributes(), new ItemSet
modification methods (GetItem[Set], SetItem[Set], ClearItem,...)
2000-10-30 10:00:01 +00:00

3635 lines
116 KiB
C++

/*************************************************************************
*
* $RCSfile: float3d.cxx,v $
*
* $Revision: 1.5 $
*
* last change: $Author: aw $ $Date: 2000-10-30 10:55:03 $
*
* The Contents of this file are made available subject to the terms of
* either of the following licenses
*
* - GNU Lesser General Public License Version 2.1
* - Sun Industry Standards Source License Version 1.1
*
* Sun Microsystems Inc., October, 2000
*
* GNU Lesser General Public License Version 2.1
* =============================================
* Copyright 2000 by Sun Microsystems, Inc.
* 901 San Antonio Road, Palo Alto, CA 94303, USA
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License version 2.1, as published by the Free Software Foundation.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston,
* MA 02111-1307 USA
*
*
* Sun Industry Standards Source License Version 1.1
* =================================================
* The contents of this file are subject to the Sun Industry Standards
* Source License Version 1.1 (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.openoffice.org/license.html.
*
* Software provided under this License is provided on an "AS IS" basis,
* WITHOUT WARRUNTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING,
* WITHOUT LIMITATION, WARRUNTIES THAT THE SOFTWARE IS FREE OF DEFECTS,
* MERCHANTABLE, FIT FOR A PARTICULAR PURPOSE, OR NON-INFRINGING.
* See the License for the specific provisions governing your rights and
* obligations concerning the Software.
*
* The Initial Developer of the Original Code is: Sun Microsystems, Inc..
*
* Copyright: 2000 by Sun Microsystems, Inc.
*
* All Rights Reserved.
*
* Contributor(s): _______________________________________
*
*
************************************************************************/
#pragma hdrstop
#ifndef _SFXDISPATCH_HXX //autogen
#include <sfx2/dispatch.hxx>
#endif
#ifndef _SFXMODULE_HXX //autogen
#include <sfx2/module.hxx>
#endif
#ifndef _SFXVIEWFRM_HXX //autogen
#include <sfx2/viewfrm.hxx>
#endif
#ifndef _SFXENUMITEM_HXX //autogen
#include <svtools/eitem.hxx>
#endif
#ifndef _SV_COLRDLG_HXX //autogen
#include <svtools/colrdlg.hxx>
#endif
#ifndef _SV_MSGBOX_HXX //autogen
#include <vcl/msgbox.hxx>
#endif
#ifndef _SFXVIEWSH_HXX //autogen
#include <sfx2/viewsh.hxx>
#endif
#ifndef _SHL_HXX
#include <tools/shl.hxx>
#endif
#ifndef _SVX_XFLCLIT_HXX
#include <xflclit.hxx>
#endif
#ifndef _SVDMODEL_HXX
#include <svdmodel.hxx>
#endif
#ifndef _E3D_GLOBL3D_HXX
#include <globl3d.hxx>
#endif
#ifndef _E3D_VIEW3D_HXX
#include <view3d.hxx>
#endif
#ifndef _E3D_OBJ3D_HXX
#include <obj3d.hxx>
#endif
#ifndef _E3D_SPHERE3D_HXX
#include <sphere3d.hxx>
#endif
#ifndef _E3D_SCENE3D_HXX
#include <scene3d.hxx>
#endif
#ifndef _CAMERA3D_HXX
#include <camera3d.hxx>
#endif
#ifndef _SVX_FMMODEL_HXX
#include <fmmodel.hxx>
#endif
#ifndef _SVX_FMPAGE_HXX
#include <fmpage.hxx>
#endif
#ifndef _E3D_POLYSC3D_HXX
#include <polysc3d.hxx>
#endif
#ifndef _EEITEM_HXX //autogen
#include <eeitem.hxx>
#endif
#ifndef _SFXSTYLE_HXX
#include <svtools/style.hxx>
#endif
#include <dlgutil.hxx>
#include <dialmgr.hxx>
#include <viewpt3d.hxx> // ProjectionType
#include <svxids.hrc>
#include <dialogs.hrc>
#define ITEMID_COLOR SID_ATTR_3D_LIGHTCOLOR
#include <colritem.hxx>
#include <e3ditem.hxx>
#include <gallery.hxx>
#define GALLERY_THEME "3D"
#include "float3d.hxx"
#include "float3d.hrc"
SFX_IMPL_DOCKINGWINDOW( Svx3DChildWindow, SID_3D_WIN )
/*************************************************************************
|* Svx3DWin - FloatingWindow
\************************************************************************/
__EXPORT Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
SfxChildWindow *pCW, Window* pParent ) :
SfxDockingWindow ( pInBindings, pCW, pParent,
SVX_RES( RID_SVXFLOAT_3D ) ),
aBtnFavorites ( this, SVX_RES( BTN_FAVORITES ) ),
aBtnGeo ( this, SVX_RES( BTN_GEO ) ),
aBtnRepresentation ( this, SVX_RES( BTN_REPRESENTATION ) ),
aBtnLight ( this, SVX_RES( BTN_LIGHT ) ),
aBtnTexture ( this, SVX_RES( BTN_TEXTURE ) ),
aBtnMaterial ( this, SVX_RES( BTN_MATERIAL ) ),
aBtnUpdate ( this, SVX_RES( BTN_UPDATE ) ),
aBtnAssign ( this, SVX_RES( BTN_ASSIGN ) ),
// Favoriten
aCtlFavorites ( this, SVX_RES( CTL_FAVORITES ) ),
aGrpFavorites ( this, SVX_RES( GRP_FAVORITES ) ),
aBtnOnly3D ( this, SVX_RES( BTN_ONLY_3D ) ),
aBtnAllAttributes ( this, SVX_RES( BTN_ALL_ATTRIBUTES ) ),
// Geometrie
aFtHorizontal ( this, SVX_RES( FT_HORIZONTAL ) ),
aNumHorizontal ( this, SVX_RES( NUM_HORIZONTAL ) ),
aFtVertical ( this, SVX_RES( FT_VERTICAL ) ),
aNumVertical ( this, SVX_RES( NUM_VERTICAL ) ),
aGrpSegments ( this, SVX_RES( GRP_SEGMENTS ) ),
aFtPercentDiagonal ( this, SVX_RES( FT_PERCENT_DIAGONAL ) ),
aMtrPercentDiagonal ( this, SVX_RES( MTR_PERCENT_DIAGONAL ) ),
aFtBackscale ( this, SVX_RES( FT_BACKSCALE ) ),
aMtrBackscale ( this, SVX_RES( MTR_BACKSCALE ) ),
aFtEndAngle ( this, SVX_RES( FT_END_ANGLE ) ),
aMtrEndAngle ( this, SVX_RES( MTR_END_ANGLE ) ),
aFtDepth ( this, SVX_RES( FT_DEPTH ) ),
aMtrDepth ( this, SVX_RES( MTR_DEPTH ) ),
aGrpGeometrie ( this, SVX_RES( GRP_GEOMETRIE ) ),
aBtnNormalsObj ( this, SVX_RES( BTN_NORMALS_OBJ ) ),
aBtnNormalsFlat ( this, SVX_RES( BTN_NORMALS_FLAT ) ),
aBtnNormalsSphere ( this, SVX_RES( BTN_NORMALS_SPHERE ) ),
aBtnTwoSidedLighting( this, SVX_RES( BTN_TWO_SIDED_LIGHTING ) ),
aBtnNormalsInvert ( this, SVX_RES( BTN_NORMALS_INVERT ) ),
aGrpNormals ( this, SVX_RES( GRP_NORMALS ) ),
aBtnDoubleSided ( this, SVX_RES( BTN_DOUBLE_SIDED ) ),
// Darstellung
aFtShademode ( this, SVX_RES( FT_SHADEMODE ) ),
aLbShademode ( this, SVX_RES( LB_SHADEMODE ) ),
aBtnShadow3d ( this, SVX_RES( BTN_SHADOW_3D ) ),
aFtSlant ( this, SVX_RES( FT_SLANT ) ),
aMtrSlant ( this, SVX_RES( MTR_SLANT ) ),
aGrpShadow ( this, SVX_RES( GRP_SHADOW ) ),
aFtDistance ( this, SVX_RES( FT_DISTANCE ) ),
aMtrDistance ( this, SVX_RES( MTR_DISTANCE ) ),
aFtFocalLeng ( this, SVX_RES( FT_FOCAL_LENGTH ) ),
aMtrFocalLength ( this, SVX_RES( MTR_FOCAL_LENGTH ) ),
aGrpCamera ( this, SVX_RES( GRP_CAMERA ) ),
aGrpRepresentation ( this, SVX_RES( GRP_REPRESENTATION ) ),
// Beleuchtung
aBtnLight1 ( this, SVX_RES( BTN_LIGHT_1 ) ),
aBtnLight2 ( this, SVX_RES( BTN_LIGHT_2 ) ),
aBtnLight3 ( this, SVX_RES( BTN_LIGHT_3 ) ),
aBtnLight4 ( this, SVX_RES( BTN_LIGHT_4 ) ),
aBtnLight5 ( this, SVX_RES( BTN_LIGHT_5 ) ),
aBtnLight6 ( this, SVX_RES( BTN_LIGHT_6 ) ),
aBtnLight7 ( this, SVX_RES( BTN_LIGHT_7 ) ),
aBtnLight8 ( this, SVX_RES( BTN_LIGHT_8 ) ),
aLbLight1 ( this, SVX_RES( LB_LIGHT_1 ) ),
aLbLight2 ( this, SVX_RES( LB_LIGHT_2 ) ),
aLbLight3 ( this, SVX_RES( LB_LIGHT_3 ) ),
aLbLight4 ( this, SVX_RES( LB_LIGHT_4 ) ),
aLbLight5 ( this, SVX_RES( LB_LIGHT_5 ) ),
aLbLight6 ( this, SVX_RES( LB_LIGHT_6 ) ),
aLbLight7 ( this, SVX_RES( LB_LIGHT_7 ) ),
aLbLight8 ( this, SVX_RES( LB_LIGHT_8 ) ),
aBtnLightColor ( this, SVX_RES( BTN_LIGHT_COLOR ) ),
aGrpLightsource ( this, SVX_RES( GRP_LIGHTSOURCE ) ),
aLbAmbientlight ( this, SVX_RES( LB_AMBIENTLIGHT ) ),
aBtnAmbientColor ( this, SVX_RES( BTN_AMBIENT_COLOR ) ),
aGrpAmbientlight ( this, SVX_RES( GRP_AMBIENTLIGHT ) ),
aGrpLight ( this, SVX_RES( GRP_LIGHT ) ),
aFtLightX ( this, SVX_RES( FT_LIGHT_X ) ),
aFtLightY ( this, SVX_RES( FT_LIGHT_Y ) ),
aFtLightZ ( this, SVX_RES( FT_LIGHT_Z ) ),
aGrpLightInfo ( this, SVX_RES( GRP_LIGHT_INFO ) ),
// Texturen
aFtTexKind ( this, SVX_RES( FT_TEX_KIND ) ),
aBtnTexLuminance ( this, SVX_RES( BTN_TEX_LUMINANCE ) ),
aBtnTexColor ( this, SVX_RES( BTN_TEX_COLOR ) ),
aFtTexMode ( this, SVX_RES( FT_TEX_MODE ) ),
aBtnTexReplace ( this, SVX_RES( BTN_TEX_REPLACE ) ),
aBtnTexModulate ( this, SVX_RES( BTN_TEX_MODULATE ) ),
aBtnTexBlend ( this, SVX_RES( BTN_TEX_BLEND ) ),
aFtTexProjectionX ( this, SVX_RES( FT_TEX_PROJECTION_X ) ),
aBtnTexParallelX ( this, SVX_RES( BTN_TEX_PARALLEL_X ) ),
aBtnTexCircleX ( this, SVX_RES( BTN_TEX_CIRCLE_X ) ),
aBtnTexObjectX ( this, SVX_RES( BTN_TEX_OBJECT_X ) ),
aFtTexProjectionY ( this, SVX_RES( FT_TEX_PROJECTION_Y ) ),
aBtnTexParallelY ( this, SVX_RES( BTN_TEX_PARALLEL_Y ) ),
aBtnTexCircleY ( this, SVX_RES( BTN_TEX_CIRCLE_Y ) ),
aBtnTexObjectY ( this, SVX_RES( BTN_TEX_OBJECT_Y ) ),
aFtTexFilter ( this, SVX_RES( FT_TEX_FILTER ) ),
aBtnTexFilter ( this, SVX_RES( BTN_TEX_FILTER ) ),
aGrpTexture ( this, SVX_RES( GRP_TEXTURE ) ),
// Material
aFtMatFavorites ( this, SVX_RES( FT_MAT_FAVORITES ) ),
aLbMatFavorites ( this, SVX_RES( LB_MAT_FAVORITES ) ),
aFtMatColor ( this, SVX_RES( FT_MAT_COLOR ) ),
aLbMatColor ( this, SVX_RES( LB_MAT_COLOR ) ),
aBtnMatColor ( this, SVX_RES( BTN_MAT_COLOR ) ),
aFtMatEmission ( this, SVX_RES( FT_MAT_EMISSION ) ),
aLbMatEmission ( this, SVX_RES( LB_MAT_EMISSION ) ),
aBtnEmissionColor ( this, SVX_RES( BTN_EMISSION_COLOR ) ),
aFtMatSpecular ( this, SVX_RES( FT_MAT_SPECULAR ) ),
aLbMatSpecular ( this, SVX_RES( LB_MAT_SPECULAR ) ),
aBtnSpecularColor ( this, SVX_RES( BTN_SPECULAR_COLOR ) ),
aFtMatSpecularIntensity( this, SVX_RES( FT_MAT_SPECULAR_INTENSITY ) ),
aMtrMatSpecularIntensity( this, SVX_RES( MTR_MAT_SPECULAR_INTENSITY ) ),
aGrpMatSpecular ( this, SVX_RES( GRP_MAT_SPECULAR ) ),
aGrpMaterial ( this, SVX_RES( GRP_MATERIAL ) ),
// Unterer Bereich
aBtnPerspective ( this, SVX_RES( BTN_PERSPECTIVE ) ),
aBtnConvertTo3D ( this, SVX_RES( BTN_CHANGE_TO_3D ) ),
aBtnLatheObject ( this, SVX_RES( BTN_LATHE_OBJ ) ),
aCtlPreview ( this, SVX_RES( CTL_PREVIEW ) ),
aCtlLightPreview ( this, SVX_RES( CTL_LIGHT_PREVIEW ) ),
aGrpPreview ( this, SVX_RES( GRP_PREVIEW ) ),
aImgLightOn ( SVX_RES( RID_SVXIMAGE_LIGHT_ON ) ),
aImgLightOff ( SVX_RES( RID_SVXIMAGE_LIGHT_OFF ) ),
pLightGroup ( NULL ),
bUpdate ( FALSE ),
eViewType ( VIEWTYPE_FAVORITES ),
pModel ( NULL ),
pFmPage ( NULL ),
pVDev ( NULL ),
p3DView ( NULL ),
pFavorSetList ( NULL ),
pMatFavSetList ( NULL ),
pBindings ( pInBindings ),
pPool ( NULL ),
bOnly3DChanged ( FALSE )
{
FreeResource();
// Metrik einstellen
eFUnit = GetModuleFieldUnit( NULL );
aMtrDepth.SetUnit( eFUnit );
aMtrDistance.SetUnit( eFUnit );
aMtrFocalLength.SetUnit( eFUnit );
pControllerItem = new Svx3DCtrlItem(SID_3D_STATE, this, pBindings);
pConvertTo3DItem = new SvxConvertTo3DItem(SID_CONVERT_TO_3D, pBindings);
pConvertTo3DLatheItem = new SvxConvertTo3DItem(SID_CONVERT_TO_3D_LATHE_FAST, pBindings);
aBtnAssign.SetClickHdl( LINK( this, Svx3DWin, ClickAssignHdl ) );
aBtnUpdate.SetClickHdl( LINK( this, Svx3DWin, ClickUpdateHdl ) );
