362d4f0cd4
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
291 lines
9 KiB
C++
291 lines
9 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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#ifndef INCLUDED_SVX_FLOAT3D_HXX
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#define INCLUDED_SVX_FLOAT3D_HXX
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#include <sfx2/ctrlitem.hxx>
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#include <vcl/fixed.hxx>
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#include <vcl/field.hxx>
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#include <sfx2/dockwin.hxx>
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#include <vcl/button.hxx>
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#include <svtools/stdctrl.hxx>
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#include <svx/svxdllapi.h>
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#include <svx/f3dchild.hxx>
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#include <svx/dlgctl3d.hxx>
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#include <svx/dlgctrl.hxx>
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#include <svx/svdmodel.hxx>
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enum ViewType3D
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{
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VIEWTYPE_GEO = 1,
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VIEWTYPE_REPRESENTATION,
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VIEWTYPE_LIGHT,
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VIEWTYPE_TEXTURE,
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VIEWTYPE_MATERIAL
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};
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class SdrModel;
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class FmFormModel;
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class VirtualDevice;
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class E3dView;
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class SdrPageView;
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class Svx3DCtrlItem;
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class SvxConvertTo3DItem;
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struct Svx3DWinImpl;
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class SVX_DLLPUBLIC Svx3DWin : public SfxDockingWindow
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{
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friend class Svx3DChildWindow;
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friend class Svx3DCtrlItem;
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using Window::Update;
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private:
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ImageButton aBtnGeo;
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ImageButton aBtnRepresentation;
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ImageButton aBtnLight;
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ImageButton aBtnTexture;
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ImageButton aBtnMaterial;
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ImageButton aBtnUpdate;
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ImageButton aBtnAssign;
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// geometry
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FixedLine aFLGeometrie;
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FixedText aFtPercentDiagonal;
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MetricField aMtrPercentDiagonal;
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FixedText aFtBackscale;
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MetricField aMtrBackscale;
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FixedText aFtEndAngle;
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MetricField aMtrEndAngle;
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FixedText aFtDepth;
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MetricField aMtrDepth;
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FixedLine aFLSegments;
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FixedText aFtHorizontal;
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NumericField aNumHorizontal;
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FixedText aFtVertical;
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NumericField aNumVertical;
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FixedLine aFLNormals;
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ImageButton aBtnNormalsObj;
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ImageButton aBtnNormalsFlat;
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ImageButton aBtnNormalsSphere;
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ImageButton aBtnNormalsInvert;
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ImageButton aBtnTwoSidedLighting;
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ImageButton aBtnDoubleSided;
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FixedLine aFLRepresentation;
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// presentation
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FixedText aFtShademode;
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ListBox aLbShademode;
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FixedLine aFLShadow;
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ImageButton aBtnShadow3d;
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FixedText aFtSlant;
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MetricField aMtrSlant;
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FixedText aFtDistance;
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MetricField aMtrDistance;
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FixedText aFtFocalLeng;
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MetricField aMtrFocalLength;
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FixedLine aFLCamera;
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FixedLine aFLLight;
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// lighting
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ImageButton aBtnLight1;
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ImageButton aBtnLight2;
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ImageButton aBtnLight3;
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ImageButton aBtnLight4;
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ImageButton aBtnLight5;
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ImageButton aBtnLight6;
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ImageButton aBtnLight7;
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ImageButton aBtnLight8;
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FixedText aFTLightsource;
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ColorLB aLbLight1;
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ColorLB aLbLight2;
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ColorLB aLbLight3;
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ColorLB aLbLight4;
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ColorLB aLbLight5;
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ColorLB aLbLight6;
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ColorLB aLbLight7;
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ColorLB aLbLight8;
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ImageButton aBtnLightColor;
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// #99694# Keyboard shortcuts activate the next control, so the
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// order needed to be changed here
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FixedText aFTAmbientlight; // Text label
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ColorLB aLbAmbientlight; // ListBox
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ImageButton aBtnAmbientColor; // color button
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FixedLine aFLTexture;
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// Textures
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FixedText aFtTexKind;
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ImageButton aBtnTexLuminance;
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ImageButton aBtnTexColor;
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FixedText aFtTexMode;
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ImageButton aBtnTexReplace;
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ImageButton aBtnTexModulate;
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ImageButton aBtnTexBlend;
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FixedText aFtTexProjectionX;
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ImageButton aBtnTexObjectX;
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ImageButton aBtnTexParallelX;
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ImageButton aBtnTexCircleX;
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FixedText aFtTexProjectionY;
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ImageButton aBtnTexObjectY;
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ImageButton aBtnTexParallelY;
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ImageButton aBtnTexCircleY;
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FixedText aFtTexFilter;
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ImageButton aBtnTexFilter;
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// material
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// material editor
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FixedLine aFLMaterial;
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FixedText aFtMatFavorites;
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ListBox aLbMatFavorites;
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FixedText aFtMatColor;
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ColorLB aLbMatColor;
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ImageButton aBtnMatColor;
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FixedText aFtMatEmission;
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ColorLB aLbMatEmission;
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ImageButton aBtnEmissionColor;
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FixedLine aFLMatSpecular;
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FixedText aFtMatSpecular;
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ColorLB aLbMatSpecular;
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ImageButton aBtnSpecularColor;
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FixedText aFtMatSpecularIntensity;
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MetricField aMtrMatSpecularIntensity;
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Svx3DPreviewControl aCtlPreview;
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SvxLightCtl3D aCtlLightPreview;
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// bottom part
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ImageButton aBtnConvertTo3D;
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ImageButton aBtnLatheObject;
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ImageButton aBtnPerspective;
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// the rest ...
