fixing a bug in Window::ImplMoveAllInvalidateRegions, and improving the IDL docs for XWindowPeer Change-Id: Idb774ac913945db2ac7c492c11cf86c370624c3d
412 lines
14 KiB
C++
412 lines
14 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*
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* This file incorporates work covered by the following license notice:
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*
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* Licensed to the Apache Software Foundation (ASF) under one or more
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* contributor license agreements. See the NOTICE file distributed
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* with this work for additional information regarding copyright
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* ownership. The ASF licenses this file to you under the Apache
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* License, Version 2.0 (the "License"); you may not use this file
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* except in compliance with the License. You may obtain a copy of
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* the License at http://www.apache.org/licenses/LICENSE-2.0 .
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*/
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#include <tools/debug.hxx>
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#include <svx/svdglue.hxx>
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#include <svx/svdobj.hxx>
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#include <svx/svdtrans.hxx>
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static const Size aGlueHalfSize(4,4);
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void SdrGluePoint::SetReallyAbsolute(bool bOn, const SdrObject& rObj)
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{
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if ( bReallyAbsolute != bOn )
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{
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if ( bOn )
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{
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aPos=GetAbsolutePos(rObj);
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bReallyAbsolute=bOn;
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}
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else
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{
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bReallyAbsolute=bOn;
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Point aPt(aPos);
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SetAbsolutePos(aPt,rObj);
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}
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}
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}
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Point SdrGluePoint::GetAbsolutePos(const SdrObject& rObj) const
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{
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if (bReallyAbsolute) return aPos;
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Rectangle aSnap(rObj.GetSnapRect());
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Rectangle aBound(rObj.GetSnapRect());
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Point aPt(aPos);
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Point aOfs(aSnap.Center());
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switch (GetHorzAlign()) {
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case SdrAlign::HORZ_LEFT : aOfs.X()=aSnap.Left(); break;
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case SdrAlign::HORZ_RIGHT : aOfs.X()=aSnap.Right(); break;
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default: break;
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}
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switch (GetVertAlign()) {
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case SdrAlign::VERT_TOP : aOfs.Y()=aSnap.Top(); break;
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case SdrAlign::VERT_BOTTOM: aOfs.Y()=aSnap.Bottom(); break;
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default: break;
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}
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if (!bNoPercent) {
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long nXMul=aSnap.Right()-aSnap.Left();
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long nYMul=aSnap.Bottom()-aSnap.Top();
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long nXDiv=10000;
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long nYDiv=10000;
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if (nXMul!=nXDiv) {
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aPt.X()*=nXMul;
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aPt.X()/=nXDiv;
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}
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if (nYMul!=nYDiv) {
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aPt.Y()*=nYMul;
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aPt.Y()/=nYDiv;
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}
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}
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aPt+=aOfs;
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// Now limit to the BoundRect of the object
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if (aPt.X()<aBound.Left ()) aPt.X()=aBound.Left ();
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if (aPt.X()>aBound.Right ()) aPt.X()=aBound.Right ();
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if (aPt.Y()<aBound.Top ()) aPt.Y()=aBound.Top ();
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if (aPt.Y()>aBound.Bottom()) aPt.Y()=aBound.Bottom();
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return aPt;
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}
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void SdrGluePoint::SetAbsolutePos(const Point& rNewPos, const SdrObject& rObj)
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{
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if (bReallyAbsolute) {
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aPos=rNewPos;
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return;
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}
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Rectangle aSnap(rObj.GetSnapRect());
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Point aPt(rNewPos);
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Point aOfs(aSnap.Center());
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switch (GetHorzAlign()) {
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case SdrAlign::HORZ_LEFT : aOfs.X()=aSnap.Left(); break;
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case SdrAlign::HORZ_RIGHT : aOfs.X()=aSnap.Right(); break;
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default: break;
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}
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switch (GetVertAlign()) {
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case SdrAlign::VERT_TOP : aOfs.Y()=aSnap.Top(); break;
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case SdrAlign::VERT_BOTTOM: aOfs.Y()=aSnap.Bottom(); break;
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default: break;
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}
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aPt-=aOfs;
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if (!bNoPercent) {
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long nXMul=aSnap.Right()-aSnap.Left();
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long nYMul=aSnap.Bottom()-aSnap.Top();
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if (nXMul==0) nXMul=1;
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if (nYMul==0) nYMul=1;
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long nXDiv=10000;
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long nYDiv=10000;
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if (nXMul!=nXDiv) {
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aPt.X()*=nXDiv;
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aPt.X()/=nXMul;
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}
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if (nYMul!=nYDiv) {
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aPt.Y()*=nYDiv;
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aPt.Y()/=nYMul;
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}
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}
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aPos=aPt;
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}
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long SdrGluePoint::GetAlignAngle() const
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{
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if (nAlign == (SdrAlign::HORZ_CENTER|SdrAlign::VERT_CENTER))
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return 0; // Invalid!
