office-gobmx/include/svx/float3d.hxx
Stephan Bergmann 362d4f0cd4 Explicitly mark overriding destructors as "virtual"
It appears that the C++ standard allows overriding destructors to be marked
"override," but at least some MSVC versions complain about it, so at least make
sure such destructors are explicitly marked "virtual."

Change-Id: I0e1cafa7584fd16ebdce61f569eae2373a71b0a1
2014-04-01 19:22:54 +02:00

291 lines
9 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 INCLUDED_SVX_FLOAT3D_HXX
#define INCLUDED_SVX_FLOAT3D_HXX
#include <sfx2/ctrlitem.hxx>
#include <vcl/fixed.hxx>
#include <vcl/field.hxx>
#include <sfx2/dockwin.hxx>
#include <vcl/button.hxx>
#include <svtools/stdctrl.hxx>
#include <svx/svxdllapi.h>
#include <svx/f3dchild.hxx>
#include <svx/dlgctl3d.hxx>
#include <svx/dlgctrl.hxx>
#include <svx/svdmodel.hxx>
enum ViewType3D
{
VIEWTYPE_GEO = 1,
VIEWTYPE_REPRESENTATION,
VIEWTYPE_LIGHT,
VIEWTYPE_TEXTURE,
VIEWTYPE_MATERIAL
};
class SdrModel;
class FmFormModel;
class VirtualDevice;
class E3dView;
class SdrPageView;
class Svx3DCtrlItem;
class SvxConvertTo3DItem;
struct Svx3DWinImpl;
class SVX_DLLPUBLIC Svx3DWin : public SfxDockingWindow
{
friend class Svx3DChildWindow;
friend class Svx3DCtrlItem;
using Window::Update;
private:
ImageButton aBtnGeo;
ImageButton aBtnRepresentation;
ImageButton aBtnLight;
ImageButton aBtnTexture;
ImageButton aBtnMaterial;
ImageButton aBtnUpdate;
ImageButton aBtnAssign;
// geometry
FixedLine aFLGeometrie;
FixedText aFtPercentDiagonal;
MetricField aMtrPercentDiagonal;
FixedText aFtBackscale;
MetricField aMtrBackscale;
FixedText aFtEndAngle;
MetricField aMtrEndAngle;
FixedText aFtDepth;
MetricField aMtrDepth;
FixedLine aFLSegments;
FixedText aFtHorizontal;
NumericField aNumHorizontal;
FixedText aFtVertical;
NumericField aNumVertical;
FixedLine aFLNormals;
ImageButton aBtnNormalsObj;
ImageButton aBtnNormalsFlat;
ImageButton aBtnNormalsSphere;
ImageButton aBtnNormalsInvert;
ImageButton aBtnTwoSidedLighting;
ImageButton aBtnDoubleSided;
FixedLine aFLRepresentation;
// presentation
FixedText aFtShademode;
ListBox aLbShademode;
FixedLine aFLShadow;
ImageButton aBtnShadow3d;
FixedText aFtSlant;
MetricField aMtrSlant;
FixedText aFtDistance;
MetricField aMtrDistance;
FixedText aFtFocalLeng;
MetricField aMtrFocalLength;
FixedLine aFLCamera;
FixedLine aFLLight;
// lighting
ImageButton aBtnLight1;
ImageButton aBtnLight2;
ImageButton aBtnLight3;
ImageButton aBtnLight4;
ImageButton aBtnLight5;
ImageButton aBtnLight6;
ImageButton aBtnLight7;
ImageButton aBtnLight8;
FixedText aFTLightsource;
ColorLB aLbLight1;
ColorLB aLbLight2;
ColorLB aLbLight3;
ColorLB aLbLight4;
ColorLB aLbLight5;
ColorLB aLbLight6;
ColorLB aLbLight7;
ColorLB aLbLight8;
ImageButton aBtnLightColor;
// #99694# Keyboard shortcuts activate the next control, so the
// order needed to be changed here
FixedText aFTAmbientlight; // Text label
ColorLB aLbAmbientlight; // ListBox
ImageButton aBtnAmbientColor; // color button
FixedLine aFLTexture;
// Textures
FixedText aFtTexKind;
ImageButton aBtnTexLuminance;
ImageButton aBtnTexColor;
FixedText aFtTexMode;
ImageButton aBtnTexReplace;
ImageButton aBtnTexModulate;
ImageButton aBtnTexBlend;
FixedText aFtTexProjectionX;
ImageButton aBtnTexObjectX;
ImageButton aBtnTexParallelX;
ImageButton aBtnTexCircleX;
FixedText aFtTexProjectionY;
ImageButton aBtnTexObjectY;
ImageButton aBtnTexParallelY;
ImageButton aBtnTexCircleY;
FixedText aFtTexFilter;
ImageButton aBtnTexFilter;
// material
// material editor
FixedLine aFLMaterial;
FixedText aFtMatFavorites;
ListBox aLbMatFavorites;
FixedText aFtMatColor;
ColorLB aLbMatColor;
ImageButton aBtnMatColor;
FixedText aFtMatEmission;
ColorLB aLbMatEmission;
ImageButton aBtnEmissionColor;
FixedLine aFLMatSpecular;
FixedText aFtMatSpecular;
ColorLB aLbMatSpecular;
ImageButton aBtnSpecularColor;
FixedText aFtMatSpecularIntensity;
MetricField aMtrMatSpecularIntensity;
Svx3DPreviewControl aCtlPreview;
SvxLightCtl3D aCtlLightPreview;
// bottom part
ImageButton aBtnConvertTo3D;
ImageButton aBtnLatheObject;
ImageButton aBtnPerspective;
// the rest ...
