1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
|
/* -*- 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 <memory>
#include <sfx2/ctrlitem.hxx>
#include <sfx2/dockwin.hxx>
#include <vcl/weld.hxx>
#include <svx/svxdllapi.h>
#include <svx/dlgctl3d.hxx>
enum class ViewType3D
{
Geo = 1,
Representation,
Light,
Texture,
Material
};
class FmFormModel;
class Svx3DCtrlItem;
class SvxConvertTo3DItem;
class ColorListBox;
struct Svx3DWinImpl;
class SVX_DLLPUBLIC LightButton final
{
public:
explicit LightButton(std::unique_ptr<weld::ToggleButton> xButton);
void switchLightOn(bool bOn);
bool isLightOn() const { return m_bLightOn;}
bool get_active() const { return m_xButton->get_active(); }
void set_active(bool bActive) { m_xButton->set_active(bActive); }
TriState get_state() const { return m_xButton->get_state(); }
void set_state(TriState eState) { m_xButton->set_state(eState); }
weld::ToggleButton* get_widget() const { return m_xButton.get(); }
void connect_clicked(const Link<weld::Button&, void>& rLink)
{
m_xButton->connect_clicked(rLink);
}
bool get_prev_active() const { return m_bButtonPrevActive; }
void set_prev_active(bool bPrevActive) { m_bButtonPrevActive = bPrevActive; }
private:
std::unique_ptr<weld::ToggleButton> m_xButton;
bool m_bLightOn;
bool m_bButtonPrevActive;
};
class SAL_WARN_UNUSED SVX_DLLPUBLIC Svx3DWin final : public SfxDockingWindow
{
friend class Svx3DChildWindow;
friend class Svx3DCtrlItem;
using Window::Update;
private:
std::unique_ptr<weld::ToggleButton> m_xBtnGeo;
std::unique_ptr<weld::ToggleButton> m_xBtnRepresentation;
std::unique_ptr<weld::ToggleButton> m_xBtnLight;
std::unique_ptr<weld::ToggleButton> m_xBtnTexture;
std::unique_ptr<weld::ToggleButton> m_xBtnMaterial;
std::unique_ptr<weld::ToggleButton> m_xBtnUpdate;
std::unique_ptr<weld::Button> m_xBtnAssign;
// geometry
std::unique_ptr<weld::Container> m_xFLGeometrie;
std::unique_ptr<weld::Label> m_xFtPercentDiagonal;
std::unique_ptr<weld::MetricSpinButton> m_xMtrPercentDiagonal;
std::unique_ptr<weld::Label> m_xFtBackscale;
std::unique_ptr<weld::MetricSpinButton> m_xMtrBackscale;
std::unique_ptr<weld::Label> m_xFtEndAngle;
std::unique_ptr<weld::MetricSpinButton> m_xMtrEndAngle;
std::unique_ptr<weld::Label> m_xFtDepth;
std::unique_ptr<weld::MetricSpinButton> m_xMtrDepth;
std::unique_ptr<weld::Container> m_xFLSegments;
std::unique_ptr<weld::SpinButton> m_xNumHorizontal;
std::unique_ptr<weld::SpinButton> m_xNumVertical;
std::unique_ptr<weld::Container> m_xFLNormals;
std::unique_ptr<weld::ToggleButton> m_xBtnNormalsObj;
std::unique_ptr<weld::ToggleButton> m_xBtnNormalsFlat;
std::unique_ptr<weld::ToggleButton> m_xBtnNormalsSphere;
std::unique_ptr<weld::ToggleButton> m_xBtnNormalsInvert;
std::unique_ptr<weld::ToggleButton> m_xBtnTwoSidedLighting;
std::unique_ptr<weld::ToggleButton> m_xBtnDoubleSided;
// presentation
std::unique_ptr<weld::Container> m_xFLRepresentation;
std::unique_ptr<weld::ComboBox> m_xLbShademode;
std::unique_ptr<weld::Container> m_xFLShadow;
std::unique_ptr<weld::ToggleButton> m_xBtnShadow3d;
std::unique_ptr<weld::Label> m_xFtSlant;
std::unique_ptr<weld::MetricSpinButton> m_xMtrSlant;
std::unique_ptr<weld::Container> m_xFLCamera;
std::unique_ptr<weld::MetricSpinButton> m_xMtrDistance;
std::unique_ptr<weld::MetricSpinButton> m_xMtrFocalLength;
// lighting
std::unique_ptr<weld::Container> m_xFLLight;
std::unique_ptr<LightButton> m_xBtnLight1;
std::unique_ptr<LightButton> m_xBtnLight2;
std::unique_ptr<LightButton> m_xBtnLight3;
std::unique_ptr<LightButton> m_xBtnLight4;
std::unique_ptr<LightButton> m_xBtnLight5;
std::unique_ptr<LightButton> m_xBtnLight6;
std::unique_ptr<LightButton> m_xBtnLight7;
std::unique_ptr<LightButton> m_xBtnLight8;
std::unique_ptr<ColorListBox> m_xLbLight1;
std::unique_ptr<ColorListBox> m_xLbLight2;
std::unique_ptr<ColorListBox> m_xLbLight3;
std::unique_ptr<ColorListBox> m_xLbLight4;
std::unique_ptr<ColorListBox> m_xLbLight5;
std::unique_ptr<ColorListBox> m_xLbLight6;
std::unique_ptr<ColorListBox> m_xLbLight7;
std::unique_ptr<ColorListBox> m_xLbLight8;
std::unique_ptr<weld::Button> m_xBtnLightColor;
std::unique_ptr<ColorListBox> m_xLbAmbientlight; // ListBox
std::unique_ptr<weld::Button> m_xBtnAmbientColor; // color button