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else if (nAlign == (SdrAlign::HORZ_RIGHT |SdrAlign::VERT_CENTER))
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return 0;
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else if (nAlign == (SdrAlign::HORZ_RIGHT |SdrAlign::VERT_TOP))
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return 4500;
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else if (nAlign == (SdrAlign::HORZ_CENTER|SdrAlign::VERT_TOP))
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return 9000;
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else if (nAlign == (SdrAlign::HORZ_LEFT |SdrAlign::VERT_TOP))
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return 13500;
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else if (nAlign == (SdrAlign::HORZ_LEFT |SdrAlign::VERT_CENTER))
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return 18000;
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else if (nAlign == (SdrAlign::HORZ_LEFT |SdrAlign::VERT_BOTTOM))
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return 22500;
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else if (nAlign == (SdrAlign::HORZ_CENTER|SdrAlign::VERT_BOTTOM))
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return 27000;
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else if (nAlign == (SdrAlign::HORZ_RIGHT |SdrAlign::VERT_BOTTOM))
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return 31500;
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return 0;
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}
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void SdrGluePoint::SetAlignAngle(long nAngle)
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{
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nAngle=NormAngle360(nAngle);
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if (nAngle>=33750 || nAngle<2250) nAlign=SdrAlign::HORZ_RIGHT |SdrAlign::VERT_CENTER;
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else if (nAngle< 6750) nAlign=SdrAlign::HORZ_RIGHT |SdrAlign::VERT_TOP ;
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else if (nAngle<11250) nAlign=SdrAlign::HORZ_CENTER|SdrAlign::VERT_TOP ;
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else if (nAngle<15750) nAlign=SdrAlign::HORZ_LEFT |SdrAlign::VERT_TOP ;
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else if (nAngle<20250) nAlign=SdrAlign::HORZ_LEFT |SdrAlign::VERT_CENTER;
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else if (nAngle<24750) nAlign=SdrAlign::HORZ_LEFT |SdrAlign::VERT_BOTTOM;
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else if (nAngle<29250) nAlign=SdrAlign::HORZ_CENTER|SdrAlign::VERT_BOTTOM;
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else if (nAngle<33750) nAlign=SdrAlign::HORZ_RIGHT |SdrAlign::VERT_BOTTOM;
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}
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long SdrGluePoint::EscDirToAngle(SdrEscapeDirection nEsc)
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{
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switch (nEsc) {
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case SdrEscapeDirection::RIGHT : return 0;
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case SdrEscapeDirection::TOP : return 9000;
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case SdrEscapeDirection::LEFT : return 18000;
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case SdrEscapeDirection::BOTTOM: return 27000;
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default: break;
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} // switch
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return 0;
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}
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SdrEscapeDirection SdrGluePoint::EscAngleToDir(long nAngle)
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{
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nAngle=NormAngle360(nAngle);
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if (nAngle>=31500 || nAngle<4500)
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return SdrEscapeDirection::RIGHT;
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if (nAngle<13500)
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return SdrEscapeDirection::TOP;
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if (nAngle<22500)
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return SdrEscapeDirection::LEFT;
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/* (nAngle<31500)*/
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return SdrEscapeDirection::BOTTOM;
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}
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void SdrGluePoint::Rotate(const Point& rRef, long nAngle, double sn, double cs, const SdrObject* pObj)
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{
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Point aPt(pObj!=NULL ? GetAbsolutePos(*pObj) : GetPos());
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RotatePoint(aPt,rRef,sn,cs);
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// rotate reference edge
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if(nAlign != (SdrAlign::HORZ_CENTER|SdrAlign::VERT_CENTER))
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{
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SetAlignAngle(GetAlignAngle()+nAngle);
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}
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// rotate exit directions
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SdrEscapeDirection nEscDir0=nEscDir;
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SdrEscapeDirection nEscDir1=SdrEscapeDirection::SMART;
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if (nEscDir0&SdrEscapeDirection::LEFT ) nEscDir1 |= EscAngleToDir(EscDirToAngle(SdrEscapeDirection::LEFT )+nAngle);
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if (nEscDir0&SdrEscapeDirection::TOP ) nEscDir1 |= EscAngleToDir(EscDirToAngle(SdrEscapeDirection::TOP )+nAngle);
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if (nEscDir0&SdrEscapeDirection::RIGHT ) nEscDir1 |= EscAngleToDir(EscDirToAngle(SdrEscapeDirection::RIGHT )+nAngle);
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if (nEscDir0&SdrEscapeDirection::BOTTOM) nEscDir1 |= EscAngleToDir(EscDirToAngle(SdrEscapeDirection::BOTTOM)+nAngle);
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nEscDir=nEscDir1;
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if (pObj!=NULL) SetAbsolutePos(aPt,*pObj); else SetPos(aPt);
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}
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void SdrGluePoint::Mirror(const Point& rRef1, const Point& rRef2, long nAngle, const SdrObject* pObj)