Link aLink( LINK( this, Svx3DWin, ClickViewTypeHdl ) );
aBtnFavorites.SetClickHdl( aLink );
aBtnGeo.SetClickHdl( aLink );
aBtnRepresentation.SetClickHdl( aLink );
aBtnLight.SetClickHdl( aLink );
aBtnTexture.SetClickHdl( aLink );
aBtnMaterial.SetClickHdl( aLink );
aLink = LINK( this, Svx3DWin, ClickHdl );
aBtnPerspective.SetClickHdl( aLink );
aBtnConvertTo3D.SetClickHdl( aLink );
aBtnLatheObject.SetClickHdl( aLink );
aBtnOnly3D.SetClickHdl( aLink );
aBtnAllAttributes.SetClickHdl( aLink );
// Geometrie
aBtnNormalsObj.SetClickHdl( aLink );
aBtnNormalsFlat.SetClickHdl( aLink );
aBtnNormalsSphere.SetClickHdl( aLink );
aBtnTwoSidedLighting.SetClickHdl( aLink );
aBtnNormalsInvert.SetClickHdl( aLink );
aBtnDoubleSided.SetClickHdl( aLink );
// Darstellung
aBtnShadow3d.SetClickHdl( aLink );
// Beleuchtung
aBtnLight1.SetClickHdl( aLink );
aBtnLight2.SetClickHdl( aLink );
aBtnLight3.SetClickHdl( aLink );
aBtnLight4.SetClickHdl( aLink );
aBtnLight5.SetClickHdl( aLink );
aBtnLight6.SetClickHdl( aLink );
aBtnLight7.SetClickHdl( aLink );
aBtnLight8.SetClickHdl( aLink );
// Texturen
aBtnTexLuminance.SetClickHdl( aLink );
aBtnTexColor.SetClickHdl( aLink );
aBtnTexReplace.SetClickHdl( aLink );
aBtnTexModulate.SetClickHdl( aLink );
//aBtnTexBlend.SetClickHdl( aLink );
aBtnTexParallelX.SetClickHdl( aLink );
aBtnTexCircleX.SetClickHdl( aLink );
aBtnTexObjectX.SetClickHdl( aLink );
aBtnTexParallelY.SetClickHdl( aLink );
aBtnTexCircleY.SetClickHdl( aLink );
aBtnTexObjectY.SetClickHdl( aLink );
aBtnTexFilter.SetClickHdl( aLink );
// Material
aLink = LINK( this, Svx3DWin, ClickColorHdl );
aBtnLightColor.SetClickHdl( aLink );
aBtnAmbientColor.SetClickHdl( aLink );
aBtnMatColor.SetClickHdl( aLink );
aBtnEmissionColor.SetClickHdl( aLink );
aBtnSpecularColor.SetClickHdl( aLink );
aLink = LINK( this, Svx3DWin, SelectHdl );
aLbMatFavorites.SetSelectHdl( aLink );
aLbMatColor.SetSelectHdl( aLink );
aLbMatEmission.SetSelectHdl( aLink );
aLbMatSpecular.SetSelectHdl( aLink );
aLbLight1.SetSelectHdl( aLink );
aLbLight2.SetSelectHdl( aLink );
aLbLight3.SetSelectHdl( aLink );
aLbLight4.SetSelectHdl( aLink );
aLbLight5.SetSelectHdl( aLink );
aLbLight6.SetSelectHdl( aLink );
aLbLight7.SetSelectHdl( aLink );
aLbLight8.SetSelectHdl( aLink );
aLbAmbientlight.SetSelectHdl( aLink );
aLbShademode.SetSelectHdl( aLink );
aLink = LINK( this, Svx3DWin, ModifyHdl );
aMtrMatSpecularIntensity.SetModifyHdl( aLink );
aNumHorizontal.SetModifyHdl( aLink );
aNumVertical.SetModifyHdl( aLink );
aMtrSlant.SetModifyHdl( aLink );
aLink = LINK( this, Svx3DWin, DoubleClickHdl );
aCtlFavorites.SetDoubleClickHdl( aLink );
aLink = LINK( this, Svx3DWin, ClickFavoriteHdl );
aCtlFavorites.SetSelectHdl( aLink );
// Preview-Callback
aLink = LINK( this, Svx3DWin, ChangeLightCallbackHdl );
aCtlLightPreview.SetUserInteractiveChangeCallback( aLink );
aLink = LINK( this, Svx3DWin, ChangeSelectionCallbackHdl );
aCtlLightPreview.SetUserSelectionChangeCallback( aLink );
aSize = GetOutputSizePixel();
SetMinOutputSizePixel( aSize );
Construct();
// Initiierung der Initialisierung der ColorLBs
SfxBoolItem aItem( SID_3D_INIT, TRUE );
SfxViewFrame::Current()->GetBindings().GetDispatcher()->Execute(
SID_3D_INIT, SFX_CALLMODE_ASYNCHRON | SFX_CALLMODE_RECORD, &aItem, 0L );
Reset();
}
// -----------------------------------------------------------------------
__EXPORT Svx3DWin::~Svx3DWin()
{
// ListenSets loeschen
/*
if( pFavorSetList ) // sollte nicht NULL sein
{
SfxItemSet* pSet;
for( pSet = (SfxItemSet*) pFavorSetList->First();
pSet;
pSet = (SfxItemSet*) pFavorSetList->Next() )
{
delete pSet;
}
delete pFavorSetList;
}
*/
//delete pMatFavSetList;
delete p3DView;
delete pVDev;
delete pModel;
delete pControllerItem;
delete pConvertTo3DItem;
delete pConvertTo3DLatheItem;
delete pLightGroup;
}
// -----------------------------------------------------------------------
void Svx3DWin::Construct()
{
// Ueber die Gallery werden die Favoriten eingelesen
ULONG nFavCount = GalleryExplorer::GetSdrObjCount( GALLERY_THEME_3D );
// ValueSet Favoriten
WinBits nWinBits = aCtlFavorites.GetStyle();
nWinBits |= WB_ITEMBORDER | WB_DOUBLEBORDER; //| WB_NAMEFIELD
if( nFavCount > 6 )
nWinBits |= WB_VSCROLL;
aCtlFavorites.SetStyle( nWinBits );
aCtlFavorites.SetColCount( 3 );
aCtlFavorites.SetLineCount( 2 );
aCtlFavorites.SetExtraSpacing( 1 );
// Listen erzeugen
// pFavorSetList = new List();
// SfxItemSet* pSet;
// Gallery thema locken
GalleryExplorer::BeginLocking(GALLERY_THEME_3D);
for( ULONG nModelPos = 0; nModelPos < nFavCount; nModelPos++ )
{
Bitmap aThumb;
Size aNewSize( 60, 60 );
if( GalleryExplorer::GetSdrObj( GALLERY_THEME_3D, nModelPos,
pModel, &aThumb ) )
{
// ValueSet fuellen
Size aOldSize = Size( aThumb.GetSizePixel() );
aThumb.Scale( (double) aNewSize.Width() / aOldSize.Width(),
(double) aNewSize.Height() / aOldSize.Height() );
String aStr(SVX_RES(RID_SVXFLOAT3D_FAVORITE));
aStr += sal_Unicode(' ');
aStr += String::CreateFromInt32((INT32)nModelPos + 1L);
aCtlFavorites.InsertItem( (USHORT)nModelPos+1, aThumb, aStr );
}
}
// Gallery thema freigeben
GalleryExplorer::EndLocking(GALLERY_THEME_3D);
if( nFavCount == 0 )
{
// Keine Favoriten vorhanden
eViewType = VIEWTYPE_GEO;
}
aCtlLightPreview.Hide();
pLightGroup = new B3dLightGroup();
*pLightGroup = *aCtlLightPreview.GetPreviewControl().GetLightGroup();
}
// -----------------------------------------------------------------------
void Svx3DWin::Reset()
{
// Diverse Initialisierungen, default ist AllAttributes
aBtnAllAttributes.Check();
aLbMatFavorites.SelectEntryPos( 0 ); // UserDefined
if( eViewType == VIEWTYPE_FAVORITES )
ClickViewTypeHdl( &aBtnFavorites );
else
{
ClickViewTypeHdl( &aBtnGeo );
aBtnFavorites.Enable( FALSE );
}
aLbShademode.SelectEntryPos( 0 );
aMtrMatSpecularIntensity.SetValue( 50 );
aBtnLight1.Check();
// ClickHdl( &aBtnLight1 );
ClickUpdateHdl( NULL );
// Nichts selektieren, um Fehler beim erstselektieren zu vermeiden
aCtlLightPreview.GetPreviewControl().SelectLight(Base3DLight0);
}
// -----------------------------------------------------------------------
void Svx3DWin::Update( SfxItemSet& rAttrs )
{
const SfxPoolItem* pItem;
BOOL bUpdate = FALSE;
// evtl. PoolUnit ermitteln
if( !pPool )
{
pPool = rAttrs.GetPool();
DBG_ASSERT( pPool, "Wo ist der Pool?" );
ePoolUnit = pPool->GetMetric( SID_ATTR_LINE_WIDTH );
}
eFUnit = GetModuleFieldUnit( &rAttrs );
// Segmentanzahl aenderbar ? und andere Stati
SfxItemState eState = rAttrs.GetItemState( SID_ATTR_3D_INTERN, FALSE, &pItem );
if( SFX_ITEM_SET == eState )
{
UINT32 nState = ( ( const SfxUInt32Item* )pItem )->GetValue();
BOOL bLathe = (BOOL) ( nState & 1 );
BOOL bExtrude = (BOOL) ( nState & 2 );
BOOL bSphere = (BOOL) ( nState & 4 );
BOOL bCube = (BOOL) ( nState & 8 );
BOOL bChart = (BOOL) ( nState & 32 ); // Chart
if( !bChart )
{
// Bei Cube-Objekten werden keine Segmente eingestellt
aFtHorizontal.Enable( !bCube );
aNumHorizontal.Enable( !bCube );
aFtVertical.Enable( !bCube );
aNumVertical.Enable( !bCube );
aGrpSegments.Enable( !bCube );
aFtPercentDiagonal.Enable( !bCube && !bSphere );
aMtrPercentDiagonal.Enable( !bCube && !bSphere );
aFtBackscale.Enable( !bCube && !bSphere );
aMtrBackscale.Enable( !bCube && !bSphere );
aFtDepth.Enable( !bCube && !bSphere );
aMtrDepth.Enable( !bCube && !bSphere );
if( bCube )
{
aNumHorizontal.SetEmptyFieldValue();
aNumVertical.SetEmptyFieldValue();
}
if( bCube || bSphere )
{
aMtrPercentDiagonal.SetEmptyFieldValue();
aMtrBackscale.SetEmptyFieldValue();
aMtrDepth.SetEmptyFieldValue();
}
// Nur bei Lathe-Objekten gibt es einen Endwinkel
aFtEndAngle.Enable( !bExtrude && !bCube && !bSphere );
aMtrEndAngle.Enable( !bExtrude && !bCube && !bSphere );
if( bExtrude || bCube || bSphere )
aMtrEndAngle.SetEmptyFieldValue();
}
else
{
// Geometrie
aFtHorizontal.Enable( FALSE );
aNumHorizontal.Enable( FALSE );
aNumHorizontal.SetEmptyFieldValue();
aFtVertical.Enable( FALSE );
aNumVertical.Enable( FALSE );
aNumVertical.SetEmptyFieldValue();
aGrpSegments.Enable( FALSE );
aFtEndAngle.Enable( FALSE );
aMtrEndAngle.Enable( FALSE );
aMtrEndAngle.SetEmptyFieldValue();
aFtDepth.Enable( FALSE );
aMtrDepth.Enable( FALSE );
aMtrDepth.SetEmptyFieldValue();
// Darstellung
aBtnShadow3d.Enable( FALSE );
aFtSlant.Enable( FALSE );
aMtrSlant.Enable( FALSE );
aGrpShadow.Enable( FALSE );
aFtDistance.Enable( FALSE );
aMtrDistance.Enable( FALSE );
aMtrDistance.SetEmptyFieldValue();
aFtFocalLeng.Enable( FALSE );
aMtrFocalLength.Enable( FALSE );
aMtrFocalLength.SetEmptyFieldValue();
aGrpCamera.Enable( FALSE );
// Unterer Bereich
aBtnConvertTo3D.Enable( FALSE );
aBtnLatheObject.Enable( FALSE );
}
}
// Bitmapfuellung ? -> Status
BOOL bBitmap(FALSE);
eState = rAttrs.GetItemState(XATTR_FILLSTYLE);
if(eState != SFX_ITEM_DONTCARE)
{
XFillStyle eXFS = (XFillStyle)((const XFillStyleItem&)rAttrs.Get(XATTR_FILLSTYLE)).GetValue();
bBitmap = (eXFS == XFILL_BITMAP || eXFS == XFILL_GRADIENT || eXFS == XFILL_HATCH);
}
aFtTexKind.Enable( bBitmap );
aBtnTexLuminance.Enable( bBitmap );
aBtnTexColor.Enable( bBitmap );
aFtTexMode.Enable( bBitmap );
aBtnTexReplace.Enable( bBitmap );
aBtnTexModulate.Enable( bBitmap );
aBtnTexBlend.Enable( bBitmap );
aFtTexProjectionX.Enable( bBitmap );
aBtnTexParallelX.Enable( bBitmap );
aBtnTexCircleX.Enable( bBitmap );
aBtnTexObjectX.Enable( bBitmap );
aFtTexProjectionY.Enable( bBitmap );
aBtnTexParallelY.Enable( bBitmap );
aBtnTexCircleY.Enable( bBitmap );
aBtnTexObjectY.Enable( bBitmap );
aFtTexFilter.Enable( bBitmap );
aBtnTexFilter.Enable( bBitmap );
aGrpTexture.Enable( bBitmap );
// Geometrie
// Anzahl Segmente (horizontal)
if( aNumHorizontal.IsEnabled() )
{
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_HORZ_SEGS);
if(eState != SFX_ITEM_DONTCARE)
{
UINT32 nValue = ((const SfxUInt32Item&)rAttrs.Get(SDRATTR_3DOBJ_HORZ_SEGS)).GetValue();
if(nValue != (UINT32)aNumHorizontal.GetValue())
{
aNumHorizontal.SetValue( nValue );
// evtl. am Ende...
aCtlLightPreview.GetPreviewControl().SetHorizontalSegments( (UINT16)nValue );
bUpdate = TRUE;
}
else if( aNumHorizontal.IsEmptyFieldValue() )
aNumHorizontal.SetValue( nValue );
}
else
{
if( !aNumHorizontal.IsEmptyFieldValue() )
{
aNumHorizontal.SetEmptyFieldValue();
bUpdate = TRUE;
}
}
}
// Anzahl Segmente (vertikal)
if( aNumVertical.IsEnabled() )
{
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_VERT_SEGS);
if( eState != SFX_ITEM_DONTCARE )
{
UINT32 nValue = ((const SfxUInt32Item&)rAttrs.Get(SDRATTR_3DOBJ_VERT_SEGS)).GetValue();
if( nValue != (UINT32) aNumVertical.GetValue() )
{
aNumVertical.SetValue( nValue );
// evtl. am Ende...
