office-gobmx/include/svx/scene3d.hxx
Caolán McNamara a307e03946 convert TakeObjNamePlural family to OUString
Change-Id: I947e47934677a4f9ced0bfc0db3932bcbbb25f36
2013-07-26 09:01:30 +01:00

239 lines
10 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* This file incorporates work covered by the following license notice:
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed
* with this work for additional information regarding copyright
* ownership. The ASF licenses this file to you under the Apache
* License, Version 2.0 (the "License"); you may not use this file
* except in compliance with the License. You may obtain a copy of
* the License at http://www.apache.org/licenses/LICENSE-2.0 .
*/
#ifndef _E3D_SCENE3D_HXX
#define _E3D_SCENE3D_HXX
#include <svx/camera3d.hxx>
#include <tools/b3dtrans.hxx>
#include <svx/svxdllapi.h>
#include <svx/obj3d.hxx>
namespace sdr { namespace properties {
class BaseProperties;
class E3dSceneProperties;
}}
namespace drawinglayer { namespace geometry {
class ViewInformation3D;
}}
/*************************************************************************
|*
|* GeoData relevant for undo actions
|*
\************************************************************************/
class E3DSceneGeoData : public E3DObjGeoData
{
public:
Camera3D aCamera;
E3DSceneGeoData() {}
};
class Imp3DDepthRemapper;
/*************************************************************************
|*
|* base class for 3D scenes
|*
\************************************************************************/
class SVX_DLLPUBLIC E3dScene : public E3dObject
{
private:
// to allow sdr::properties::E3dSceneProperties access to StructureChanged()
friend class sdr::properties::E3dSceneProperties;
protected:
virtual sdr::properties::BaseProperties* CreateObjectSpecificProperties();
virtual sdr::contact::ViewContact* CreateObjectSpecificViewContact();
// transformations
B3dCamera aCameraSet;
Camera3D aCamera;
Imp3DDepthRemapper* mp3DDepthRemapper;
// Flag to determine if only selected objects should be drawn
unsigned bDrawOnlySelected : 1;
virtual void NewObjectInserted(const E3dObject* p3DObj);
virtual void StructureChanged();
void RebuildLists();
virtual void Notify(SfxBroadcaster &rBC, const SfxHint &rHint);
protected:
void SetDefaultAttributes(E3dDefaultAttributes& rDefault);
void ImpCleanup3DDepthMapper();
public:
TYPEINFO();
E3dScene();
E3dScene(E3dDefaultAttributes& rDefault);
virtual ~E3dScene();
virtual void SetBoundRectDirty();
// access to cleanup of depth mapper
void Cleanup3DDepthMapper() { ImpCleanup3DDepthMapper(); }
virtual basegfx::B2DPolyPolygon TakeXorPoly() const;
sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const;
// Perspective: enum ProjectionType { PR_PARALLEL, PR_PERSPECTIVE }
ProjectionType GetPerspective() const
{ return (ProjectionType)((const Svx3DPerspectiveItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_PERSPECTIVE)).GetValue(); }
// Distance:
double GetDistance() const
{ return (double)((const Svx3DDistanceItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_DISTANCE)).GetValue(); }
// Focal length: before cm, now 1/10th mm (*100)
double GetFocalLength() const
{ return ((const Svx3DFocalLengthItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_FOCAL_LENGTH)).GetValue(); }
// Two sided lighting:
sal_Bool GetTwoSidedLighting() const
{ return ((const Svx3DTwoSidedLightingItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_TWO_SIDED_LIGHTING)).GetValue(); }
// Lightcolor:
Color GetLightColor1() const
{ return ((const Svx3DLightcolor1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_1)).GetValue(); }
Color GetLightColor2() const
{ return ((const Svx3DLightcolor2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_2)).GetValue(); }
Color GetLightColor3() const
{ return ((const Svx3DLightcolor3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_3)).GetValue(); }
Color GetLightColor4() const
{ return ((const Svx3DLightcolor4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_4)).GetValue(); }
Color GetLightColor5() const
{ return ((const Svx3DLightcolor5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_5)).GetValue(); }
Color GetLightColor6() const
{ return ((const Svx3DLightcolor6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_6)).GetValue(); }
Color GetLightColor7() const
{ return ((const Svx3DLightcolor7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_7)).GetValue(); }
Color GetLightColor8() const
{ return ((const Svx3DLightcolor8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_8)).GetValue(); }
// Ambient color:
Color GetGlobalAmbientColor() const
{ return ((const Svx3DAmbientcolorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_AMBIENTCOLOR)).GetValue(); }