// Textures
std::unique_ptr<weld::Container> m_xFLTexture;
std::unique_ptr<weld::ToggleButton> m_xBtnTexLuminance;
std::unique_ptr<weld::ToggleButton> m_xBtnTexColor;
std::unique_ptr<weld::ToggleButton> m_xBtnTexReplace;
std::unique_ptr<weld::ToggleButton> m_xBtnTexModulate;
std::unique_ptr<weld::ToggleButton> m_xBtnTexBlend;
std::unique_ptr<weld::ToggleButton> m_xBtnTexObjectX;
std::unique_ptr<weld::ToggleButton> m_xBtnTexParallelX;
std::unique_ptr<weld::ToggleButton> m_xBtnTexCircleX;
std::unique_ptr<weld::ToggleButton> m_xBtnTexObjectY;
std::unique_ptr<weld::ToggleButton> m_xBtnTexParallelY;
std::unique_ptr<weld::ToggleButton> m_xBtnTexCircleY;
std::unique_ptr<weld::ToggleButton> m_xBtnTexFilter;
// material
// material editor
std::unique_ptr<weld::Container> m_xFLMaterial;
std::unique_ptr<weld::ComboBox> m_xLbMatFavorites;
std::unique_ptr<ColorListBox> m_xLbMatColor;
std::unique_ptr<weld::Button> m_xBtnMatColor;
std::unique_ptr<ColorListBox> m_xLbMatEmission;
std::unique_ptr<weld::Button> m_xBtnEmissionColor;
std::unique_ptr<weld::Container> m_xFLMatSpecular;
std::unique_ptr<ColorListBox> m_xLbMatSpecular;
std::unique_ptr<weld::Button> m_xBtnSpecularColor;
std::unique_ptr<weld::MetricSpinButton> m_xMtrMatSpecularIntensity;
std::unique_ptr<Svx3DPreviewControl> m_xCtlPreview;
std::unique_ptr<weld::CustomWeld> m_xCtlPreviewWin;
std::unique_ptr<weld::Widget> m_xLightPreviewGrid;
std::unique_ptr<weld::Scale> m_xHoriScale;
std::unique_ptr<weld::Scale> m_xVertScale;
std::unique_ptr<weld::Button> m_xBtn_Corner;
std::unique_ptr<Svx3DLightControl> m_xLightPreview;
std::unique_ptr<weld::CustomWeld> m_xCtlLightPreviewWin;
std::unique_ptr<SvxLightCtl3D> m_xCtlLightPreview;
// bottom part
std::unique_ptr<weld::Button> m_xBtnConvertTo3D;
std::unique_ptr<weld::Button> m_xBtnLatheObject;
std::unique_ptr<weld::ToggleButton> m_xBtnPerspective;
// the rest ...
bool bUpdate;
ViewType3D eViewType;
// Model, Page, View etc. for favourites
std::unique_ptr<FmFormModel> pModel;
SfxBindings* const pBindings;
std::unique_ptr<Svx3DCtrlItem> pControllerItem;
std::unique_ptr<SvxConvertTo3DItem> pConvertTo3DItem;
std::unique_ptr<SvxConvertTo3DItem> pConvertTo3DLatheItem;
std::unique_ptr<Svx3DWinImpl> mpImpl;
MapUnit ePoolUnit;
FieldUnit eFUnit;
// ItemSet used to remember set 2d attributes
std::unique_ptr<SfxItemSet> mpRemember2DAttributes;
DECL_LINK( ClickViewTypeHdl, weld::Button&, void );
DECL_LINK( ClickUpdateHdl, weld::ToggleButton&, void );
DECL_LINK( ClickAssignHdl, weld::Button&, void );
DECL_LINK( ClickHdl, weld::Button&, void );
DECL_LINK( ClickColorHdl, weld::Button&, void );
DECL_LINK( SelectHdl, weld::ComboBox&, void );
DECL_LINK( SelectColorHdl, ColorListBox&, void );
DECL_LINK( ModifyMetricHdl, weld::MetricSpinButton&, void );
DECL_LINK( ModifySpinHdl, weld::SpinButton&, void );
void ClickLight(const LightButton& rBtn);
DECL_LINK( ChangeSelectionCallbackHdl, SvxLightCtl3D*, void );
SVX_DLLPRIVATE void Construct();
SVX_DLLPRIVATE void Reset();
SVX_DLLPRIVATE static void LBSelectColor( ColorListBox* pLb, const Color& rColor );
SVX_DLLPRIVATE sal_uInt16 GetLightSource( const LightButton* pBtn );
SVX_DLLPRIVATE ColorListBox* GetCLbByButton( const LightButton* pBtn = nullptr );
SVX_DLLPRIVATE LightButton* GetLbByButton( const weld::Button* pBtn );
virtual void Resize() override;
public:
Svx3DWin( SfxBindings* pBindings, SfxChildWindow *pCW,
vcl::Window* pParent );
virtual ~Svx3DWin() override;
virtual void dispose() override;
void InitColorLB();
bool IsUpdateMode() const { return bUpdate; }
void Update( SfxItemSet const & rSet );
void GetAttr( SfxItemSet& rSet );
void UpdatePreview(); // upward (private)
void DocumentReload();
};
/*************************************************************************
|*
|* Controller item for 3D Window (Floating/Docking)
|*
\************************************************************************/
class Svx3DCtrlItem : public SfxControllerItem
{
protected:
virtual void StateChanged( sal_uInt16 nSId, SfxItemState eState,
const SfxPoolItem* pState ) 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) 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: */
|