aCtlLightPreview.GetPreviewControl().SetVerticalSegments( (UINT16)nValue );
//aCtlPreview.SetVerticalSegments( (UINT16)nValue );
bUpdate = TRUE;
}
else if( aNumVertical.IsEmptyFieldValue() )
aNumVertical.SetValue( nValue );
}
else
{
if( !aNumVertical.IsEmptyFieldValue() )
{
aNumVertical.SetEmptyFieldValue();
bUpdate = TRUE;
}
}
}
// Tiefe
if( aMtrDepth.IsEnabled() )
{
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_DEPTH);
if( eState != SFX_ITEM_DONTCARE )
{
UINT32 nValue = ((const SfxUInt32Item&)rAttrs.Get(SDRATTR_3DOBJ_DEPTH)).GetValue();
UINT32 nValue2 = GetCoreValue( aMtrDepth, ePoolUnit );
if( nValue != nValue2 )
{
if( eFUnit != aMtrDepth.GetUnit() )
SetFieldUnit( aMtrDepth, eFUnit );
SetMetricValue( aMtrDepth, nValue, ePoolUnit );
bUpdate = TRUE;
}
else if( aMtrDepth.IsEmptyFieldValue() )
aMtrDepth.SetValue( aMtrDepth.GetValue() );
}
else
{
if( !aMtrDepth.IsEmptyFieldValue() )
{
aMtrDepth.SetEmptyFieldValue();
bUpdate = TRUE;
}
}
}
// Doppelwandig/-seitig
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_DOUBLE_SIDED);
if( eState != SFX_ITEM_DONTCARE )
{
BOOL bValue = ((const SfxBoolItem&)rAttrs.Get(SDRATTR_3DOBJ_DOUBLE_SIDED)).GetValue();
if( bValue != aBtnDoubleSided.IsChecked() )
{
aBtnDoubleSided.Check( bValue );
bUpdate = TRUE;
}
else if( aBtnDoubleSided.GetState() == STATE_DONTKNOW )
aBtnDoubleSided.Check( bValue );
}
else
{
if( aBtnDoubleSided.GetState() != STATE_DONTKNOW )
{
aBtnDoubleSided.SetState( STATE_DONTKNOW );
bUpdate = TRUE;
}
}
// Kantenrundung
if( aMtrPercentDiagonal.IsEnabled() )
{
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_PERCENT_DIAGONAL);
if( eState != SFX_ITEM_DONTCARE )
{
UINT16 nValue = ((const SfxUInt16Item&)rAttrs.Get(SDRATTR_3DOBJ_PERCENT_DIAGONAL)).GetValue();
if( nValue != aMtrPercentDiagonal.GetValue() )
{
aMtrPercentDiagonal.SetValue( nValue );
bUpdate = TRUE;
}
else if( aMtrPercentDiagonal.IsEmptyFieldValue() )
aMtrPercentDiagonal.SetValue( nValue );
}
else
{
if( !aMtrPercentDiagonal.IsEmptyFieldValue() )
{
aMtrPercentDiagonal.SetEmptyFieldValue();
bUpdate = TRUE;
}
}
}
// Tiefenskalierung
if( aMtrBackscale.IsEnabled() )
{
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_BACKSCALE);
if( eState != SFX_ITEM_DONTCARE )
{
UINT16 nValue = ((const SfxUInt16Item&)rAttrs.Get(SDRATTR_3DOBJ_BACKSCALE)).GetValue();
if( nValue != aMtrBackscale.GetValue() )
{
aMtrBackscale.SetValue( nValue );
bUpdate = TRUE;
}
else if( aMtrBackscale.IsEmptyFieldValue() )
aMtrBackscale.SetValue( nValue );
}
else
{
if( !aMtrBackscale.IsEmptyFieldValue() )
{
aMtrBackscale.SetEmptyFieldValue();
bUpdate = TRUE;
}
}
}
// Endwinkel
if( aMtrEndAngle.IsEnabled() )
{
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_END_ANGLE);
if( eState != SFX_ITEM_DONTCARE )
{
UINT16 nValue = ((const SfxUInt16Item&)rAttrs.Get(SDRATTR_3DOBJ_END_ANGLE)).GetValue();
if( nValue != aMtrEndAngle.GetValue() )
{
aMtrEndAngle.SetValue( nValue );
bUpdate = TRUE;
}
}
else
{
if( !aMtrEndAngle.IsEmptyFieldValue() )
{
aMtrEndAngle.SetEmptyFieldValue();
bUpdate = TRUE;
}
}
}
// Normalentyp
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_NORMALS_KIND);
if( eState != SFX_ITEM_DONTCARE )
{
UINT16 nValue = ((const SfxUInt16Item&)rAttrs.Get(SDRATTR_3DOBJ_NORMALS_KIND)).GetValue();
if( ( !aBtnNormalsObj.IsChecked() && nValue == 0 ) ||
( !aBtnNormalsFlat.IsChecked() && nValue == 1 ) ||
( !aBtnNormalsSphere.IsChecked() && nValue == 2 ) )
{
aBtnNormalsObj.Check( nValue == 0 );
aBtnNormalsFlat.Check( nValue == 1 );
aBtnNormalsSphere.Check( nValue == 2 );
bUpdate = TRUE;
}
}
else
{
if( aBtnNormalsObj.IsChecked() ||
aBtnNormalsFlat.IsChecked() ||
aBtnNormalsSphere.IsChecked() )
{
aBtnNormalsObj.Check( FALSE );
aBtnNormalsFlat.Check( FALSE );
aBtnNormalsSphere.Check( FALSE );
bUpdate = TRUE;
}
}
// Normalen invertieren
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_NORMALS_INVERT);
if( eState != SFX_ITEM_DONTCARE )
{
BOOL bValue = ((const SfxBoolItem&)rAttrs.Get(SDRATTR_3DOBJ_NORMALS_INVERT)).GetValue();
if( bValue != aBtnNormalsInvert.IsChecked() )
{
aBtnNormalsInvert.Check( bValue );
bUpdate = TRUE;
}
else if( aBtnNormalsInvert.GetState() == STATE_DONTKNOW )
aBtnNormalsInvert.Check( bValue );
}
else
{
if( aBtnNormalsInvert.GetState() != STATE_DONTKNOW )
{
aBtnNormalsInvert.SetState( STATE_DONTKNOW );
bUpdate = TRUE;
}
}
// 2-seitige Beleuchtung
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_TWO_SIDED_LIGHTING);
if( eState != SFX_ITEM_DONTCARE )
{
BOOL bValue = ((const SfxBoolItem&)rAttrs.Get(SDRATTR_3DSCENE_TWO_SIDED_LIGHTING)).GetValue();
if( bValue != aBtnTwoSidedLighting.IsChecked() )
{
aBtnTwoSidedLighting.Check( bValue );
bUpdate = TRUE;
}
else if( aBtnTwoSidedLighting.GetState() == STATE_DONTKNOW )
aBtnTwoSidedLighting.Check( bValue );
}
else
{
if( aBtnTwoSidedLighting.GetState() != STATE_DONTKNOW )
{
aBtnTwoSidedLighting.SetState( STATE_DONTKNOW );
bUpdate = TRUE;
}
}
// Darstellung
// Shademode
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_SHADE_MODE);
if( eState != SFX_ITEM_DONTCARE )
{
UINT16 nValue = ((const SfxUInt16Item&)rAttrs.Get(SDRATTR_3DSCENE_SHADE_MODE)).GetValue();
if( nValue != aLbShademode.GetSelectEntryPos() )
{
aLbShademode.SelectEntryPos( nValue );
bUpdate = TRUE;
}
}
else
{
if( aLbShademode.GetSelectEntryCount() != 0 )
{
aLbShademode.SetNoSelection();
bUpdate = TRUE;
}
}
// 3D-Shatten
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_SHADOW_3D);
if( eState != SFX_ITEM_DONTCARE )
{
BOOL bValue = ((const SfxBoolItem&)rAttrs.Get(SDRATTR_3DOBJ_SHADOW_3D)).GetValue();
if( bValue != aBtnShadow3d.IsChecked() )
{
aBtnShadow3d.Check( bValue );
aFtSlant.Enable( bValue );
aMtrSlant.Enable( bValue );
bUpdate = TRUE;
}
else if( aBtnShadow3d.GetState() == STATE_DONTKNOW )
aBtnShadow3d.Check( bValue );
}
else
{
if( aBtnShadow3d.GetState() != STATE_DONTKNOW )
{
aBtnShadow3d.SetState( STATE_DONTKNOW );
bUpdate = TRUE;
}
}
// Neigung (Schatten)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_SHADOW_SLANT);
if( eState != SFX_ITEM_DONTCARE )
{
UINT16 nValue = ((const SfxUInt16Item&)rAttrs.Get(SDRATTR_3DSCENE_SHADOW_SLANT)).GetValue();
if( nValue != aMtrSlant.GetValue() )
{
aMtrSlant.SetValue( nValue );
bUpdate = TRUE;
}
}
else
{
if( !aMtrSlant.IsEmptyFieldValue() )
{
aMtrSlant.SetEmptyFieldValue();
bUpdate = TRUE;
}
}
// Distanz
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_DISTANCE);
if( eState != SFX_ITEM_DONTCARE )
{
UINT32 nValue = ((const SfxUInt32Item&)rAttrs.Get(SDRATTR_3DSCENE_DISTANCE)).GetValue();
UINT32 nValue2 = GetCoreValue( aMtrDistance, ePoolUnit );
if( nValue != nValue2 )
{
if( eFUnit != aMtrDistance.GetUnit() )
SetFieldUnit( aMtrDistance, eFUnit );
SetMetricValue( aMtrDistance, nValue, ePoolUnit );
bUpdate = TRUE;
}
}
else
{
if( !aMtrDepth.IsEmptyFieldValue() )
{
aMtrDepth.SetEmptyFieldValue();
bUpdate = TRUE;
}
}
// Brennweite
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_FOCAL_LENGTH);
if( eState != SFX_ITEM_DONTCARE )
{
UINT32 nValue = ((const SfxUInt32Item&)rAttrs.Get(SDRATTR_3DSCENE_FOCAL_LENGTH)).GetValue();
UINT32 nValue2 = GetCoreValue( aMtrFocalLength, ePoolUnit );
if( nValue != nValue2 )
{
if( eFUnit != aMtrFocalLength.GetUnit() )
SetFieldUnit( aMtrFocalLength, eFUnit );
SetMetricValue( aMtrFocalLength, nValue, ePoolUnit );
bUpdate = TRUE;
}
}
else
{
if( !aMtrFocalLength.IsEmptyFieldValue() )
{
aMtrFocalLength.SetEmptyFieldValue();
bUpdate = TRUE;
}
}
// Beleuchtung
Color aColor;
Vector3D aVector;
// Licht 1 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_1);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const SvxColorItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_1)).GetValue();
ColorLB* pLb = &aLbLight1;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
pLightGroup->SetIntensity( aColor, Base3DMaterialDiffuse, Base3DLight0 );
bUpdate = TRUE;
}
}
else
{
if( aLbLight1.GetSelectEntryCount() != 0 )
{
aLbLight1.SetNoSelection();
bUpdate = TRUE;
}
}
// Licht 1 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_1);
if( eState != SFX_ITEM_DONTCARE )
{
BOOL bOn = ((const SfxBoolItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_1)).GetValue();
if( ( bOn && aBtnLight1.GetImage() != aImgLightOn ) ||
( !bOn && aBtnLight1.GetImage() != aImgLightOff ) )
{
aBtnLight1.SetImage( bOn ? aImgLightOn : aImgLightOff );
pLightGroup->Enable( bOn, Base3DLight0 );
bUpdate = TRUE;
}
if( aBtnLight1.GetState() == STATE_DONTKNOW )
aBtnLight1.Check( aBtnLight1.IsChecked() );
}
else
{
if( aBtnLight1.GetState() != STATE_DONTKNOW )
{
aBtnLight1.SetState( STATE_DONTKNOW );
bUpdate = TRUE;
}
}
// Licht 1 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_1);
if( eState != SFX_ITEM_DONTCARE )
{
aVector = ((const SvxVector3DItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_1)).GetValue();
Vector3D aVector2 = pLightGroup->GetDirection( Base3DLight0 );
if( aVector != aVector2 )
{
pLightGroup->SetDirection( aVector, Base3DLight0 );
bUpdate = TRUE;
}
}
// Licht 2 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_2);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const SvxColorItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_2)).GetValue();
ColorLB* pLb = &aLbLight2;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
pLightGroup->SetIntensity( aColor, Base3DMaterialDiffuse, Base3DLight1 );
bUpdate = TRUE;
}
}
else
{
if( aLbLight2.GetSelectEntryCount() != 0 )
{
aLbLight2.SetNoSelection();
bUpdate = TRUE;
}
}
// Licht 2 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_2);
if( eState != SFX_ITEM_DONTCARE )
{
BOOL bOn = ((const SfxBoolItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_2)).GetValue();
if( ( bOn && aBtnLight2.GetImage() != aImgLightOn ) ||
( !bOn && aBtnLight2.GetImage() != aImgLightOff ) )
{
aBtnLight2.SetImage( bOn ? aImgLightOn : aImgLightOff );
pLightGroup->Enable( bOn, Base3DLight1 );
bUpdate = TRUE;
}
if( aBtnLight2.GetState() == STATE_DONTKNOW )
aBtnLight2.Check( aBtnLight2.IsChecked() );
}
else
{
if( aBtnLight2.GetState() != STATE_DONTKNOW )
{
aBtnLight2.SetState( STATE_DONTKNOW );
bUpdate = TRUE;
}
}
// Licht 2 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_2);
if( eState != SFX_ITEM_DONTCARE )
{
aVector = ((const SvxVector3DItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_2)).GetValue();
Vector3D aVector2 = pLightGroup->GetDirection( Base3DLight1 );
if( aVector != aVector2 )
{
pLightGroup->SetDirection( aVector, Base3DLight1 );
bUpdate = TRUE;
}
}
// Licht 3 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_3);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const SvxColorItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_3)).GetValue();
ColorLB* pLb = &aLbLight3;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
pLightGroup->SetIntensity( aColor, Base3DMaterialDiffuse, Base3DLight2 );
bUpdate = TRUE;
}
}
else
{
if( aLbLight3.GetSelectEntryCount() != 0 )
{
aLbLight3.SetNoSelection();
bUpdate = TRUE;
}
}
// Licht 3 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_3);
if( eState != SFX_ITEM_DONTCARE )
{
BOOL bOn = ((const SfxBoolItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_3)).GetValue();
if( ( bOn && aBtnLight3.GetImage() != aImgLightOn ) ||
( !bOn && aBtnLight3.GetImage() != aImgLightOff ) )
{
aBtnLight3.SetImage( bOn ? aImgLightOn : aImgLightOff );
pLightGroup->Enable( bOn, Base3DLight2 );
bUpdate = TRUE;
}
if( aBtnLight3.GetState() == STATE_DONTKNOW )
aBtnLight3.Check( aBtnLight3.IsChecked() );
}
else
{
if( aBtnLight3.GetState() != STATE_DONTKNOW )
{
aBtnLight3.SetState( STATE_DONTKNOW );
bUpdate = TRUE;
}
}