Image aImgLightOn;
Image aImgLightOff;
bool bUpdate;
ViewType3D eViewType;
Size aSize;
// Model, Page, View etc. for favourites
FmFormModel* pModel;
VirtualDevice* pVDev;
E3dView* p3DView;
SfxBindings* pBindings;
Svx3DCtrlItem* pControllerItem;
SvxConvertTo3DItem* pConvertTo3DItem;
SvxConvertTo3DItem* pConvertTo3DLatheItem;
Svx3DWinImpl* mpImpl;
SfxMapUnit ePoolUnit;
FieldUnit eFUnit;
// ItemSet used to remember set 2d attributes
SfxItemSet* mpRemember2DAttributes;
bool bOnly3DChanged;
DECL_LINK( ClickViewTypeHdl, void * );
DECL_LINK( ClickUpdateHdl, void * );
DECL_LINK( ClickAssignHdl, void * );
DECL_LINK( ClickHdl, PushButton * );
DECL_LINK( ClickColorHdl, PushButton * );
DECL_LINK( SelectHdl, void * );
DECL_LINK( ModifyHdl, void * );
void ClickLight(PushButton &rBtn);
DECL_LINK( ChangeLightCallbackHdl, void * );
DECL_LINK( ChangeSelectionCallbackHdl, void * );
SVX_DLLPRIVATE void Construct();
SVX_DLLPRIVATE void Reset();
SVX_DLLPRIVATE bool LBSelectColor( ColorLB* pLb, const Color& rColor );
SVX_DLLPRIVATE sal_uInt16 GetLightSource( const PushButton* pBtn = NULL );
SVX_DLLPRIVATE ColorLB* GetLbByButton( const PushButton* pBtn = NULL );
SVX_DLLPRIVATE bool GetUILightState( const ImageButton& rBtn ) const;
SVX_DLLPRIVATE void SetUILightState( ImageButton& aBtn, bool bState );
protected:
virtual void Resize() SAL_OVERRIDE;
public:
Svx3DWin( SfxBindings* pBindings, SfxChildWindow *pCW,
Window* pParent );
virtual ~Svx3DWin();
void InitColorLB( const SdrModel* pDoc );
bool IsUpdateMode() const { return bUpdate; }
void Update( SfxItemSet& rSet );
void GetAttr( SfxItemSet& rSet );
void UpdatePreview(); // nach oben (private)
void DocumentReload(); // #83951#
};
/*************************************************************************
|*
|* Controller item for 3D Window (Floating/Docking)
|*
\************************************************************************/
class Svx3DCtrlItem : public SfxControllerItem
{
protected:
virtual void StateChanged( sal_uInt16 nSId, SfxItemState eState,
const SfxPoolItem* pState ) SAL_OVERRIDE;
public:
Svx3DCtrlItem( sal_uInt16, SfxBindings* );
};
/*************************************************************************
|*
|* ControllerItem for State of a Slot
|* (SID_CONVERT_TO_3D, SID_CONVERT_TO_3D_LATHE_FAST)
|*
\************************************************************************/
class SvxConvertTo3DItem : public SfxControllerItem
{
bool bState;
protected:
virtual void StateChanged(sal_uInt16 nSId, SfxItemState eState, const SfxPoolItem* pState) SAL_OVERRIDE;
public:
SvxConvertTo3DItem(sal_uInt16 nId, SfxBindings* pBindings);
bool GetState() const { return bState; }
};
#endif // INCLUDED_SVX_FLOAT3D_HXX
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */