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If not, see * * for a copy of the LGPLv3 License. * ************************************************************************/ // MARKER(update_precomp.py): autogen include statement, do not remove #include "precompiled_starmath.hxx" #include #include #include #include #include #include #include #include #include #include "symbol.hxx" #include "view.hxx" #include "utility.hxx" #include "dialog.hxx" #include "config.hxx" #include "cfgitem.hxx" #include "smmod.hxx" #include "starmath.hrc" using namespace ::com::sun::star; using namespace ::com::sun::star::ucb; using namespace ::com::sun::star::uno; using namespace ::rtl; /**************************************************************************/ SmSym::SmSym() : m_aName(C2S("unknown")), m_aSetName(C2S("unknown")), m_cChar('\0'), m_bPredefined(FALSE), m_bDocSymbol(FALSE) { m_aExportName = m_aName; m_aFace.SetTransparent(TRUE); m_aFace.SetAlign(ALIGN_BASELINE); } SmSym::SmSym(const SmSym& rSymbol) { *this = rSymbol; } SmSym::SmSym(const String& rName, const Font& rFont, sal_Unicode cChar, const String& rSet, BOOL bIsPredefined) { m_aName = m_aExportName = rName; m_aFace = rFont; m_aFace.SetTransparent(TRUE); m_aFace.SetAlign(ALIGN_BASELINE); m_cChar = cChar; //! according to HDU this should not be used anymore now //! since this was necessary in the early days but should //! not be done now since this is handled now at a more //! bottom layer by HDU. //! He can still imagine scenarios where this will be wrong //! now though, for example when importing *some* old documents. //! But overall it should be a large improvement, and //! likely everything will still work... #_- (eyes shut and "go"!) // // if (RTL_TEXTENCODING_SYMBOL == rFont.GetCharSet()) // Character |= 0xF000; m_aSetName = rSet; m_bPredefined = bIsPredefined; m_bDocSymbol = FALSE; } SmSym& SmSym::operator = (const SmSym& rSymbol) { m_aName = rSymbol.m_aName; m_aExportName = rSymbol.m_aExportName; m_cChar = rSymbol.m_cChar; m_aFace = rSymbol.m_aFace; m_aSetName = rSymbol.m_aSetName; m_bPredefined = rSymbol.m_bPredefined; m_bDocSymbol = rSymbol.m_bDocSymbol; SmSymbolManager * pSymSetManager = &SM_MOD()->GetSymbolManager(); if (pSymSetManager) pSymSetManager->SetModified(true); return *this; } bool SmSym::IsEqualInUI( const SmSym& rSymbol ) const { return m_aName == rSymbol.m_aName && m_aFace == rSymbol.m_aFace && m_cChar == rSymbol.m_cChar; } /**************************************************************************/ void SmSymbolManager::SFX_NOTIFY(SfxBroadcaster& /*rBC*/, const TypeId& rBCType, const SfxHint& /*rHint*/, const TypeId& rHintType) { } void SmSymbolManager::Init() { SmModule *pp = SM_MOD(); StartListening(*pp->GetConfig()); } void SmSymbolManager::Exit() { SmModule *pp = SM_MOD(); EndListening(*pp->GetConfig()); } SmSymbolManager::SmSymbolManager() { m_bModified = false; } SmSymbolManager::SmSymbolManager(const SmSymbolManager& rSymbolSetManager) : SfxListener() { m_aSymbols = rSymbolSetManager.m_aSymbols; m_bModified = true; } SmSymbolManager::~SmSymbolManager() { } SmSymbolManager& SmSymbolManager::operator = (const SmSymbolManager& rSymbolSetManager) { m_aSymbols = rSymbolSetManager.m_aSymbols; m_bModified = true; return *this; } SmSym *SmSymbolManager::GetSymbolByName(const String& rSymbolName) { SmSym *pRes = NULL; SymbolMap_t::iterator aIt( m_aSymbols.find( rSymbolName ) ); if (aIt != m_aSymbols.end()) pRes = &aIt->second; return pRes; } const SymbolPtrVec_t SmSymbolManager::GetSymbols() const { SymbolPtrVec_t aRes; SymbolMap_t::const_iterator aIt( m_aSymbols.begin() ); for ( ; aIt != m_aSymbols.end(); ++aIt) aRes.push_back( &aIt->second ); // DBG_ASSERT( sSymbols.size() == m_aSymbols.size(), "number of symbols mismatch " ); return aRes; } bool SmSymbolManager::AddOrReplaceSymbol( const SmSym &rSymbol, bool bForceChange ) { bool bAdded = false; const String aSymbolName( rSymbol.GetName() ); if (aSymbolName.Len() > 0 && rSymbol.GetSymbolSetName().Len() > 0) { const SmSym *pFound = GetSymbolByName( aSymbolName ); const bool bSymbolConflict = pFound && !pFound->IsEqualInUI( rSymbol ); // avoid having the same symbol name twice but with different symbols in use if (!pFound || bForceChange) { m_aSymbols[ aSymbolName ] = rSymbol; bAdded = true; } else if (pFound && !bForceChange && bSymbolConflict) { // TODO: but what ... DBG_ASSERT( 0, "symbol conflict, different symbol with same name found!" ); } } DBG_ASSERT( bAdded, "failed to add symbol" ); if (bAdded) m_bModified = true; return bAdded; } void SmSymbolManager::RemoveSymbol( const String & rSymbolName ) { if (rSymbolName.Len() > 0) { size_t nOldSize = m_aSymbols.size(); m_aSymbols.erase( rSymbolName ); m_bModified = nOldSize != m_aSymbols.size(); } } std::set< String > SmSymbolManager::GetSymbolSetNames() const { std::set< String > aRes; SymbolMap_t::const_iterator aIt( m_aSymbols.begin() ); for ( ; aIt != m_aSymbols.end(); ++aIt ) aRes.insert( aIt->second.GetSymbolSetName() ); return aRes; } const SymbolPtrVec_t SmSymbolManager::GetSymbolSet( const String& rSymbolSetName ) { SymbolPtrVec_t aRes; if (rSymbolSetName.Len() > 0) { SymbolMap_t::const_iterator aIt( m_aSymbols.begin() ); for ( ; aIt != m_aSymbols.end(); ++aIt ) { if (aIt->second.GetSymbolSetName() == rSymbolSetName) aRes.push_back( &aIt->second ); } } return aRes; } void SmSymbolManager::Load() { std::vector< SmSym > aSymbols; SmMathConfig &rCfg = *SM_MOD()->GetConfig(); rCfg.GetSymbols( aSymbols ); size_t nSymbolCount = aSymbols.size(); m_aSymbols.clear(); for (size_t i = 0; i < nSymbolCount; ++i) { const SmSym &rSym = aSymbols[i]; DBG_ASSERT( rSym.GetName().Len() > 0, "symbol without name!" ); if (rSym.GetName().Len() > 0) AddOrReplaceSymbol( rSym ); } m_bModified = true; if (0 == nSymbolCount) { DBG_ERROR( "no symbol set found" ); m_bModified = false; } // now add a %i... symbol to the 'iGreek' set for every symbol found in the 'Greek' set. SmLocalizedSymbolData aLocalizedData; const String aGreekSymbolSetName( aLocalizedData.GetUiSymbolSetName( A2OU("Greek") ) ); const SymbolPtrVec_t aGreekSymbols( GetSymbolSet( aGreekSymbolSetName ) ); String aSymbolSetName( (sal_Unicode) 'i' ); aSymbolSetName += aGreekSymbolSetName; size_t nSymbols = aGreekSymbols.size(); for (size_t i = 0; i < nSymbols; ++i) { // make the new symbol a copy but with ITALIC_NORMAL, and add it to iGreek const SmSym &rSym = *aGreekSymbols[i]; Font aFont( rSym.GetFace() ); DBG_ASSERT( aFont.GetItalic() == ITALIC_NONE, "expected Font with ITALIC_NONE, failed." ); aFont.SetItalic( ITALIC_NORMAL ); String aSymbolName( (sal_Unicode)'i' ); aSymbolName += rSym.GetName(); SmSym aSymbol( aSymbolName, aFont, rSym.GetCharacter(), aSymbolSetName, TRUE /*bIsPredefined*/ ); AddOrReplaceSymbol( aSymbol ); } } void SmSymbolManager::Save() { if (m_bModified) { SmMathConfig &rCfg = *SM_MOD()->GetConfig(); #if 0 USHORT nSymbolCount = GetSymbolCount(); USHORT nSaveSymbolCnt = 0; const SmSym **pSymbols = new const SmSym* [ nSymbolCount ]; const SmSym **pSym = pSymbols; for (USHORT j = 0; j < nSymbolCount; ++j) { const SmSym &rSym = *pSymSet->GetSymbol( j ); if (!rSym.IsDocSymbol()) { *pSym++ = &rSym; ++nSaveSymbolCnt; } } DBG_ASSERT(pSym - pSymbols == nSaveSymbolCnt, "wrong number of symbols" ); #endif // prepare to skip symbols from iGreek on saving SmLocalizedSymbolData aLocalizedData; String aSymbolSetName( (sal_Unicode) 'i' ); aSymbolSetName += aLocalizedData.GetUiSymbolSetName( A2OU("Greek") ); SymbolPtrVec_t aTmp( GetSymbols() ); std::vector< SmSym > aSymbols; for (size_t i = 0; i < aTmp.size(); ++i) { // skip symbols from iGreek set since those symbols always get added // by computational means in SmSymbolManager::Load if (aTmp[i]->GetSymbolSetName() != aSymbolSetName) aSymbols.push_back( *aTmp[i] ); } rCfg.SetSymbols( aSymbols ); #if 0 delete [] pSymbols; #endif m_bModified = false; } }