// Licht 3 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_3);
if( eState != SFX_ITEM_DONTCARE )
{
aVector = ((const SvxVector3DItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_3)).GetValue();
Vector3D aVector2 = pLightGroup->GetDirection( Base3DLight2 );
if( aVector != aVector2 )
{
pLightGroup->SetDirection( aVector, Base3DLight2 );
bUpdate = TRUE;
}
}
// Licht 4 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_4);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const SvxColorItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_4)).GetValue();
ColorLB* pLb = &aLbLight4;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
pLightGroup->SetIntensity( aColor, Base3DMaterialDiffuse, Base3DLight3 );
bUpdate = TRUE;
}
}
else
{
if( aLbLight4.GetSelectEntryCount() != 0 )
{
aLbLight4.SetNoSelection();
bUpdate = TRUE;
}
}
// Licht 4 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_4);
if( eState != SFX_ITEM_DONTCARE )
{
BOOL bOn = ((const SfxBoolItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_4)).GetValue();
if( ( bOn && aBtnLight4.GetImage() != aImgLightOn ) ||
( !bOn && aBtnLight4.GetImage() != aImgLightOff ) )
{
aBtnLight4.SetImage( bOn ? aImgLightOn : aImgLightOff );
pLightGroup->Enable( bOn, Base3DLight3 );
bUpdate = TRUE;
}
if( aBtnLight4.GetState() == STATE_DONTKNOW )
aBtnLight4.Check( aBtnLight4.IsChecked() );
}
else
{
if( aBtnLight4.GetState() != STATE_DONTKNOW )
{
aBtnLight4.SetState( STATE_DONTKNOW );
bUpdate = TRUE;
}
}
// Licht 4 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_4);
if( eState != SFX_ITEM_DONTCARE )
{
aVector = ((const SvxVector3DItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_4)).GetValue();
Vector3D aVector2 = pLightGroup->GetDirection( Base3DLight3 );
if( aVector != aVector2 )
{
pLightGroup->SetDirection( aVector, Base3DLight3 );
bUpdate = TRUE;
}
}
// Licht 5 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_5);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const SvxColorItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_5)).GetValue();
ColorLB* pLb = &aLbLight5;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
pLightGroup->SetIntensity( aColor, Base3DMaterialDiffuse, Base3DLight4 );
bUpdate = TRUE;
}
}
else
{
if( aLbLight5.GetSelectEntryCount() != 0 )
{
aLbLight5.SetNoSelection();
bUpdate = TRUE;
}
}
// Licht 5 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_5);
if( eState != SFX_ITEM_DONTCARE )
{
BOOL bOn = ((const SfxBoolItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_5)).GetValue();
if( ( bOn && aBtnLight5.GetImage() != aImgLightOn ) ||
( !bOn && aBtnLight5.GetImage() != aImgLightOff ) )
{
aBtnLight5.SetImage( bOn ? aImgLightOn : aImgLightOff );
pLightGroup->Enable( bOn, Base3DLight4 );
bUpdate = TRUE;
}
if( aBtnLight5.GetState() == STATE_DONTKNOW )
aBtnLight5.Check( aBtnLight5.IsChecked() );
}
else
{
if( aBtnLight5.GetState() != STATE_DONTKNOW )
{
aBtnLight5.SetState( STATE_DONTKNOW );
bUpdate = TRUE;
}
}
// Licht 5 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_5);
if( eState != SFX_ITEM_DONTCARE )
{
aVector = ((const SvxVector3DItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_5)).GetValue();
Vector3D aVector2 = pLightGroup->GetDirection( Base3DLight4 );
if( aVector != aVector2 )
{
pLightGroup->SetDirection( aVector, Base3DLight4 );
bUpdate = TRUE;
}
}
// Licht 6 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_6);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const SvxColorItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_6)).GetValue();
ColorLB* pLb = &aLbLight6;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
pLightGroup->SetIntensity( aColor, Base3DMaterialDiffuse, Base3DLight5 );
bUpdate = TRUE;
}
}
else
{
if( aLbLight6.GetSelectEntryCount() != 0 )
{
aLbLight6.SetNoSelection();
bUpdate = TRUE;
}
}
// Licht 6 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_6);
if( eState != SFX_ITEM_DONTCARE )
{
BOOL bOn = ((const SfxBoolItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_6)).GetValue();
if( ( bOn && aBtnLight6.GetImage() != aImgLightOn ) ||
( !bOn && aBtnLight6.GetImage() != aImgLightOff ) )
{
aBtnLight6.SetImage( bOn ? aImgLightOn : aImgLightOff );
pLightGroup->Enable( bOn, Base3DLight5 );
bUpdate = TRUE;
}
if( aBtnLight6.GetState() == STATE_DONTKNOW )
aBtnLight6.Check( aBtnLight6.IsChecked() );
}
else
{
if( aBtnLight6.GetState() != STATE_DONTKNOW )
{
aBtnLight6.SetState( STATE_DONTKNOW );
bUpdate = TRUE;
}
}
// Licht 6 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_6);
if( eState != SFX_ITEM_DONTCARE )
{
aVector = ((const SvxVector3DItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_6)).GetValue();
Vector3D aVector2 = pLightGroup->GetDirection( Base3DLight5 );
if( aVector != aVector2 )
{
pLightGroup->SetDirection( aVector, Base3DLight5 );
bUpdate = TRUE;
}
}
// Licht 7 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_7);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const SvxColorItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_7)).GetValue();
ColorLB* pLb = &aLbLight7;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
pLightGroup->SetIntensity( aColor, Base3DMaterialDiffuse, Base3DLight6 );
bUpdate = TRUE;
}
}
else
{
if( aLbLight7.GetSelectEntryCount() != 0 )
{
aLbLight7.SetNoSelection();
bUpdate = TRUE;
}
}
// Licht 7 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_7);
if( eState != SFX_ITEM_DONTCARE )
{
BOOL bOn = ((const SfxBoolItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_7)).GetValue();
if( ( bOn && aBtnLight7.GetImage() != aImgLightOn ) ||
( !bOn && aBtnLight7.GetImage() != aImgLightOff ) )
{
aBtnLight7.SetImage( bOn ? aImgLightOn : aImgLightOff );
pLightGroup->Enable( bOn, Base3DLight6 );
bUpdate = TRUE;
}
if( aBtnLight7.GetState() == STATE_DONTKNOW )
aBtnLight7.Check( aBtnLight7.IsChecked() );
}
else
{
if( aBtnLight7.GetState() != STATE_DONTKNOW )
{
aBtnLight7.SetState( STATE_DONTKNOW );
bUpdate = TRUE;
}
}
// Licht 7 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_7);
if( eState != SFX_ITEM_DONTCARE )
{
aVector = ((const SvxVector3DItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_7)).GetValue();
Vector3D aVector2 = pLightGroup->GetDirection( Base3DLight6 );
if( aVector != aVector2 )
{
pLightGroup->SetDirection( aVector, Base3DLight6 );
bUpdate = TRUE;
}
}
// Licht 8 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_8);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const SvxColorItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_8)).GetValue();
ColorLB* pLb = &aLbLight8;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
pLightGroup->SetIntensity( aColor, Base3DMaterialDiffuse, Base3DLight7 );
bUpdate = TRUE;
}
}
else
{
if( aLbLight8.GetSelectEntryCount() != 0 )
{
aLbLight8.SetNoSelection();
bUpdate = TRUE;
}
}
// Licht 8 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_8);
if( eState != SFX_ITEM_DONTCARE )
{
BOOL bOn = ((const SfxBoolItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_8)).GetValue();
if( ( bOn && aBtnLight8.GetImage() != aImgLightOn ) ||
( !bOn && aBtnLight8.GetImage() != aImgLightOff ) )
{
aBtnLight8.SetImage( bOn ? aImgLightOn : aImgLightOff );
pLightGroup->Enable( bOn, Base3DLight7 );
bUpdate = TRUE;
}
if( aBtnLight8.GetState() == STATE_DONTKNOW )
aBtnLight8.Check( aBtnLight8.IsChecked() );
}
else
{
if( aBtnLight8.GetState() != STATE_DONTKNOW )
{
aBtnLight8.SetState( STATE_DONTKNOW );
bUpdate = TRUE;
}
}
// Licht 8 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_8);
if( eState != SFX_ITEM_DONTCARE )
{
aVector = ((const SvxVector3DItem&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_8)).GetValue();
Vector3D aVector2 = pLightGroup->GetDirection( Base3DLight7 );
if( aVector != aVector2 )
{
pLightGroup->SetDirection( aVector, Base3DLight7 );
bUpdate = TRUE;
}
}
// Umgebungslicht
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_AMBIENTCOLOR);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const SvxColorItem&)rAttrs.Get(SDRATTR_3DSCENE_AMBIENTCOLOR)).GetValue();
ColorLB* pLb = &aLbAmbientlight;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
pLightGroup->SetGlobalAmbientLight( aColor );
bUpdate = TRUE;
}
}
else
{
if( aLbAmbientlight.GetSelectEntryCount() != 0 )
{
aLbAmbientlight.SetNoSelection();
bUpdate = TRUE;
}
}
// Texturen
// Art
if( bBitmap )
{
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_TEXTURE_KIND);
if( eState != SFX_ITEM_DONTCARE )
{
UINT16 nValue = ((const SfxUInt16Item&)rAttrs.Get(SDRATTR_3DOBJ_TEXTURE_KIND)).GetValue();
if( ( !aBtnTexLuminance.IsChecked() && nValue == 0 ) ||
( !aBtnTexColor.IsChecked() && nValue == 1 ) )
{
aBtnTexLuminance.Check( nValue == 0 );
aBtnTexColor.Check( nValue == 1 );
bUpdate = TRUE;
}
}
else
{
if( aBtnTexLuminance.IsChecked() ||
aBtnTexColor.IsChecked() )
{
aBtnTexLuminance.Check( FALSE );
aBtnTexColor.Check( FALSE );
bUpdate = TRUE;
}
}
// Modus
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_TEXTURE_MODE);
if( eState != SFX_ITEM_DONTCARE )
{
UINT16 nValue = ((const SfxUInt16Item&)rAttrs.Get(SDRATTR_3DOBJ_TEXTURE_MODE)).GetValue();
if( ( !aBtnTexReplace.IsChecked() && nValue == 0 ) ||
( !aBtnTexModulate.IsChecked() && nValue == 1 ) )
{
aBtnTexReplace.Check( nValue == 0 );
aBtnTexModulate.Check( nValue == 1 );
//aBtnTexBlend.Check( nValue == 2 );
bUpdate = TRUE;
}
}
else
{
if( aBtnTexReplace.IsChecked() ||
aBtnTexModulate.IsChecked() )
{
aBtnTexReplace.Check( FALSE );
aBtnTexModulate.Check( FALSE );
//aBtnTexBlend.Check( FALSE );
bUpdate = TRUE;
}
}
// Projektion X
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_TEXTURE_PROJ_X);
if( eState != SFX_ITEM_DONTCARE )
{
UINT16 nValue = ((const SfxUInt16Item&)rAttrs.Get(SDRATTR_3DOBJ_TEXTURE_PROJ_X)).GetValue();
if( ( !aBtnTexObjectX.IsChecked() && nValue == 0 ) ||
( !aBtnTexParallelX.IsChecked() && nValue == 1 ) ||
( !aBtnTexCircleX.IsChecked() && nValue == 2 ) )
{
aBtnTexObjectX.Check( nValue == 0 );
aBtnTexParallelX.Check( nValue == 1 );
aBtnTexCircleX.Check( nValue == 2 );
bUpdate = TRUE;
}
}
else
{
if( aBtnTexObjectX.IsChecked() ||
aBtnTexParallelX.IsChecked() ||
aBtnTexCircleX.IsChecked() )
{
aBtnTexObjectX.Check( FALSE );
aBtnTexParallelX.Check( FALSE );
aBtnTexCircleX.Check( FALSE );
bUpdate = TRUE;
}
}
// Projektion Y
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_TEXTURE_PROJ_Y);
if( eState != SFX_ITEM_DONTCARE )
{
UINT16 nValue = ((const SfxUInt16Item&)rAttrs.Get(SDRATTR_3DOBJ_TEXTURE_PROJ_Y)).GetValue();
if( ( !aBtnTexObjectY.IsChecked() && nValue == 0 ) ||
( !aBtnTexParallelY.IsChecked() && nValue == 1 ) ||
( !aBtnTexCircleY.IsChecked() && nValue == 2 ) )
{
aBtnTexObjectY.Check( nValue == 0 );
aBtnTexParallelY.Check( nValue == 1 );
aBtnTexCircleY.Check( nValue == 2 );
bUpdate = TRUE;
}
}
else
{
if( aBtnTexObjectY.IsChecked() ||
aBtnTexParallelY.IsChecked() ||
aBtnTexCircleY.IsChecked() )
{
aBtnTexObjectY.Check( FALSE );
aBtnTexParallelY.Check( FALSE );
aBtnTexCircleY.Check( FALSE );
bUpdate = TRUE;
}
}
// Filter
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_TEXTURE_FILTER);
if( eState != SFX_ITEM_DONTCARE )
{
BOOL bValue = ((const SfxBoolItem&)rAttrs.Get(SDRATTR_3DOBJ_TEXTURE_FILTER)).GetValue();
if( bValue != aBtnTexFilter.IsChecked() )
{
aBtnTexFilter.Check( bValue );
bUpdate = TRUE;
}
if( aBtnTexFilter.GetState() == STATE_DONTKNOW )
aBtnTexFilter.Check( bValue );
}
else
{
if( aBtnTexFilter.GetState() != STATE_DONTKNOW )
{
aBtnTexFilter.SetState( STATE_DONTKNOW );
bUpdate = TRUE;
}
}
}
// Material
// Favoriten
//aLbMatFavorites.SelectEntryPos( 0 );
// Objektfarbe
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_MAT_COLOR);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const SvxColorItem&)rAttrs.Get(SDRATTR_3DOBJ_MAT_COLOR)).GetValue();
aCtlLightPreview.GetPreviewControl().SetMaterial( aColor, Base3DMaterialDiffuse );
ColorLB* pLb = &aLbMatColor;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
bUpdate = TRUE;
}
}
else
{
if( aLbMatColor.GetSelectEntryCount() != 0 )
{
aLbMatColor.SetNoSelection();
bUpdate = TRUE;
}
}
// Slebstleuchtfarbe
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_MAT_EMISSION);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const SvxColorItem&)rAttrs.Get(SDRATTR_3DOBJ_MAT_EMISSION)).GetValue();
aCtlLightPreview.GetPreviewControl().SetMaterial( aColor, Base3DMaterialEmission );
ColorLB* pLb = &aLbMatEmission;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
bUpdate = TRUE;
}
}
else
{
if( aLbMatEmission.GetSelectEntryCount() != 0 )
{
aLbMatEmission.SetNoSelection();
bUpdate = TRUE;
}
}
// Glanzpunkt
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_MAT_SPECULAR);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const SvxColorItem&)rAttrs.Get(SDRATTR_3DOBJ_MAT_SPECULAR)).GetValue();
aCtlLightPreview.GetPreviewControl().SetMaterial( aColor, Base3DMaterialSpecular );
ColorLB* pLb = &aLbMatSpecular;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
bUpdate = TRUE;
}
}
else
{
if( aLbMatSpecular.GetSelectEntryCount() != 0 )
{
aLbMatSpecular.SetNoSelection();
bUpdate = TRUE;
}
}
// Glanzpunkt Intensitaet
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_MAT_SPECULAR_INTENSITY);
if( eState != SFX_ITEM_DONTCARE )
{
UINT16 nValue = ((const SfxUInt16Item&)rAttrs.Get(SDRATTR_3DOBJ_MAT_SPECULAR_INTENSITY)).GetValue();
aCtlLightPreview.GetPreviewControl().SetShininess( nValue );
if( nValue != aMtrMatSpecularIntensity.GetValue() )
{
aMtrMatSpecularIntensity.SetValue( nValue );
bUpdate = TRUE;
}
}
else
{
if( !aMtrMatSpecularIntensity.IsEmptyFieldValue() )
{
aMtrMatSpecularIntensity.SetEmptyFieldValue();
bUpdate = TRUE;
}
}
// Sonstige
// Perspektive
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_PERSPECTIVE);
if( eState != SFX_ITEM_DONTCARE )
{
ProjectionType ePT = (ProjectionType)((const SfxUInt16Item&)rAttrs.Get(SDRATTR_3DSCENE_PERSPECTIVE)).GetValue();
if( ( !aBtnPerspective.IsChecked() && ePT == PR_PERSPECTIVE ) ||
( aBtnPerspective.IsChecked() && ePT == PR_PARALLEL ) )
{
aBtnPerspective.Check( ePT == PR_PERSPECTIVE );
bUpdate = TRUE;
}
if( aBtnPerspective.GetState() == STATE_DONTKNOW )
aBtnPerspective.Check( ePT == PR_PERSPECTIVE );
}
else
{
if( aBtnPerspective.GetState() != STATE_DONTKNOW )
{
aBtnPerspective.SetState( STATE_DONTKNOW );
bUpdate = TRUE;
}
}
if( !bUpdate && !bOnly3DChanged )
{
// Eventuell sind aber die 2D-Attribute unterschiedlich. Vergleiche
// diese und entscheide
bUpdate = TRUE;
}
if( bUpdate || bOnly3DChanged )
{
// Preview updaten
aCtlLightPreview.GetPreviewControl().SetLightGroup( pLightGroup );
aCtlPreview.Set3DAttributes( rAttrs );
}
// handle state of converts possible
aBtnConvertTo3D.Enable(pConvertTo3DItem->GetState());
aBtnLatheObject.Enable(pConvertTo3DLatheItem->GetState());
}
// -----------------------------------------------------------------------
void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
{
// 2D-Attribute und alle anderen holen
rAttrs.Put( aCtlPreview.Get3DAttributes() );
// Sonstige, muss vorne stehen da auf allen Seiten
// Perspektive
if( aBtnPerspective.GetState() != STATE_DONTKNOW )
{
UINT16 nValue;
if( aBtnPerspective.IsChecked() )
nValue = PR_PERSPECTIVE;
else
nValue = PR_PARALLEL;
rAttrs.Put( SfxUInt16Item( SDRATTR_3DSCENE_PERSPECTIVE, nValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_PERSPECTIVE );
// Geometrie
// evtl. PoolUnit ermitteln (Falls dies in Update() nicht passiert ist)
if( !pPool )
{
DBG_ERROR( "Kein Pool in GetAttr()! Evtl. inkompatibel zu drviewsi.cxx ?" );
pPool = rAttrs.GetPool();
DBG_ASSERT( pPool, "Wo ist der Pool?" );
ePoolUnit = pPool->GetMetric( SID_ATTR_LINE_WIDTH );
eFUnit = GetModuleFieldUnit( &rAttrs );
}
// Anzahl Segmente (horizontal)
if( !aNumHorizontal.IsEmptyFieldValue() )
{
UINT32 nValue = aNumHorizontal.GetValue();
rAttrs.Put( SfxUInt32Item( SDRATTR_3DOBJ_HORZ_SEGS, nValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_HORZ_SEGS );
// Anzahl Segmente (vertikal)
if( !aNumVertical.IsEmptyFieldValue() )
{
UINT32 nValue = aNumVertical.GetValue();
rAttrs.Put( SfxUInt32Item( SDRATTR_3DOBJ_VERT_SEGS, nValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_VERT_SEGS );
// Tiefe
if( !aMtrDepth.IsEmptyFieldValue() )
{
UINT32 nValue = GetCoreValue( aMtrDepth, ePoolUnit );
rAttrs.Put( SfxUInt32Item( SDRATTR_3DOBJ_DEPTH, nValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_DEPTH );
// Doppelseitig
TriState eState = aBtnDoubleSided.GetState();
if( eState != STATE_DONTKNOW )
{
BOOL bValue = STATE_CHECK == eState;
rAttrs.Put( SfxBoolItem( SDRATTR_3DOBJ_DOUBLE_SIDED, bValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_DOUBLE_SIDED );
// Kantenrundung
if( !aMtrPercentDiagonal.IsEmptyFieldValue() )
{
UINT16 nValue = (UINT16) aMtrPercentDiagonal.GetValue();
rAttrs.Put( SfxUInt16Item( SDRATTR_3DOBJ_PERCENT_DIAGONAL, nValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_PERCENT_DIAGONAL );
// Tiefenskalierung
if( !aMtrBackscale.IsEmptyFieldValue() )
{
UINT16 nValue = (UINT16) aMtrBackscale.GetValue();
rAttrs.Put( SfxUInt16Item( SDRATTR_3DOBJ_BACKSCALE, nValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_BACKSCALE );
// Endwinkel
if( !aMtrEndAngle.IsEmptyFieldValue() )
{
UINT16 nValue = (UINT16) aMtrEndAngle.GetValue();
rAttrs.Put( SfxUInt16Item( SDRATTR_3DOBJ_END_ANGLE, nValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_END_ANGLE );
// Normalentyp
UINT16 nValue = 99;
if( aBtnNormalsObj.IsChecked() )
nValue = 0;
else if( aBtnNormalsFlat.IsChecked() )
nValue = 1;
else if( aBtnNormalsSphere.IsChecked() )
nValue = 2;
if( nValue <= 2 )
rAttrs.Put( SfxUInt16Item( SDRATTR_3DOBJ_NORMALS_KIND, nValue ) );
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_NORMALS_KIND );
// Normalen invertieren
eState = aBtnNormalsInvert.GetState();
if( eState != STATE_DONTKNOW )
{
BOOL bValue = STATE_CHECK == eState;
rAttrs.Put( SfxBoolItem( SDRATTR_3DOBJ_NORMALS_INVERT, bValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_NORMALS_INVERT );
// 2-seitige Beleuchtung
eState = aBtnTwoSidedLighting.GetState();
if( eState != STATE_DONTKNOW )
{
BOOL bValue = STATE_CHECK == eState;
rAttrs.Put( SfxBoolItem( SDRATTR_3DSCENE_TWO_SIDED_LIGHTING, bValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_TWO_SIDED_LIGHTING );
// Darstellung
// Shademode
if( aLbShademode.GetSelectEntryCount() )
{
nValue = aLbShademode.GetSelectEntryPos();
rAttrs.Put( SfxUInt16Item( SDRATTR_3DSCENE_SHADE_MODE, nValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_SHADE_MODE );
// 3D-Shatten
eState = aBtnShadow3d.GetState();
if( eState != STATE_DONTKNOW )
{
BOOL bValue = STATE_CHECK == eState;
rAttrs.Put( SfxBoolItem( SDRATTR_3DOBJ_SHADOW_3D, bValue ) );
rAttrs.Put( SdrShadowItem( bValue ) );
}
else
{
rAttrs.InvalidateItem( SDRATTR_3DOBJ_SHADOW_3D );
rAttrs.InvalidateItem( SDRATTR_SHADOW );
}
// Neigung (Schatten)
if( !aMtrSlant.IsEmptyFieldValue() )
{
UINT16 nValue = (UINT16) aMtrSlant.GetValue();
rAttrs.Put( SfxUInt16Item( SDRATTR_3DSCENE_SHADOW_SLANT, nValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_SHADOW_SLANT );
// Distanz
if( !aMtrDistance.IsEmptyFieldValue() )
{
UINT32 nValue = GetCoreValue( aMtrDistance, ePoolUnit );
rAttrs.Put( SfxUInt32Item( SDRATTR_3DSCENE_DISTANCE, nValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_DISTANCE );
// Brennweite
if( !aMtrFocalLength.IsEmptyFieldValue() )
{
UINT32 nValue = GetCoreValue( aMtrFocalLength, ePoolUnit );
rAttrs.Put( SfxUInt32Item( SDRATTR_3DSCENE_FOCAL_LENGTH, nValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_FOCAL_LENGTH );
// Beleuchtung
Image aImg;
Vector3D aVector;
Color aColor;
// Licht 1 Farbe
if( aLbLight1.GetSelectEntryCount() )
{
aColor = aLbLight1.GetSelectEntryColor();
rAttrs.Put( SvxColorItem( aColor, SDRATTR_3DSCENE_LIGHTCOLOR_1 ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTCOLOR_1 );
// Licht 1 (an/aus)
eState = aBtnLight1.GetState();
if( eState != STATE_DONTKNOW )
{
aImg = aBtnLight1.GetImage();
BOOL bValue = FALSE;
if( aImg == aImgLightOn )
bValue = TRUE;
rAttrs.Put( SfxBoolItem( SDRATTR_3DSCENE_LIGHTON_1, bValue ) );
// Licht 1 (Richtung)
if( bValue )
{
aVector = pLightGroup->GetDirection( Base3DLight0 );
rAttrs.Put( SvxVector3DItem( SDRATTR_3DSCENE_LIGHTDIRECTION_1, aVector ) );
}
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTON_1 );
// Licht 2 Farbe
if( aLbLight2.GetSelectEntryCount() )
{
aColor = aLbLight2.GetSelectEntryColor();
rAttrs.Put( SvxColorItem( aColor, SDRATTR_3DSCENE_LIGHTCOLOR_2 ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTCOLOR_2 );
// Licht 2 (an/aus)
eState = aBtnLight2.GetState();
if( eState != STATE_DONTKNOW )
{
aImg = aBtnLight2.GetImage();
BOOL bValue = FALSE;
if( aImg == aImgLightOn )
bValue = TRUE;
rAttrs.Put( SfxBoolItem( SDRATTR_3DSCENE_LIGHTON_2, bValue ) );
// Licht 2 (Richtung)
if( bValue )
{
aVector = pLightGroup->GetDirection( Base3DLight1 );
rAttrs.Put( SvxVector3DItem( SDRATTR_3DSCENE_LIGHTDIRECTION_2, aVector ) );
}
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTON_2 );
// Licht 3 Farbe
if( aLbLight3.GetSelectEntryCount() )
{
aColor = aLbLight3.GetSelectEntryColor();
rAttrs.Put( SvxColorItem( aColor, SDRATTR_3DSCENE_LIGHTCOLOR_3 ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTCOLOR_3 );
// Licht 3 (an/aus)
eState = aBtnLight3.GetState();
if( eState != STATE_DONTKNOW )
{
aImg = aBtnLight3.GetImage();
BOOL bValue = FALSE;
if( aImg == aImgLightOn )
bValue = TRUE;
rAttrs.Put( SfxBoolItem( SDRATTR_3DSCENE_LIGHTON_3, bValue ) );
// Licht 3 (Richtung)
if( bValue )
{
aVector = pLightGroup->GetDirection( Base3DLight2 );
rAttrs.Put( SvxVector3DItem( SDRATTR_3DSCENE_LIGHTDIRECTION_3, aVector ) );
}
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTON_3 );
// Licht 4 Farbe
if( aLbLight4.GetSelectEntryCount() )
{
aColor = aLbLight4.GetSelectEntryColor();
rAttrs.Put( SvxColorItem( aColor, SDRATTR_3DSCENE_LIGHTCOLOR_4 ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTCOLOR_4 );
// Licht 4 (an/aus)
eState = aBtnLight4.GetState();
if( eState != STATE_DONTKNOW )
{
aImg = aBtnLight4.GetImage();
BOOL bValue = FALSE;
if( aImg == aImgLightOn )
bValue = TRUE;
rAttrs.Put( SfxBoolItem( SDRATTR_3DSCENE_LIGHTON_4, bValue ) );
// Licht 4 (Richtung)
if( bValue )
{
aVector = pLightGroup->GetDirection( Base3DLight3 );
rAttrs.Put( SvxVector3DItem( SDRATTR_3DSCENE_LIGHTDIRECTION_4, aVector ) );
}
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTON_4 );
// Licht 5 Farbe
if( aLbLight5.GetSelectEntryCount() )
{
aColor = aLbLight5.GetSelectEntryColor();
rAttrs.Put( SvxColorItem( aColor, SDRATTR_3DSCENE_LIGHTCOLOR_5 ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTCOLOR_5 );
// Licht 5 (an/aus)
eState = aBtnLight5.GetState();
if( eState != STATE_DONTKNOW )
{
aImg = aBtnLight5.GetImage();
BOOL bValue = FALSE;
if( aImg == aImgLightOn )
bValue = TRUE;
rAttrs.Put( SfxBoolItem( SDRATTR_3DSCENE_LIGHTON_5, bValue ) );
// Licht 5 (Richtung)
if( bValue )
{
aVector = pLightGroup->GetDirection( Base3DLight4 );
rAttrs.Put( SvxVector3DItem( SDRATTR_3DSCENE_LIGHTDIRECTION_5, aVector ) );
}
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTON_5 );
// Licht 6 Farbe
if( aLbLight6.GetSelectEntryCount() )
{
