Fixes #fdo30794 Based on bin/add-modelines script (originally posted in mail 1286706307.1871.1399280959@webmail.messagingengine.com) Signed-off-by: Sebastian Spaeth <Sebastian@SSpaeth.de>
144 lines
4.9 KiB
C++
144 lines
4.9 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*************************************************************************
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*
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* Copyright 2000, 2010 Oracle and/or its affiliates.
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*
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* OpenOffice.org - a multi-platform office productivity suite
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*
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* This file is part of OpenOffice.org.
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*
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* OpenOffice.org is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License version 3
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* only, as published by the Free Software Foundation.
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*
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* OpenOffice.org is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License version 3 for more details
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* (a copy is included in the LICENSE file that accompanied this code).
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*
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* You should have received a copy of the GNU Lesser General Public License
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* version 3 along with OpenOffice.org. If not, see
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* <http://www.openoffice.org/license.html>
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* for a copy of the LGPLv3 License.
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*
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************************************************************************/
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// MARKER(update_precomp.py): autogen include statement, do not remove
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#include "precompiled_sd.hxx"
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#include "drawdoc.hxx"
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#include "unoaprms.hxx"
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#include "anminfo.hxx"
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TYPEINIT1(SdAnimationPrmsUndoAction, SdUndoAction);
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/*************************************************************************
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|*
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|* Undo()
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|*
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\************************************************************************/
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void SdAnimationPrmsUndoAction::Undo()
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{
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// keine neu Info erzeugt: Daten restaurieren
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if (!bInfoCreated)
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{
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SdDrawDocument* pDoc = (SdDrawDocument*)pObject->GetModel();
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if( pDoc )
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{
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SdAnimationInfo* pInfo = pDoc->GetAnimationInfo( pObject );
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// So nicht...
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//SdAnimationInfo* pInfo = (SdAnimationInfo*)pObject->GetUserData(0);
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pInfo->mbActive = bOldActive;
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pInfo->meEffect = eOldEffect;
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pInfo->meTextEffect = eOldTextEffect;
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pInfo->meSpeed = eOldSpeed;
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pInfo->mbDimPrevious = bOldDimPrevious;
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pInfo->maDimColor = aOldDimColor;
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pInfo->mbDimHide = bOldDimHide;
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pInfo->mbSoundOn = bOldSoundOn;
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pInfo->maSoundFile = aOldSoundFile;
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pInfo->mbPlayFull = bOldPlayFull;
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// pInfo->mSetPath(pOldPathObj);
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pInfo->meClickAction = eOldClickAction;
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pInfo->SetBookmark( aOldBookmark );
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// pInfo->mbInvisibleInPresentation = bOldInvisibleInPres;
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pInfo->mnVerb = nOldVerb;
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pInfo->mnPresOrder = nOldPresOrder;
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pInfo->meSecondEffect = eOldSecondEffect;
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pInfo->meSecondSpeed = eOldSecondSpeed;
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pInfo->mbSecondSoundOn = bOldSecondSoundOn;
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pInfo->mbSecondPlayFull = bOldSecondPlayFull;
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}
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}
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// Info wurde durch Aktion erzeugt: Info loeschen
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else
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{
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pObject->DeleteUserData(0);
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}
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// Damit ein ModelHasChanged() ausgeloest wird, um das Effekte-Window
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// auf Stand zu bringen (Animations-Reihenfolge)
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pObject->SetChanged();
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pObject->BroadcastObjectChange();
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}
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/*************************************************************************
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|*
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|* Redo()
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|*
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\************************************************************************/
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void SdAnimationPrmsUndoAction::Redo()
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{
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SdAnimationInfo* pInfo = NULL;
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pInfo = SdDrawDocument::GetShapeUserData(*pObject,true);
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pInfo->mbActive = bNewActive;
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pInfo->meEffect = eNewEffect;
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pInfo->meTextEffect = eNewTextEffect;
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pInfo->meSpeed = eNewSpeed;
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pInfo->mbDimPrevious = bNewDimPrevious;
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pInfo->maDimColor = aNewDimColor;
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pInfo->mbDimHide = bNewDimHide;
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pInfo->mbSoundOn = bNewSoundOn;
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pInfo->maSoundFile = aNewSoundFile;
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pInfo->mbPlayFull = bNewPlayFull;
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// pInfo->mSetPath(pNewPathObj);
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pInfo->meClickAction = eNewClickAction;
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pInfo->SetBookmark( aNewBookmark );
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// pInfo->mbInvisibleInPresentation = bNewInvisibleInPres;
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pInfo->mnVerb = nNewVerb;
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pInfo->mnPresOrder = nNewPresOrder;
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pInfo->meSecondEffect = eNewSecondEffect;
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pInfo->meSecondSpeed = eNewSecondSpeed;
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pInfo->mbSecondSoundOn = bNewSecondSoundOn;
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pInfo->mbSecondPlayFull = bNewSecondPlayFull;
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// Damit ein ModelHasChanged() ausgeloest wird, um das Effekte-Window
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// auf Stand zu bringen (Animations-Reihenfolge)
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pObject->SetChanged();
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pObject->BroadcastObjectChange();
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}
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/*************************************************************************
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|*
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|* Destruktor
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|*
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\************************************************************************/
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SdAnimationPrmsUndoAction::~SdAnimationPrmsUndoAction()
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{
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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