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{
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Point aPt(pObj!=NULL ? GetAbsolutePos(*pObj) : GetPos());
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MirrorPoint(aPt,rRef1,rRef2);
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// mirror reference edge
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if(nAlign != (SdrAlign::HORZ_CENTER|SdrAlign::VERT_CENTER))
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{
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long nAW=GetAlignAngle();
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nAW+=2*(nAngle-nAW);
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SetAlignAngle(nAW);
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}
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// mirror exit directions
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SdrEscapeDirection nEscDir0=nEscDir;
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SdrEscapeDirection nEscDir1=SdrEscapeDirection::SMART;
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if (nEscDir0&SdrEscapeDirection::LEFT) {
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long nEW=EscDirToAngle(SdrEscapeDirection::LEFT);
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nEW+=2*(nAngle-nEW);
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nEscDir1|=EscAngleToDir(nEW);
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}
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if (nEscDir0&SdrEscapeDirection::TOP) {
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long nEW=EscDirToAngle(SdrEscapeDirection::TOP);
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nEW+=2*(nAngle-nEW);
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nEscDir1|=EscAngleToDir(nEW);
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}
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if (nEscDir0&SdrEscapeDirection::RIGHT) {
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long nEW=EscDirToAngle(SdrEscapeDirection::RIGHT);
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nEW+=2*(nAngle-nEW);
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nEscDir1|=EscAngleToDir(nEW);
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}
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if (nEscDir0&SdrEscapeDirection::BOTTOM) {
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long nEW=EscDirToAngle(SdrEscapeDirection::BOTTOM);
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nEW+=2*(nAngle-nEW);
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nEscDir1|=EscAngleToDir(nEW);
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}
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nEscDir=nEscDir1;
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if (pObj!=NULL) SetAbsolutePos(aPt,*pObj); else SetPos(aPt);
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}
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void SdrGluePoint::Shear(const Point& rRef, long /*nAngle*/, double tn, bool bVShear, const SdrObject* pObj)
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{
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Point aPt(pObj!=NULL ? GetAbsolutePos(*pObj) : GetPos());
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ShearPoint(aPt,rRef,tn,bVShear);
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if (pObj!=NULL) SetAbsolutePos(aPt,*pObj); else SetPos(aPt);
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}
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void SdrGluePoint::Invalidate(vcl::Window& rWin, const SdrObject* pObj) const
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{
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bool bMapMerk=rWin.IsMapModeEnabled();
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Point aPt(pObj!=NULL ? GetAbsolutePos(*pObj) : GetPos());
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aPt=rWin.LogicToPixel(aPt);
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rWin.EnableMapMode(false);
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Size aSiz( aGlueHalfSize );
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Rectangle aRect(aPt.X()-aSiz.Width(),aPt.Y()-aSiz.Height(),
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aPt.X()+aSiz.Width(),aPt.Y()+aSiz.Height());
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// do not erase background, that causes flicker (!)
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rWin.Invalidate(aRect, InvalidateFlags::NoErase);
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rWin.EnableMapMode(bMapMerk);
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}
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bool SdrGluePoint::IsHit(const Point& rPnt, const OutputDevice& rOut, const SdrObject* pObj) const
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{
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Point aPt(pObj!=NULL ? GetAbsolutePos(*pObj) : GetPos());
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Size aSiz=rOut.PixelToLogic(aGlueHalfSize);
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Rectangle aRect(aPt.X()-aSiz.Width(),aPt.Y()-aSiz.Height(),aPt.X()+aSiz.Width(),aPt.Y()+aSiz.Height());
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return aRect.IsInside(rPnt);
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}
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void SdrGluePointList::Clear()
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{
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sal_uInt16 nCount=GetCount();
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for (sal_uInt16 i=0; i<nCount; i++) {
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delete GetObject(i);
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}
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aList.clear();
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}
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void SdrGluePointList::operator=(const SdrGluePointList& rSrcList)
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{
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if (GetCount()!=0) Clear();
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sal_uInt16 nCount=rSrcList.GetCount();
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for (sal_uInt16 i=0; i<nCount; i++) {
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Insert(rSrcList[i]);
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}
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}
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// The ID's of the glue points always increase monotonously!
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// If an ID is taken already, the new glue point gets a new ID. ID 0 is reserved.