aColor = aLbLight6.GetSelectEntryColor();
rAttrs.Put( SvxColorItem( aColor, SDRATTR_3DSCENE_LIGHTCOLOR_6 ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTCOLOR_6 );
// Licht 6 (an/aus)
eState = aBtnLight6.GetState();
if( eState != STATE_DONTKNOW )
{
aImg = aBtnLight6.GetImage();
BOOL bValue = FALSE;
if( aImg == aImgLightOn )
bValue = TRUE;
rAttrs.Put( SfxBoolItem( SDRATTR_3DSCENE_LIGHTON_6, bValue ) );
// Licht 6 (Richtung)
if( bValue )
{
aVector = pLightGroup->GetDirection( Base3DLight5 );
rAttrs.Put( SvxVector3DItem( SDRATTR_3DSCENE_LIGHTDIRECTION_6, aVector ) );
}
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTON_6 );
// Licht 7 Farbe
if( aLbLight7.GetSelectEntryCount() )
{
aColor = aLbLight7.GetSelectEntryColor();
rAttrs.Put( SvxColorItem( aColor, SDRATTR_3DSCENE_LIGHTCOLOR_7 ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTCOLOR_7 );
// Licht 7 (an/aus)
eState = aBtnLight7.GetState();
if( eState != STATE_DONTKNOW )
{
aImg = aBtnLight7.GetImage();
BOOL bValue = FALSE;
if( aImg == aImgLightOn )
bValue = TRUE;
rAttrs.Put( SfxBoolItem( SDRATTR_3DSCENE_LIGHTON_7, bValue ) );
// Licht 7 (Richtung)
if( bValue )
{
aVector = pLightGroup->GetDirection( Base3DLight6 );
rAttrs.Put( SvxVector3DItem( SDRATTR_3DSCENE_LIGHTDIRECTION_7, aVector ) );
}
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTON_7 );
// Licht 8 Farbe
if( aLbLight8.GetSelectEntryCount() )
{
aColor = aLbLight8.GetSelectEntryColor();
rAttrs.Put( SvxColorItem( aColor, SDRATTR_3DSCENE_LIGHTCOLOR_8 ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTCOLOR_8 );
// Licht 8 (an/aus)
eState = aBtnLight8.GetState();
if( eState != STATE_DONTKNOW )
{
aImg = aBtnLight8.GetImage();
BOOL bValue = FALSE;
if( aImg == aImgLightOn )
bValue = TRUE;
rAttrs.Put( SfxBoolItem( SDRATTR_3DSCENE_LIGHTON_8, bValue ) );
// Licht 8 (Richtung)
if( bValue )
{
aVector = pLightGroup->GetDirection( Base3DLight7 );
rAttrs.Put( SvxVector3DItem( SDRATTR_3DSCENE_LIGHTDIRECTION_8, aVector ) );
}
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_LIGHTON_8 );
// Umgebungslicht
if( aLbAmbientlight.GetSelectEntryCount() )
{
aColor = aLbAmbientlight.GetSelectEntryColor();
rAttrs.Put( SvxColorItem( aColor, SDRATTR_3DSCENE_AMBIENTCOLOR ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DSCENE_AMBIENTCOLOR );
// Texturen
// Art
nValue = 99;
if( aBtnTexLuminance.IsChecked() )
nValue = 0;
else if( aBtnTexColor.IsChecked() )
nValue = 1;
if( nValue <= 1 )
rAttrs.Put( SfxUInt16Item( SDRATTR_3DOBJ_TEXTURE_KIND, nValue ) );
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_TEXTURE_KIND );
// Modus
nValue = 99;
if( aBtnTexReplace.IsChecked() )
nValue = 0;
else if( aBtnTexModulate.IsChecked() )
nValue = 1;
//else if( aBtnTexBlend.IsChecked() )
// nValue = 2;
if( nValue <= 2 )
rAttrs.Put( SfxUInt16Item( SDRATTR_3DOBJ_TEXTURE_MODE, nValue ) );
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_TEXTURE_MODE );
// Projektion X
nValue = 99;
if( aBtnTexObjectX.IsChecked() )
nValue = 0;
else if( aBtnTexParallelX.IsChecked() )
nValue = 1;
else if( aBtnTexCircleX.IsChecked() )
nValue = 2;
if( nValue <= 2 )
rAttrs.Put( SfxUInt16Item( SDRATTR_3DOBJ_TEXTURE_PROJ_X, nValue ) );
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_TEXTURE_PROJ_X );
// Projektion Y
nValue = 99;
if( aBtnTexObjectY.IsChecked() )
nValue = 0;
else if( aBtnTexParallelY.IsChecked() )
nValue = 1;
else if( aBtnTexCircleY.IsChecked() )
nValue = 2;
if( nValue <= 2 )
rAttrs.Put( SfxUInt16Item( SDRATTR_3DOBJ_TEXTURE_PROJ_Y, nValue ) );
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_TEXTURE_PROJ_Y );
// Filter
eState = aBtnTexFilter.GetState();
if( eState != STATE_DONTKNOW )
{
BOOL bValue = STATE_CHECK == eState;
rAttrs.Put( SfxBoolItem( SDRATTR_3DOBJ_TEXTURE_FILTER, bValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_TEXTURE_FILTER );
// Material
// Objektfarbe
if( aLbMatColor.GetSelectEntryCount() )
{
aColor = aLbMatColor.GetSelectEntryColor();
rAttrs.Put( SvxColorItem( aColor, SDRATTR_3DOBJ_MAT_COLOR ) );
}
else
{
rAttrs.InvalidateItem( SDRATTR_3DOBJ_MAT_COLOR );
rAttrs.InvalidateItem( XATTR_FILLCOLOR );
}
// Slebstleuchtfarbe
if( aLbMatEmission.GetSelectEntryCount() )
{
aColor = aLbMatEmission.GetSelectEntryColor();
rAttrs.Put( SvxColorItem( aColor, SDRATTR_3DOBJ_MAT_EMISSION ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_MAT_EMISSION );
// Glanzpunkt
if( aLbMatSpecular.GetSelectEntryCount() )
{
aColor = aLbMatSpecular.GetSelectEntryColor();
rAttrs.Put( SvxColorItem( aColor, SDRATTR_3DOBJ_MAT_SPECULAR ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_MAT_SPECULAR );
// Glanzpunkt Intensitaet
if( !aMtrMatSpecularIntensity.IsEmptyFieldValue() )
{
UINT16 nValue = (UINT16) aMtrMatSpecularIntensity.GetValue();
rAttrs.Put( SfxUInt16Item( SDRATTR_3DOBJ_MAT_SPECULAR_INTENSITY, nValue ) );
}
else
rAttrs.InvalidateItem( SDRATTR_3DOBJ_MAT_SPECULAR_INTENSITY );
}
// -----------------------------------------------------------------------
void __EXPORT Svx3DWin::Resize()
{
if ( !IsFloatingMode() ||
!GetFloatingWindow()->IsRollUp() )
{
Size aWinSize( GetOutputSizePixel() ); // vorher rSize im Resizing()
if( aWinSize.Height() >= GetMinOutputSizePixel().Height() &&
aWinSize.Width() >= GetMinOutputSizePixel().Width() )
{
Size aDiffSize;
aDiffSize.Width() = aWinSize.Width() - aSize.Width();
aDiffSize.Height() = aWinSize.Height() - aSize.Height();
Point aXPt;
Point aYPt;
aXPt.X() = aDiffSize.Width();
aYPt.Y() = aDiffSize.Height();
Size aObjSize;
// Hide
aBtnUpdate.Hide();
aBtnAssign.Hide();
aBtnConvertTo3D.Hide();
aBtnLatheObject.Hide();
aBtnPerspective.Hide();
aCtlPreview.Hide();
aCtlLightPreview.Hide();
aGrpPreview.Hide();
aGrpFavorites.Hide();
aGrpGeometrie.Hide();
aGrpRepresentation.Hide();
aGrpLight.Hide();
aGrpTexture.Hide();
aGrpMaterial.Hide();
// Verschieben / Resizen
aBtnUpdate.SetPosPixel( aBtnUpdate.GetPosPixel() + aXPt );
aBtnAssign.SetPosPixel( aBtnAssign.GetPosPixel() + aXPt );
// Preview-Controls
aObjSize = aCtlPreview.GetOutputSizePixel();
aObjSize.Width() += aDiffSize.Width();
aObjSize.Height() += aDiffSize.Height();
aCtlPreview.SetOutputSizePixel( aObjSize );
aCtlLightPreview.SetOutputSizePixel( aObjSize );
// Preview-Group
aObjSize = aGrpPreview.GetOutputSizePixel();
aObjSize.Width() += aDiffSize.Width();
aObjSize.Height() += aDiffSize.Height();
aGrpPreview.SetOutputSizePixel( aObjSize );
// Groups
aObjSize = aGrpFavorites.GetOutputSizePixel();
aObjSize.Width() += aDiffSize.Width();
aGrpFavorites.SetOutputSizePixel( aObjSize );
aGrpGeometrie.SetOutputSizePixel( aObjSize );
aGrpRepresentation.SetOutputSizePixel( aObjSize );
aGrpLight.SetOutputSizePixel( aObjSize );
aGrpTexture.SetOutputSizePixel( aObjSize );
aGrpMaterial.SetOutputSizePixel( aObjSize );
// Y-Position der unteren Buttons
aBtnConvertTo3D.SetPosPixel( aBtnConvertTo3D.GetPosPixel() + aYPt );
aBtnLatheObject.SetPosPixel( aBtnLatheObject.GetPosPixel() + aYPt );
aBtnPerspective.SetPosPixel( aBtnPerspective.GetPosPixel() + aYPt );
// Show
aBtnUpdate.Show();
aBtnAssign.Show();
aBtnConvertTo3D.Show();
aBtnLatheObject.Show();
aBtnPerspective.Show();
aGrpPreview.Show();
if( aBtnFavorites.IsChecked() )
ClickViewTypeHdl( &aBtnFavorites );
if( aBtnGeo.IsChecked() )
ClickViewTypeHdl( &aBtnGeo );
if( aBtnRepresentation.IsChecked() )
ClickViewTypeHdl( &aBtnRepresentation );
if( aBtnLight.IsChecked() )
ClickViewTypeHdl( &aBtnLight );
if( aBtnTexture.IsChecked() )
ClickViewTypeHdl( &aBtnTexture );
if( aBtnMaterial.IsChecked() )
ClickViewTypeHdl( &aBtnMaterial );
aSize = aWinSize;
}
}
SfxDockingWindow::Resize();
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ClickUpdateHdl, void *, EMPTYARG )
{
bUpdate = !aBtnUpdate.IsChecked();
aBtnUpdate.Check( bUpdate );
if( bUpdate )
{
SfxBoolItem aItem( SID_3D_STATE, TRUE );
SfxViewFrame::Current()->GetBindings().GetDispatcher()->Execute(
SID_3D_STATE, SFX_CALLMODE_ASYNCHRON | SFX_CALLMODE_RECORD, &aItem, 0L );
}
else
{
// Controls koennen u.U. disabled sein
/*
aFtSegments.Enable();
aNumHorizontal.Enable();
aNumVertical.Enable();
*/
}
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ClickAssignHdl, void *, EMPTYARG )
{
SfxBoolItem aItem( SID_3D_ASSIGN, TRUE );
SfxViewFrame::Current()->GetBindings().GetDispatcher()->Execute(
SID_3D_ASSIGN, SFX_CALLMODE_ASYNCHRON | SFX_CALLMODE_RECORD, &aItem, 0L );
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ClickViewTypeHdl, void *, pBtn )
{
if( pBtn )
{
// Da das permanente Updaten der Preview zu teuer waere
BOOL bUpdatePreview = aBtnLight.IsChecked();
aBtnFavorites.Check( &aBtnFavorites == pBtn );
aBtnGeo.Check( &aBtnGeo == pBtn );
aBtnRepresentation.Check( &aBtnRepresentation == pBtn );
aBtnLight.Check( &aBtnLight == pBtn );
aBtnTexture.Check( &aBtnTexture == pBtn );
aBtnMaterial.Check( &aBtnMaterial == pBtn );
if( aBtnFavorites.IsChecked() )
eViewType = VIEWTYPE_FAVORITES;
if( aBtnGeo.IsChecked() )
eViewType = VIEWTYPE_GEO;
if( aBtnRepresentation.IsChecked() )
eViewType = VIEWTYPE_REPRESENTATION;
if( aBtnLight.IsChecked() )
eViewType = VIEWTYPE_LIGHT;
if( aBtnTexture.IsChecked() )
eViewType = VIEWTYPE_TEXTURE;
if( aBtnMaterial.IsChecked() )
eViewType = VIEWTYPE_MATERIAL;
// Favoriten
if( eViewType == VIEWTYPE_FAVORITES )
{
aCtlFavorites.Show();
aGrpFavorites.Show();
aBtnOnly3D.Show();
aBtnAllAttributes.Show();
}
else
{
aCtlFavorites.Hide();
aGrpFavorites.Hide();
aBtnOnly3D.Hide();
aBtnAllAttributes.Hide();
}
// Geometrie
if( eViewType == VIEWTYPE_GEO )
{
aFtHorizontal.Show();
aNumHorizontal.Show();
aFtVertical.Show();
aNumVertical.Show();
aGrpSegments.Show();
aFtPercentDiagonal.Show();
aMtrPercentDiagonal.Show();
aFtBackscale.Show();
aMtrBackscale.Show();
aFtEndAngle.Show();
aMtrEndAngle.Show();
aFtDepth.Show();
aMtrDepth.Show();
aGrpGeometrie.Show();
aBtnNormalsObj.Show();
aBtnNormalsFlat.Show();
aBtnNormalsSphere.Show();
aBtnTwoSidedLighting.Show();
aBtnNormalsInvert.Show();
aGrpNormals.Show();
aBtnDoubleSided.Show();
}
else
{
aFtHorizontal.Hide();
aNumHorizontal.Hide();
aFtVertical.Hide();
aNumVertical.Hide();
aGrpSegments.Hide();
aFtPercentDiagonal.Hide();
aMtrPercentDiagonal.Hide();
aFtBackscale.Hide();
aMtrBackscale.Hide();
aFtEndAngle.Hide();
aMtrEndAngle.Hide();
aFtDepth.Hide();
aMtrDepth.Hide();
aGrpGeometrie.Hide();
aBtnNormalsObj.Hide();
aBtnNormalsFlat.Hide();
aBtnNormalsSphere.Hide();
aBtnTwoSidedLighting.Hide();
aBtnNormalsInvert.Hide();
aGrpNormals.Hide();
aBtnDoubleSided.Hide();
}
// Darstellung
if( eViewType == VIEWTYPE_REPRESENTATION )
{
aFtShademode.Show();
aLbShademode.Show();
aBtnShadow3d.Show();
aFtSlant.Show();
aMtrSlant.Show();
aGrpShadow.Show();
aFtDistance.Show();
aMtrDistance.Show();
aFtFocalLeng.Show();
aMtrFocalLength.Show();
aGrpCamera.Show();
aGrpRepresentation.Show();
}
else
{
aFtShademode.Hide();
aLbShademode.Hide();
aBtnShadow3d.Hide();
aFtSlant.Hide();
aMtrSlant.Hide();
aGrpShadow.Hide();
aFtDistance.Hide();
aMtrDistance.Hide();
aFtFocalLeng.Hide();
aMtrFocalLength.Hide();
aGrpCamera.Hide();
aGrpRepresentation.Hide();
}
// Beleuchtung
if( eViewType == VIEWTYPE_LIGHT )
{
aBtnLight1.Show();
aBtnLight2.Show();
aBtnLight3.Show();
aBtnLight4.Show();
aBtnLight5.Show();
aBtnLight6.Show();
aBtnLight7.Show();
aBtnLight8.Show();
//aLbLight1.Show();
aBtnLightColor.Show();
aGrpLightsource.Show();
aLbAmbientlight.Show();
aBtnAmbientColor.Show();
aGrpAmbientlight.Show();
aGrpLight.Show();
//aFtLightX.Show();
//aFtLightY.Show();
//aFtLightZ.Show();
//aGrpLightInfo.Show();
ColorLB* pLb = GetLbByButton();
if( pLb )
pLb->Show();
aCtlLightPreview.Show();
aCtlPreview.Hide();
}
else
{
aBtnLight1.Hide();
aBtnLight2.Hide();