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Image aImgLightOn;
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Image aImgLightOff;
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bool bUpdate;
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ViewType3D eViewType;
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Size aSize;
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// Model, Page, View etc. for favourites
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FmFormModel* pModel;
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VirtualDevice* pVDev;
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E3dView* p3DView;
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SfxBindings* pBindings;
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Svx3DCtrlItem* pControllerItem;
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SvxConvertTo3DItem* pConvertTo3DItem;
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SvxConvertTo3DItem* pConvertTo3DLatheItem;
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Svx3DWinImpl* mpImpl;
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SfxMapUnit ePoolUnit;
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FieldUnit eFUnit;
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// ItemSet used to remember set 2d attributes
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SfxItemSet* mpRemember2DAttributes;
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bool bOnly3DChanged;
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DECL_LINK( ClickViewTypeHdl, void * );
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DECL_LINK( ClickUpdateHdl, void * );
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DECL_LINK( ClickAssignHdl, void * );
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DECL_LINK( ClickHdl, PushButton * );
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DECL_LINK( ClickColorHdl, PushButton * );
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DECL_LINK( SelectHdl, void * );
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DECL_LINK( ModifyHdl, void * );
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void ClickLight(PushButton &rBtn);
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DECL_LINK( ChangeLightCallbackHdl, void * );
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DECL_LINK( ChangeSelectionCallbackHdl, void * );
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SVX_DLLPRIVATE void Construct();
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SVX_DLLPRIVATE void Reset();
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SVX_DLLPRIVATE bool LBSelectColor( ColorLB* pLb, const Color& rColor );
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SVX_DLLPRIVATE sal_uInt16 GetLightSource( const PushButton* pBtn = NULL );
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SVX_DLLPRIVATE ColorLB* GetLbByButton( const PushButton* pBtn = NULL );
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SVX_DLLPRIVATE bool GetUILightState( const ImageButton& rBtn ) const;
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SVX_DLLPRIVATE void SetUILightState( ImageButton& aBtn, bool bState );
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protected:
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virtual void Resize() SAL_OVERRIDE;
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public:
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Svx3DWin( SfxBindings* pBindings, SfxChildWindow *pCW,
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Window* pParent );
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virtual ~Svx3DWin();
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void InitColorLB( const SdrModel* pDoc );
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bool IsUpdateMode() const { return bUpdate; }
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void Update( SfxItemSet& rSet );
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void GetAttr( SfxItemSet& rSet );
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void UpdatePreview(); // nach oben (private)
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void DocumentReload(); // #83951#
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};
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/*************************************************************************
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|*
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|* Controller item for 3D Window (Floating/Docking)
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|*
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\************************************************************************/
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class Svx3DCtrlItem : public SfxControllerItem
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{
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protected:
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virtual void StateChanged( sal_uInt16 nSId, SfxItemState eState,
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const SfxPoolItem* pState ) SAL_OVERRIDE;
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public:
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Svx3DCtrlItem( sal_uInt16, SfxBindings* );
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};
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/*************************************************************************
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|*
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|* ControllerItem for State of a Slot
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|* (SID_CONVERT_TO_3D, SID_CONVERT_TO_3D_LATHE_FAST)
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|*
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\************************************************************************/
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class SvxConvertTo3DItem : public SfxControllerItem
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{
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bool bState;
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protected:
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virtual void StateChanged(sal_uInt16 nSId, SfxItemState eState, const SfxPoolItem* pState) SAL_OVERRIDE;
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public:
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SvxConvertTo3DItem(sal_uInt16 nId, SfxBindings* pBindings);
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bool GetState() const { return bState; }
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};
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#endif // INCLUDED_SVX_FLOAT3D_HXX
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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