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sal_uInt16 SdrGluePointList::Insert(const SdrGluePoint& rGP)
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{
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SdrGluePoint* pGP=new SdrGluePoint(rGP);
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sal_uInt16 nId=pGP->GetId();
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sal_uInt16 nCount=GetCount();
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sal_uInt16 nInsPos=nCount;
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sal_uInt16 nLastId=nCount!=0 ? GetObject(nCount-1)->GetId() : 0;
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DBG_ASSERT(nLastId>=nCount,"SdrGluePointList::Insert(): nLastId<nCount");
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bool bHole = nLastId>nCount;
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if (nId<=nLastId) {
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if (!bHole || nId==0) {
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nId=nLastId+1;
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} else {
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bool bBrk = false;
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for (sal_uInt16 nNum=0; nNum<nCount && !bBrk; nNum++) {
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const SdrGluePoint* pGP2=GetObject(nNum);
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sal_uInt16 nTmpId=pGP2->GetId();
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if (nTmpId==nId) {
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nId=nLastId+1; // already in use
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bBrk = true;
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}
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if (nTmpId>nId) {
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nInsPos=nNum; // insert here (sort)
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bBrk = true;
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}
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}
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}
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pGP->SetId(nId);
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}
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aList.insert(aList.begin()+nInsPos, pGP);
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return nInsPos;
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}
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void SdrGluePointList::Invalidate(vcl::Window& rWin, const SdrObject* pObj) const
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{
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sal_uInt16 nCount=GetCount();
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for (sal_uInt16 nNum=0; nNum<nCount; nNum++) {
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GetObject(nNum)->Invalidate(rWin,pObj);
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}
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}
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sal_uInt16 SdrGluePointList::FindGluePoint(sal_uInt16 nId) const
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{
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// TODO: Implement a better search algorithm
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// List should be sorted at all times!
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sal_uInt16 nCount=GetCount();
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sal_uInt16 nRet=SDRGLUEPOINT_NOTFOUND;
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for (sal_uInt16 nNum=0; nNum<nCount && nRet==SDRGLUEPOINT_NOTFOUND; nNum++) {
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const SdrGluePoint* pGP=GetObject(nNum);
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if (pGP->GetId()==nId) nRet=nNum;
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}
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return nRet;
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}
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sal_uInt16 SdrGluePointList::HitTest(const Point& rPnt, const OutputDevice& rOut, const SdrObject* pObj, bool bBack, bool bNext, sal_uInt16 nId0) const
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{
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sal_uInt16 nCount=GetCount();
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sal_uInt16 nRet=SDRGLUEPOINT_NOTFOUND;
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sal_uInt16 nNum=bBack ? 0 : nCount;
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while ((bBack ? nNum<nCount : nNum>0) && nRet==SDRGLUEPOINT_NOTFOUND) {
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if (!bBack) nNum--;
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const SdrGluePoint* pGP=GetObject(nNum);
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if (bNext) {
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if (pGP->GetId()==nId0) bNext=false;
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} else {
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if (pGP->IsHit(rPnt,rOut,pObj)) nRet=nNum;
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}
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if (bBack) nNum++;
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}
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return nRet;
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}
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void SdrGluePointList::SetReallyAbsolute(bool bOn, const SdrObject& rObj)
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{
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sal_uInt16 nCount=GetCount();
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for (sal_uInt16 nNum=0; nNum<nCount; nNum++) {
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GetObject(nNum)->SetReallyAbsolute(bOn,rObj);
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}
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}
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void SdrGluePointList::Rotate(const Point& rRef, long nAngle, double sn, double cs, const SdrObject* pObj)
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{
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sal_uInt16 nCount=GetCount();
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for (sal_uInt16 nNum=0; nNum<nCount; nNum++) {
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GetObject(nNum)->Rotate(rRef,nAngle,sn,cs,pObj);
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}
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}
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void SdrGluePointList::Mirror(const Point& rRef1, const Point& rRef2, const SdrObject* pObj)
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{
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Point aPt(rRef2); aPt-=rRef1;
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long nAngle=GetAngle(aPt);
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Mirror(rRef1,rRef2,nAngle,pObj);
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}
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void SdrGluePointList::Mirror(const Point& rRef1, const Point& rRef2, long nAngle, const SdrObject* pObj)
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{
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sal_uInt16 nCount=GetCount();
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for (sal_uInt16 nNum=0; nNum<nCount; nNum++) {
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GetObject(nNum)->Mirror(rRef1,rRef2,nAngle,pObj);
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}
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}
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void SdrGluePointList::Shear(const Point& rRef, long nAngle, double tn, bool bVShear, const SdrObject* pObj)
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{
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sal_uInt16 nCount=GetCount();
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for (sal_uInt16 nNum=0; nNum<nCount; nNum++) {
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GetObject(nNum)->Shear(rRef,nAngle,tn,bVShear,pObj);
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}
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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