aBtnLight3.Hide();
aBtnLight4.Hide();
aBtnLight5.Hide();
aBtnLight6.Hide();
aBtnLight7.Hide();
aBtnLight8.Hide();
aLbLight1.Hide();
aLbLight2.Hide();
aLbLight3.Hide();
aLbLight4.Hide();
aLbLight5.Hide();
aLbLight6.Hide();
aLbLight7.Hide();
aLbLight8.Hide();
aBtnLightColor.Hide();
aGrpLightsource.Hide();
aLbAmbientlight.Hide();
aBtnAmbientColor.Hide();
aGrpAmbientlight.Hide();
aGrpLight.Hide();
aFtLightX.Hide();
aFtLightY.Hide();
aFtLightZ.Hide();
aGrpLightInfo.Hide();
if( !aCtlPreview.IsVisible() )
{
aCtlPreview.Show();
aCtlLightPreview.Hide();
}
}
// Texturen
if( eViewType == VIEWTYPE_TEXTURE )
{
aFtTexKind.Show();
aBtnTexLuminance.Show();
aBtnTexColor.Show();
aFtTexMode.Show();
aBtnTexReplace.Show();
aBtnTexModulate.Show();
//aBtnTexBlend.Show();
aFtTexProjectionX.Show();
aBtnTexParallelX.Show();
aBtnTexCircleX.Show();
aBtnTexObjectX.Show();
aFtTexProjectionY.Show();
aBtnTexParallelY.Show();
aBtnTexCircleY.Show();
aBtnTexObjectY.Show();
aFtTexFilter.Show();
aBtnTexFilter.Show();
aGrpTexture.Show();
}
else
{
aFtTexKind.Hide();
aBtnTexLuminance.Hide();
aBtnTexColor.Hide();
aFtTexMode.Hide();
aBtnTexReplace.Hide();
aBtnTexModulate.Hide();
aBtnTexBlend.Hide();
aFtTexProjectionX.Hide();
aBtnTexParallelX.Hide();
aBtnTexCircleX.Hide();
aBtnTexObjectX.Hide();
aFtTexProjectionY.Hide();
aBtnTexParallelY.Hide();
aBtnTexCircleY.Hide();
aBtnTexObjectY.Hide();
aFtTexFilter.Hide();
aBtnTexFilter.Hide();
aGrpTexture.Hide();
}
// Material
if( eViewType == VIEWTYPE_MATERIAL )
{
aFtMatFavorites.Show();
aLbMatFavorites.Show();
aFtMatColor.Show();
aLbMatColor.Show();
aBtnMatColor.Show();
aFtMatEmission.Show();
aLbMatEmission.Show();
aBtnEmissionColor.Show();
aFtMatSpecular.Show();
aLbMatSpecular.Show();
aBtnSpecularColor.Show();
aFtMatSpecularIntensity.Show();
aMtrMatSpecularIntensity.Show();
aGrpMatSpecular.Show();
aGrpMaterial.Show();
}
else
{
aFtMatFavorites.Hide();
aLbMatFavorites.Hide();
aFtMatColor.Hide();
aLbMatColor.Hide();
aBtnMatColor.Hide();
aFtMatEmission.Hide();
aLbMatEmission.Hide();
aBtnEmissionColor.Hide();
aFtMatSpecular.Hide();
aLbMatSpecular.Hide();
aBtnSpecularColor.Hide();
aFtMatSpecularIntensity.Hide();
aMtrMatSpecularIntensity.Hide();
aGrpMatSpecular.Hide();
aGrpMaterial.Hide();
}
if( bUpdatePreview && !aBtnLight.IsChecked() )
UpdatePreview();
}
else
{
aBtnFavorites.Check( eViewType == VIEWTYPE_FAVORITES );
aBtnGeo.Check( eViewType == VIEWTYPE_GEO );
aBtnRepresentation.Check( eViewType == VIEWTYPE_REPRESENTATION );
aBtnLight.Check( eViewType == VIEWTYPE_LIGHT );
aBtnTexture.Check( eViewType == VIEWTYPE_TEXTURE );
aBtnMaterial.Check( eViewType == VIEWTYPE_MATERIAL );
}
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ClickHdl, PushButton *, pBtn )
{
BOOL bUpdatePreview = FALSE;
if( pBtn )
{
USHORT nSId = 0;
if( pBtn == &aBtnConvertTo3D )
{
nSId = SID_CONVERT_TO_3D;
}
else if( pBtn == &aBtnLatheObject )
{
nSId = SID_CONVERT_TO_3D_LATHE_FAST;
}
// Favoriten
else if( pBtn == &aBtnOnly3D ||
pBtn == &aBtnAllAttributes )
{
bOnly3DChanged = TRUE;
aBtnOnly3D.Check( pBtn == &aBtnOnly3D );
aBtnAllAttributes.Check( pBtn == &aBtnAllAttributes );
bUpdatePreview = TRUE;
}
// Geometrie
else if( pBtn == &aBtnNormalsObj ||
pBtn == &aBtnNormalsFlat ||
pBtn == &aBtnNormalsSphere )
{
aBtnNormalsObj.Check( pBtn == &aBtnNormalsObj );
aBtnNormalsFlat.Check( pBtn == &aBtnNormalsFlat );
aBtnNormalsSphere.Check( pBtn == &aBtnNormalsSphere );
bUpdatePreview = TRUE;
}
else if( pBtn == &aBtnLight1 ||
pBtn == &aBtnLight2 ||
pBtn == &aBtnLight3 ||
pBtn == &aBtnLight4 ||
pBtn == &aBtnLight5 ||
pBtn == &aBtnLight6 ||
pBtn == &aBtnLight7 ||
pBtn == &aBtnLight8 )
{
// Beleuchtung
ColorLB* pLb = GetLbByButton( pBtn );
pLb->Show();
if( pBtn->IsChecked() )
{
Image aImg( pBtn->GetImage() );
if( aImg == aImgLightOn )
pBtn->SetImage( aImgLightOff );
else
pBtn->SetImage( aImgLightOn );
}
else
{
pBtn->Check();
if( pBtn != &aBtnLight1 && aBtnLight1.IsChecked() )
{
aBtnLight1.Check( FALSE );
aLbLight1.Hide();
}
if( pBtn != &aBtnLight2 && aBtnLight2.IsChecked() )
{
aBtnLight2.Check( FALSE );
aLbLight2.Hide();
}
if( pBtn != &aBtnLight3 && aBtnLight3.IsChecked() )
{
aBtnLight3.Check( FALSE );
aLbLight3.Hide();
}
if( pBtn != &aBtnLight4 && aBtnLight4.IsChecked() )
{
aBtnLight4.Check( FALSE );
aLbLight4.Hide();
}
if( pBtn != &aBtnLight5 && aBtnLight5.IsChecked() )
{
aBtnLight5.Check( FALSE );
aLbLight5.Hide();
}
if( pBtn != &aBtnLight6 && aBtnLight6.IsChecked() )
{
aBtnLight6.Check( FALSE );
aLbLight6.Hide();
}
if( pBtn != &aBtnLight7 && aBtnLight7.IsChecked() )
{
aBtnLight7.Check( FALSE );
aLbLight7.Hide();
}
if( pBtn != &aBtnLight8 && aBtnLight8.IsChecked() )
{
aBtnLight8.Check( FALSE );
aLbLight8.Hide();
}
}
BOOL bEnable = pBtn->GetImage() == aImgLightOn;
aBtnLightColor.Enable( bEnable );
pLb->Enable( bEnable );
ClickLightHdl( pBtn );
bUpdatePreview = TRUE;
}
// Texturen
else if( pBtn == &aBtnTexLuminance ||
pBtn == &aBtnTexColor )
{
aBtnTexLuminance.Check( pBtn == &aBtnTexLuminance );
aBtnTexColor.Check( pBtn == &aBtnTexColor );
bUpdatePreview = TRUE;
}
else if( pBtn == &aBtnTexReplace ||
pBtn == &aBtnTexModulate )// ||
//pBtn == &aBtnTexBlend )
{
aBtnTexReplace.Check( pBtn == &aBtnTexReplace );
aBtnTexModulate.Check( pBtn == &aBtnTexModulate );
//aBtnTexBlend.Check( pBtn == &aBtnTexBlend );
bUpdatePreview = TRUE;
}
else if( pBtn == &aBtnTexParallelX ||
pBtn == &aBtnTexCircleX ||
pBtn == &aBtnTexObjectX )
{
aBtnTexParallelX.Check( pBtn == &aBtnTexParallelX );
aBtnTexCircleX.Check( pBtn == &aBtnTexCircleX );
aBtnTexObjectX.Check( pBtn == &aBtnTexObjectX );
bUpdatePreview = TRUE;
}
else if( pBtn == &aBtnTexParallelY ||
pBtn == &aBtnTexCircleY ||
pBtn == &aBtnTexObjectY )
{
aBtnTexParallelY.Check( pBtn == &aBtnTexParallelY );
aBtnTexCircleY.Check( pBtn == &aBtnTexCircleY );
aBtnTexObjectY.Check( pBtn == &aBtnTexObjectY );
bUpdatePreview = TRUE;
}
else if( pBtn == &aBtnShadow3d )
{
pBtn->Check( !pBtn->IsChecked() );
aFtSlant.Enable( pBtn->IsChecked() );
aMtrSlant.Enable( pBtn->IsChecked() );
bUpdatePreview = TRUE;
}
// Sonstige (keine Gruppen)
else if( pBtn != NULL )
{
pBtn->Check( !pBtn->IsChecked() );
bUpdatePreview = TRUE;
}
if( nSId > 0 )
{
SfxBoolItem aItem( nSId, TRUE );
SfxViewFrame::Current()->GetBindings().GetDispatcher()->Execute(
nSId, SFX_CALLMODE_ASYNCHRON | SFX_CALLMODE_RECORD, &aItem, 0L );
}
else if( bUpdatePreview == TRUE )
UpdatePreview();
}
return( 0L );
}
//------------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ClickColorHdl, PushButton *, pBtn )
{
SvColorDialog aColorDlg( this );
ColorLB* pLb;
if( pBtn == &aBtnLightColor )
pLb = GetLbByButton();
else if( pBtn == &aBtnAmbientColor )
pLb = &aLbAmbientlight;
else if( pBtn == &aBtnMatColor )
pLb = &aLbMatColor;
else if( pBtn == &aBtnEmissionColor )
pLb = &aLbMatEmission;
else if( pBtn == &aBtnSpecularColor )
pLb = &aLbMatSpecular;
Color aColor = pLb->GetSelectEntryColor();
aColorDlg.SetColor( aColor );
if( aColorDlg.Execute() == RET_OK )
{
aColor = aColorDlg.GetColor();
if( LBSelectColor( pLb, aColor ) )
SelectHdl( pLb );
}
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, SelectHdl, void *, p )
{
if( p )
{
Color aColor;
BOOL bUpdatePreview = FALSE;
// Material
if( p == &aLbMatFavorites )
{
Color aColObj( COL_WHITE );
Color aColEmis( COL_BLACK );
Color aColSpec( COL_WHITE );
USHORT nSpecIntens = 20;
USHORT nPos = aLbMatFavorites.GetSelectEntryPos();
switch( nPos )
{
case 1: // Metall
{
aColObj = Color(230,230,255);
aColEmis = Color(10,10,30);
aColSpec = Color(200,200,200);
nSpecIntens = 20;
}
break;
case 2: // Gold
{
aColObj = Color(230,255,0);
aColEmis = Color(51,0,0);
aColSpec = Color(255,255,240);
nSpecIntens = 20;
}
break;
case 3: // Chrom
{
aColObj = Color(36,117,153);
aColEmis = Color(18,30,51);
aColSpec = Color(230,230,255);
nSpecIntens = 2;
}
break;
case 4: // Plastik
{
aColObj = Color(255,48,57);
aColEmis = Color(35,0,0);
aColSpec = Color(179,202,204);
nSpecIntens = 60;
}
break;
case 5: // Holz
{
aColObj = Color(153,71,1);
aColEmis = Color(21,22,0);
aColSpec = Color(255,255,153);
nSpecIntens = 75;
}
break;
}
LBSelectColor( &aLbMatColor, aColObj );
LBSelectColor( &aLbMatEmission, aColEmis );
LBSelectColor( &aLbMatSpecular, aColSpec );
aMtrMatSpecularIntensity.SetValue( nSpecIntens );
bUpdatePreview = TRUE;
}
else if( p == &aLbMatColor ||
p == &aLbMatEmission ||
p == &aLbMatSpecular )
{
aColor = ( ( (ColorLB*)p )->GetSelectEntryColor() );
Base3DMaterialValue eType = Base3DMaterialDiffuse;
//if( p == &aLbMatColor )
if( p == &aLbMatEmission )
eType = Base3DMaterialEmission;
else if( p == &aLbMatSpecular )
eType = Base3DMaterialSpecular;
//aCtlPreview.SetMaterial( aColor, eType );
aCtlLightPreview.GetPreviewControl().SetMaterial( aColor, eType );
aLbMatFavorites.SelectEntryPos( 0 );
bUpdatePreview = TRUE;
}
// Beleuchtung
else if( p == &aLbAmbientlight )
{
Color aColor = aLbAmbientlight.GetSelectEntryColor();
pLightGroup->SetGlobalAmbientLight( aColor );
aCtlLightPreview.GetPreviewControl().SetLightGroup( pLightGroup );
//aCtlPreview.SetLightGroup( pLightGroup );
bUpdatePreview = TRUE;
}
else if( p == &aLbLight1 ||
p == &aLbLight2 ||
p == &aLbLight3 ||
p == &aLbLight4 ||
p == &aLbLight5 ||
p == &aLbLight6 ||
p == &aLbLight7 ||
p == &aLbLight8 )
{
Color aColor = ( (ColorLB*)p )->GetSelectEntryColor();
USHORT nLightSource = GetLightSource();
*pLightGroup = *aCtlLightPreview.GetPreviewControl().GetLightGroup();
pLightGroup->SetIntensity( aColor,
Base3DMaterialDiffuse,
(Base3DLightNumber) nLightSource );
aCtlLightPreview.GetPreviewControl().SetLightGroup( pLightGroup );
//aCtlPreview.SetLightGroup( pLightGroup );
bUpdatePreview = TRUE;
}
else if( p == &aLbShademode )
bUpdatePreview = TRUE;
if( bUpdatePreview == TRUE )
UpdatePreview();
}
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ModifyHdl, void*, pField )
{
if( pField )
{
BOOL bUpdatePreview = FALSE;
// Material
if( pField == &aMtrMatSpecularIntensity )
{
UINT16 nValue = (UINT16) ( (MetricField*)pField )->GetValue();
//aCtlPreview.SetShininess( nValue );
aCtlLightPreview.GetPreviewControl().SetShininess( nValue );
bUpdatePreview = TRUE;
}
else if( pField == &aNumHorizontal )
{
UINT16 nValue = (UINT16) ( (NumericField*)pField )->GetValue();
aCtlLightPreview.GetPreviewControl().SetHorizontalSegments( nValue );
//aCtlPreview.SetHorizontalSegments( nValue );
bUpdatePreview = TRUE;
}
else if( pField == &aNumVertical )
{
UINT16 nValue = (UINT16) ( (NumericField*)pField )->GetValue();
aCtlLightPreview.GetPreviewControl().SetVerticalSegments( nValue );
//aCtlPreview.SetVerticalSegments( nValue );
bUpdatePreview = TRUE;
}
else if( pField == &aMtrSlant )
bUpdatePreview = TRUE;
if( bUpdatePreview == TRUE )
UpdatePreview();
}
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ClickLightHdl, PushButton*, pBtn )
{
if( pBtn )
{
USHORT nLightSource = GetLightSource( pBtn );
ColorLB* pLb = GetLbByButton( pBtn );
Color aColor( pLb->GetSelectEntryColor() );
if( nLightSource == 7 &&
aColor.GetRed()==9&&aColor.GetGreen()==4&&aColor.GetBlue()==67)
{
aFtLightX.Show();
aFtLightY.Show();
aFtLightZ.Show();
aGrpLightInfo.Show();
}
*pLightGroup = *aCtlLightPreview.GetPreviewControl().GetLightGroup();
pLightGroup->SetIntensity( aColor,
Base3DMaterialDiffuse,
(Base3DLightNumber) nLightSource );
Image aImg( pBtn->GetImage() );
pLightGroup->Enable( aImg == aImgLightOn,
(Base3DLightNumber) nLightSource );
aCtlLightPreview.GetPreviewControl().SetLightGroup( pLightGroup );
aCtlLightPreview.GetPreviewControl().SelectLight( (Base3DLightNumber) nLightSource );
aCtlLightPreview.CheckSelection();
//aCtlPreview.SetLightGroup( pLightGroup );
}
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, DoubleClickHdl, void*, p )
{
//USHORT nItemId = aCtlFavorites.GetSelectItemId();
//SfxItemSet* pSet = (SfxItemSet*) pFavorSetList->GetObject( nItemId - 1 );
//Update( *pSet );
// und zuweisen
ClickAssignHdl( NULL );
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ClickFavoriteHdl, void*, p )
{
USHORT nItemId = aCtlFavorites.GetSelectItemId();
if( nItemId > 0 )
{
// neues, leeres Model generieren
if(pModel)
delete pModel;
pModel = new FmFormModel();
pModel->GetItemPool().FreezeIdRanges();
if( GalleryExplorer::GetSdrObj( GALLERY_THEME_3D, nItemId-1, pModel ) )
{
// VDev
if( pVDev == NULL )
{
pVDev = new VirtualDevice();
MapMode aMapMode( MAP_100TH_MM );
pVDev->SetMapMode( aMapMode );
}
// 3D View
E3dView a3DView( pModel, pVDev );
a3DView.SetMarkHdlHidden(TRUE);
// PageView
SdrPageView* pPageView = a3DView.ShowPagePgNum( 0, Point() );
a3DView.MarkAll();
// Status der Selektion am Preview setzen, SYNCHRON
SfxBoolItem aItem( SID_3D_STATE, TRUE );
SfxViewFrame::Current()->GetBindings().GetDispatcher()->Execute(
SID_3D_STATE, SFX_CALLMODE_SYNCHRON | SFX_CALLMODE_RECORD, &aItem, 0L );
// Attribute des Favoriten holen und setzen
SfxItemSet* pSet;
if( aBtnOnly3D.IsChecked())
{
// Normale (nicht-3D-) Attribute an der View
pSet = new SfxItemSet(
pModel->GetItemPool(),
SDRATTR_SHADOW, SDRATTR_SHADOW,
SDRATTR_3D_FIRST, SDRATTR_3D_LAST,
0, 0);
}
else
{
// Alle Attribute an der View
pSet = new SfxItemSet(pModel->GetItemPool(), SDRATTR_START, SDRATTR_END);
}
// Eingeschraenktes Set produzieren und zuweisen
pSet->Put( a3DView.Get3DAttributes(), FALSE );
// #61783# Remove distance and focus from prototypes
pSet->ClearItem(SDRATTR_3DSCENE_DISTANCE);
pSet->ClearItem(SDRATTR_3DSCENE_FOCAL_LENGTH);
aCtlPreview.Set3DAttributes( *pSet );
BOOL bOldUpdate = bUpdate;
bUpdate = FALSE;
Update( *pSet );
bUpdate = bOldUpdate;
delete pSet;
}
}
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ChangeLightCallbackHdl, void*, p )
{
*pLightGroup = *aCtlLightPreview.GetPreviewControl().GetLightGroup();
//aCtlPreview.SetLightGroup( pLightGroup );
// Setzen der Vector Informationen
Base3DLightNumber eLight = aCtlLightPreview.GetPreviewControl().GetSelectedLight();
if( eLight != Base3DLightNone && aFtLightX.IsVisible() )
{
Vector3D aVector = pLightGroup->GetDirection( eLight );
aVector.Normalize();
String aStr;
aStr = String(SVX_RES(RID_SVXFLOAT3D_FIX_X));
aStr += sal_Unicode(' ');
aStr += String::CreateFromInt32((INT32)(aVector.X()*1000.0));
aFtLightX.SetText( aStr );
aStr = String(SVX_RES(RID_SVXFLOAT3D_FIX_Y));
aStr += sal_Unicode(' ');
aStr += String::CreateFromInt32((INT32)(aVector.Y()*1000.0));
aFtLightY.SetText( aStr );
aStr = String(SVX_RES(RID_SVXFLOAT3D_FIX_Z));
aStr += sal_Unicode(' ');
aStr += String::CreateFromInt32((INT32)(aVector.Z()*1000.0));
aFtLightZ.SetText( aStr );
}
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ChangeSelectionCallbackHdl, void*, p )
{
Base3DLightNumber eLight = aCtlLightPreview.GetPreviewControl().GetSelectedLight();
PushButton* pBtn = NULL;
switch( eLight )
{
case 0: pBtn = &aBtnLight1; break;
case 1: pBtn = &aBtnLight2; break;
case 2: pBtn = &aBtnLight3; break;
case 3: pBtn = &aBtnLight4; break;
case 4: pBtn = &aBtnLight5; break;
case 5: pBtn = &aBtnLight6; break;
case 6: pBtn = &aBtnLight7; break;
case 7: pBtn = &aBtnLight8; break;
}
if( pBtn )
ClickHdl( pBtn );
else
{
// Zustand: Keine Lampe selektiert
if( aBtnLight1.IsChecked() )
{
aBtnLight1.Check( FALSE );
aLbLight1.Enable( FALSE );
}
else if( aBtnLight2.IsChecked() )
{
aBtnLight2.Check( FALSE );
aLbLight2.Enable( FALSE );
}
else if( aBtnLight3.IsChecked() )
{
aBtnLight3.Check( FALSE );
aLbLight3.Enable( FALSE );
}
else if( aBtnLight4.IsChecked() )
{
aBtnLight4.Check( FALSE );
aLbLight4.Enable( FALSE );
}
else if( aBtnLight5.IsChecked() )
{
aBtnLight5.Check( FALSE );
aLbLight5.Enable( FALSE );
}
else if( aBtnLight6.IsChecked() )
{
aBtnLight6.Check( FALSE );
aLbLight6.Enable( FALSE );
}
else if( aBtnLight7.IsChecked() )
{
aBtnLight7.Check( FALSE );
aLbLight7.Enable( FALSE );
}
else if( aBtnLight8.IsChecked() )
{
aBtnLight8.Check( FALSE );
aLbLight8.Enable( FALSE );
}
aBtnLightColor.Enable( FALSE );
}
if( eLight != Base3DLightNone && aFtLightX.IsVisible() )
{
Vector3D aVector = pLightGroup->GetDirection( eLight );
aVector.Normalize();
String aStr;
aStr = String(SVX_RES(RID_SVXFLOAT3D_FIX_X));
aStr += sal_Unicode(' ');
aStr += String::CreateFromInt32((INT32)(aVector.X()*1000.0));
aFtLightX.SetText( aStr );
aStr = String(SVX_RES(RID_SVXFLOAT3D_FIX_Y));
aStr += sal_Unicode(' ');
aStr += String::CreateFromInt32((INT32)(aVector.Y()*1000.0));
aFtLightY.SetText( aStr );
aStr = String(SVX_RES(RID_SVXFLOAT3D_FIX_Z));
aStr += sal_Unicode(' ');
aStr += String::CreateFromInt32((INT32)(aVector.Z()*1000.0));
aFtLightZ.SetText( aStr );
}
return( 0L );
}
// -----------------------------------------------------------------------
// Methode um sicherzustellen, dass die LB auch mit einer Farbe gesetzt ist
// Liefert TRUE zurueck, falls Farbe hinzugefuegt wurde
// -----------------------------------------------------------------------
BOOL Svx3DWin::LBSelectColor( ColorLB* pLb, const Color& rColor )
{
BOOL bRet = FALSE;
pLb->SetNoSelection();
pLb->SelectEntry( rColor );
if( pLb->GetSelectEntryCount() == 0 )
{
String aStr(SVX_RES(RID_SVXFLOAT3D_FIX_R));
aStr += String::CreateFromInt32((INT32)rColor.GetRed());
aStr += sal_Unicode(' ');
aStr += String(SVX_RES(RID_SVXFLOAT3D_FIX_G));
aStr += String::CreateFromInt32((INT32)rColor.GetGreen());
aStr += sal_Unicode(' ');
aStr += String(SVX_RES(RID_SVXFLOAT3D_FIX_B));
aStr += String::CreateFromInt32((INT32)rColor.GetBlue());
USHORT nPos = pLb->InsertEntry( rColor, aStr );
pLb->SelectEntryPos( nPos );
bRet = TRUE;
}
return( bRet );
}
// -----------------------------------------------------------------------
void Svx3DWin::UpdatePreview()
{
if( pModel == NULL )
pModel = new FmFormModel();
if(bOnly3DChanged)
{
// slot executen
SfxBoolItem aItem( SID_3D_STATE, TRUE );
SfxViewFrame::Current()->GetBindings().GetDispatcher()->Execute(
SID_3D_STATE, SFX_CALLMODE_SYNCHRON | SFX_CALLMODE_RECORD, &aItem, 0L );
// Flag zuruecksetzen
bOnly3DChanged = FALSE;
// Favorit nochmals anwenden
ClickFavoriteHdl(0);
}
// ItemSet besorgen
SfxItemSet aSet( pModel->GetItemPool(), SDRATTR_START, SDRATTR_END);
// Attribute holen und im Preview setzen
GetAttr( aSet );
aCtlPreview.Set3DAttributes( aSet );
aCtlFavorites.SetNoSelection();
}
// -----------------------------------------------------------------------
void Svx3DWin::InitColorLB( const SdrModel* pDoc )
{
aLbLight1.Fill( pDoc->GetColorTable() );
aLbLight2.CopyEntries( aLbLight1 );
aLbLight3.CopyEntries( aLbLight1 );
aLbLight4.CopyEntries( aLbLight1 );
aLbLight5.CopyEntries( aLbLight1 );
aLbLight6.CopyEntries( aLbLight1 );
aLbLight7.CopyEntries( aLbLight1 );
aLbLight8.CopyEntries( aLbLight1 );
aLbAmbientlight.CopyEntries( aLbLight1 );
aLbMatColor.CopyEntries( aLbLight1 );
aLbMatEmission.CopyEntries( aLbLight1 );
aLbMatSpecular.CopyEntries( aLbLight1 );
// Erstmal...
Color aColWhite( COL_WHITE );
Color aColBlack( COL_BLACK );
aLbLight1.SelectEntry( aColWhite );
aLbLight2.SelectEntry( aColWhite );
aLbLight3.SelectEntry( aColWhite );
aLbLight4.SelectEntry( aColWhite );
aLbLight5.SelectEntry( aColWhite );
aLbLight6.SelectEntry( aColWhite );
aLbLight7.SelectEntry( aColWhite );
aLbLight8.SelectEntry( aColWhite );
aLbAmbientlight.SelectEntry( aColBlack );
aLbMatColor.SelectEntry( aColWhite );
aLbMatEmission.SelectEntry( aColBlack );
aLbMatSpecular.SelectEntry( aColWhite );
}
// -----------------------------------------------------------------------
USHORT Svx3DWin::GetLightSource( const PushButton* pBtn )
{
USHORT nLight = 8;
if( pBtn == NULL )
{
if( aBtnLight1.IsChecked() )
nLight = 0;
else if( aBtnLight2.IsChecked() )
nLight = 1;
else if( aBtnLight3.IsChecked() )
nLight = 2;
else if( aBtnLight4.IsChecked() )
nLight = 3;
else if( aBtnLight5.IsChecked() )
nLight = 4;
else if( aBtnLight6.IsChecked() )
nLight = 5;
else if( aBtnLight7.IsChecked() )
nLight = 6;
else if( aBtnLight8.IsChecked() )
nLight = 7;
}
else
{
if( pBtn == &aBtnLight1 )
nLight = 0;
else if( pBtn == &aBtnLight2 )
nLight = 1;
else if( pBtn == &aBtnLight3 )
nLight = 2;
else if( pBtn == &aBtnLight4 )
nLight = 3;
else if( pBtn == &aBtnLight5 )
nLight = 4;
else if( pBtn == &aBtnLight6 )
nLight = 5;
else if( pBtn == &aBtnLight7 )
nLight = 6;
else if( pBtn == &aBtnLight8 )
nLight = 7;
}
return( nLight );
};
// -----------------------------------------------------------------------
ColorLB* Svx3DWin::GetLbByButton( const PushButton* pBtn )
{
ColorLB* pLb = NULL;
if( pBtn == NULL )
{
if( aBtnLight1.IsChecked() )
pLb = &aLbLight1;
else if( aBtnLight2.IsChecked() )
pLb = &aLbLight2;
else if( aBtnLight3.IsChecked() )
pLb = &aLbLight3;
else if( aBtnLight4.IsChecked() )
pLb = &aLbLight4;
else if( aBtnLight5.IsChecked() )
pLb = &aLbLight5;
else if( aBtnLight6.IsChecked() )
pLb = &aLbLight6;
else if( aBtnLight7.IsChecked() )
pLb = &aLbLight7;
else if( aBtnLight8.IsChecked() )
pLb = &aLbLight8;
}
else
{
if( pBtn == &aBtnLight1 )
pLb = &aLbLight1;
else if( pBtn == &aBtnLight2 )
pLb = &aLbLight2;
else if( pBtn == &aBtnLight3 )
pLb = &aLbLight3;
else if( pBtn == &aBtnLight4 )
pLb = &aLbLight4;
else if( pBtn == &aBtnLight5 )
pLb = &aLbLight5;
else if( pBtn == &aBtnLight6 )
pLb = &aLbLight6;
else if( pBtn == &aBtnLight7 )
pLb = &aLbLight7;
else if( pBtn == &aBtnLight8 )
pLb = &aLbLight8;
}
return( pLb );
};
/*************************************************************************
|*
|* Ableitung vom SfxChildWindow als "Behaelter" fuer Effekte
|*
\************************************************************************/
__EXPORT Svx3DChildWindow::Svx3DChildWindow( Window* pParent,
USHORT nId,
SfxBindings* pBindings,
SfxChildWinInfo* pInfo ) :
SfxChildWindow( pParent, nId )
{
Svx3DWin* pWin = new Svx3DWin( pBindings, this, pParent );
pWindow = pWin;
eChildAlignment = SFX_ALIGN_NOALIGNMENT;
pWin->Initialize( pInfo );
}
/*************************************************************************
|*
|* ControllerItem fuer 3DStatus
|*
\************************************************************************/
Svx3DCtrlItem::Svx3DCtrlItem( USHORT nId,
Svx3DWin* pWin,
SfxBindings* pBindings) :
SfxControllerItem( nId, *pBindings ),
p3DWin( pWin )
{
}
// -----------------------------------------------------------------------
void __EXPORT Svx3DCtrlItem::StateChanged( USHORT nSId,
SfxItemState eState, const SfxPoolItem* pItem )
{
/*
if( eState >= SFX_ITEM_AVAILABLE && nSId == SID_3D_STATE )
{
const SfxUInt32Item* pStateItem = PTR_CAST( SfxUInt32Item, pItem );
DBG_ASSERT( pStateItem, "SfxUInt32Item erwartet");
UINT32 nState = pStateItem->GetValue();
p3DWin->bCount = (BOOL) (nState & 3D_COUNT);
}
*/
}
/*************************************************************************
|*
|* ControllerItem fuer Status Slot SID_CONVERT_TO_3D
|*
\************************************************************************/
SvxConvertTo3DItem::SvxConvertTo3DItem(UINT16 nId, SfxBindings* pBindings)
: SfxControllerItem(nId, *pBindings),
bState(FALSE)
{
}
void SvxConvertTo3DItem::StateChanged(UINT16 nId, SfxItemState eState, const SfxPoolItem* pState)
{
BOOL bNewState = (eState != SFX_ITEM_DISABLED);
if(bNewState != bState)
{
bState = bNewState;
SfxBoolItem aItem( SID_3D_STATE, TRUE );
SfxViewFrame::Current()->GetBindings().GetDispatcher()->Execute(
SID_3D_STATE, SFX_CALLMODE_ASYNCHRON|SFX_CALLMODE_RECORD, &aItem, 0L);
}
}