// Light on/off:
sal_Bool GetLightOnOff1() const
{ return ((const Svx3DLightOnOff1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_1)).GetValue(); }
sal_Bool GetLightOnOff2() const
{ return ((const Svx3DLightOnOff2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_2)).GetValue(); }
sal_Bool GetLightOnOff3() const
{ return ((const Svx3DLightOnOff3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_3)).GetValue(); }
sal_Bool GetLightOnOff4() const
{ return ((const Svx3DLightOnOff4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_4)).GetValue(); }
sal_Bool GetLightOnOff5() const
{ return ((const Svx3DLightOnOff5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_5)).GetValue(); }
sal_Bool GetLightOnOff6() const
{ return ((const Svx3DLightOnOff6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_6)).GetValue(); }
sal_Bool GetLightOnOff7() const
{ return ((const Svx3DLightOnOff7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_7)).GetValue(); }
sal_Bool GetLightOnOff8() const
{ return ((const Svx3DLightOnOff8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_8)).GetValue(); }
// Light direction:
basegfx::B3DVector GetLightDirection1() const
{ return ((const Svx3DLightDirection1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_1)).GetValue(); }
basegfx::B3DVector GetLightDirection2() const
{ return ((const Svx3DLightDirection2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_2)).GetValue(); }
basegfx::B3DVector GetLightDirection3() const
{ return ((const Svx3DLightDirection3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_3)).GetValue(); }
basegfx::B3DVector GetLightDirection4() const
{ return ((const Svx3DLightDirection4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_4)).GetValue(); }
basegfx::B3DVector GetLightDirection5() const
{ return ((const Svx3DLightDirection5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_5)).GetValue(); }
basegfx::B3DVector GetLightDirection6() const
{ return ((const Svx3DLightDirection6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_6)).GetValue(); }
basegfx::B3DVector GetLightDirection7() const
{ return ((const Svx3DLightDirection7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_7)).GetValue(); }
basegfx::B3DVector GetLightDirection8() const
{ return ((const Svx3DLightDirection8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_8)).GetValue(); }
// ShadowSlant:
sal_uInt16 GetShadowSlant() const
{ return ((const Svx3DShadowSlantItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_SHADOW_SLANT)).GetValue(); }
// ShadeMode: 0 == FLAT, 1 == PHONG, 2 == SMOOTH, 3 == ForceDraft
sal_uInt16 GetShadeMode() const
{ return ((const Svx3DShadeModeItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_SHADE_MODE)).GetValue(); }
// set flag to draw only selected
void SetDrawOnlySelected(sal_Bool bNew) { bDrawOnlySelected = bNew; }
bool GetDrawOnlySelected() const { return bDrawOnlySelected; }
virtual sal_uInt16 GetObjIdentifier() const;
virtual void NbcSetSnapRect(const Rectangle& rRect);
virtual void NbcMove(const Size& rSize);
virtual void NbcResize(const Point& rRef, const Fraction& rXFact,
const Fraction& rYFact);
virtual void RecalcSnapRect();
virtual E3dScene* GetScene() const;
void SetCamera(const Camera3D& rNewCamera);
const Camera3D& GetCamera() const { return aCamera; }
void removeAllNonSelectedObjects();
virtual E3dScene* Clone() const;
E3dScene& operator=(const E3dScene&);
virtual SdrObjGeoData *NewGeoData() const;
virtual void SaveGeoData(SdrObjGeoData& rGeo) const;
virtual void RestGeoData(const SdrObjGeoData& rGeo);
virtual void NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix);
virtual void SetTransform(const basegfx::B3DHomMatrix& rMatrix);
virtual void NbcRotate(const Point& rRef, long nWink, double sn, double cs);
void RotateScene(const Point& rRef, long nWink, double sn, double cs);
// TakeObjName...() is for the display in the UI, for example "3 frames selected".
virtual OUString TakeObjNameSingul() const;
virtual OUString TakeObjNamePlural() const;
// get transformations
B3dCamera& GetCameraSet() { return aCameraSet; }
// break up
virtual bool IsBreakObjPossible();
// polygon which is built during creation
virtual basegfx::B2DPolyPolygon TakeCreatePoly(const SdrDragStat& rDrag) const;
// create moves
virtual bool BegCreate(SdrDragStat& rStat);
virtual bool MovCreate(SdrDragStat& rStat); // true=Xor muss repainted werden
virtual bool EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd);
virtual bool BckCreate(SdrDragStat& rStat);
virtual void BrkCreate(SdrDragStat& rStat);
};
#endif // _E3D_SCENE3D_HXX
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */