1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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20 #include <svx/sdr/properties/e3dsceneproperties.hxx>
21 #include <svl/itemset.hxx>
22 #include <svl/whiter.hxx>
23 #include <svx/svddef.hxx>
24 #include <svx/scene3d.hxx>
25 #include <svx/svditer.hxx>
27 //////////////////////////////////////////////////////////////////////////////
33 E3dSceneProperties::E3dSceneProperties(SdrObject
& rObj
)
38 E3dSceneProperties::E3dSceneProperties(const E3dSceneProperties
& rProps
, SdrObject
& rObj
)
39 : E3dProperties(rProps
, rObj
)
43 E3dSceneProperties::~E3dSceneProperties()
47 BaseProperties
& E3dSceneProperties::Clone(SdrObject
& rObj
) const
49 return *(new E3dSceneProperties(*this, rObj
));
52 const SfxItemSet
& E3dSceneProperties::GetObjectItemSet() const
54 //DBG_ASSERT(sal_False, "E3dSceneProperties::GetObjectItemSet() maybe the wrong call (!)");
55 return E3dProperties::GetObjectItemSet();
58 const SfxItemSet
& E3dSceneProperties::GetMergedItemSet() const
63 // filter for SDRATTR_3DSCENE_ items, only keep those items
64 SfxItemSet
aNew(*mpItemSet
->GetPool(), SDRATTR_3DSCENE_FIRST
, SDRATTR_3DSCENE_LAST
);
66 mpItemSet
->ClearItem();
71 // No ItemSet yet, force local ItemSet
75 // collect all ItemSets of contained 3d objects
76 const SdrObjList
* pSub
= ((const E3dScene
&)GetSdrObject()).GetSubList();
77 const sal_uInt32
nCount(pSub
->GetObjCount());
79 for(sal_uInt32
a(0L); a
< nCount
; a
++)
81 SdrObject
* pObj
= pSub
->GetObj(a
);
83 if(pObj
&& pObj
->ISA(E3dCompoundObject
))
85 const SfxItemSet
& rSet
= pObj
->GetMergedItemSet();
86 SfxWhichIter
aIter(rSet
);
87 sal_uInt16
nWhich(aIter
.FirstWhich());
91 // Leave out the SDRATTR_3DSCENE_ range, this would only be double
93 if(nWhich
<= SDRATTR_3DSCENE_FIRST
|| nWhich
>= SDRATTR_3DSCENE_LAST
)
95 if(SFX_ITEM_DONTCARE
== rSet
.GetItemState(nWhich
, sal_False
))
97 mpItemSet
->InvalidateItem(nWhich
);
101 mpItemSet
->MergeValue(rSet
.Get(nWhich
), sal_True
);
105 nWhich
= aIter
.NextWhich();
111 return E3dProperties::GetMergedItemSet();
114 void E3dSceneProperties::SetMergedItemSet(const SfxItemSet
& rSet
, sal_Bool bClearAllItems
)
116 // Set SDRATTR_3DOBJ_ range at contained objects.
117 const SdrObjList
* pSub
= ((const E3dScene
&)GetSdrObject()).GetSubList();
118 const sal_uInt32
nCount(pSub
->GetObjCount());
122 // Generate filtered ItemSet which contains all but the SDRATTR_3DSCENE items.
123 // #i50808# Leak fix, Clone produces a new instance and we get ownership here
124 SfxItemSet
* pNewSet
= rSet
.Clone(sal_True
);
125 DBG_ASSERT(pNewSet
, "E3dSceneProperties::SetMergedItemSet(): Could not clone ItemSet (!)");
127 for(sal_uInt16
b(SDRATTR_3DSCENE_FIRST
); b
<= SDRATTR_3DSCENE_LAST
; b
++)
129 pNewSet
->ClearItem(b
);
134 for(sal_uInt32
a(0L); a
< nCount
; a
++)
136 SdrObject
* pObj
= pSub
->GetObj(a
);
138 if(pObj
&& pObj
->ISA(E3dCompoundObject
))
140 // set merged ItemSet at contained 3d object.
141 pObj
->SetMergedItemSet(*pNewSet
, bClearAllItems
);
149 // call parent. This will set items on local object, too.
150 E3dProperties::SetMergedItemSet(rSet
, bClearAllItems
);
153 void E3dSceneProperties::SetMergedItem(const SfxPoolItem
& rItem
)
155 const SdrObjList
* pSub
= ((const E3dScene
&)GetSdrObject()).GetSubList();
156 const sal_uInt32
nCount(pSub
->GetObjCount());
158 for(sal_uInt32
a(0L); a
< nCount
; a
++)
160 pSub
->GetObj(a
)->SetMergedItem(rItem
);
163 // #i43809# call parent. This will set items on local object, too.
164 E3dProperties::SetMergedItem(rItem
);
167 void E3dSceneProperties::ClearMergedItem(const sal_uInt16 nWhich
)
169 const SdrObjList
* pSub
= ((const E3dScene
&)GetSdrObject()).GetSubList();
170 const sal_uInt32
nCount(pSub
->GetObjCount());
172 for(sal_uInt32
a(0L); a
< nCount
; a
++)
174 pSub
->GetObj(a
)->ClearMergedItem(nWhich
);
177 // #i43809# call parent. This will clear items on local object, too.
178 E3dProperties::ClearMergedItem(nWhich
);
181 void E3dSceneProperties::PostItemChange(const sal_uInt16 nWhich
)
184 E3dProperties::PostItemChange(nWhich
);
187 E3dScene
& rObj
= (E3dScene
&)GetSdrObject();
188 rObj
.StructureChanged();
192 case SDRATTR_3DSCENE_PERSPECTIVE
:
193 case SDRATTR_3DSCENE_DISTANCE
:
194 case SDRATTR_3DSCENE_FOCAL_LENGTH
:
197 // one common function for the camera attributes
198 // since SetCamera() sets all three back to the ItemSet
199 Camera3D
aSceneCam(rObj
.GetCamera());
202 // for SDRATTR_3DSCENE_PERSPECTIVE:
203 if(aSceneCam
.GetProjection() != rObj
.GetPerspective())
205 aSceneCam
.SetProjection(rObj
.GetPerspective());
209 // for SDRATTR_3DSCENE_DISTANCE:
210 basegfx::B3DPoint
aActualPosition(aSceneCam
.GetPosition());
211 double fNew
= rObj
.GetDistance();
213 if(fNew
!= aActualPosition
.getZ())
215 aSceneCam
.SetPosition(basegfx::B3DPoint(aActualPosition
.getX(), aActualPosition
.getY(), fNew
));
219 // for SDRATTR_3DSCENE_FOCAL_LENGTH:
220 fNew
= rObj
.GetFocalLength() / 100.0;
222 if(aSceneCam
.GetFocalLength() != fNew
)
224 aSceneCam
.SetFocalLength(fNew
);
231 rObj
.SetCamera(aSceneCam
);
239 void E3dSceneProperties::SetStyleSheet(SfxStyleSheet
* pNewStyleSheet
, sal_Bool bDontRemoveHardAttr
)
241 const SdrObjList
* pSub
= ((const E3dScene
&)GetSdrObject()).GetSubList();
242 const sal_uInt32
nCount(pSub
->GetObjCount());
244 for(sal_uInt32
a(0L); a
< nCount
; a
++)
246 pSub
->GetObj(a
)->SetStyleSheet(pNewStyleSheet
, bDontRemoveHardAttr
);
250 SfxStyleSheet
* E3dSceneProperties::GetStyleSheet() const
252 SfxStyleSheet
* pRetval
= 0L;
254 const SdrObjList
* pSub
= ((const E3dScene
&)GetSdrObject()).GetSubList();
255 const sal_uInt32
nCount(pSub
->GetObjCount());
257 for(sal_uInt32
a(0L); a
< nCount
; a
++)
259 SfxStyleSheet
* pCandidate
= pSub
->GetObj(a
)->GetStyleSheet();
263 if(pCandidate
!= pRetval
)
265 // different StyleSheelts, return none
271 pRetval
= pCandidate
;
278 void E3dSceneProperties::MoveToItemPool(SfxItemPool
* pSrcPool
, SfxItemPool
* pDestPool
, SdrModel
* pNewModel
)
280 if(pSrcPool
&& pDestPool
&& (pSrcPool
!= pDestPool
))
283 E3dProperties::MoveToItemPool(pSrcPool
, pDestPool
, pNewModel
);
285 // own reaction, but only with outmost scene
286 E3dScene
& rObj
= (E3dScene
&)GetSdrObject();
287 const SdrObjList
* pSubList
= rObj
.GetSubList();
289 if(pSubList
&& rObj
.GetScene() == &rObj
)
291 SdrObjListIter
a3DIterator(*pSubList
, IM_DEEPWITHGROUPS
);
293 while(a3DIterator
.IsMore())
295 E3dObject
* pObj
= (E3dObject
*)a3DIterator
.Next();
296 DBG_ASSERT(pObj
->ISA(E3dObject
), "In scenes there are only 3D objects allowed (!)");
297 pObj
->GetProperties().MoveToItemPool(pSrcPool
, pDestPool
, pNewModel
);
303 void E3dSceneProperties::SetSceneItemsFromCamera()
308 E3dScene
& rObj
= (E3dScene
&)GetSdrObject();
309 Camera3D
aSceneCam(rObj
.GetCamera());
312 mpItemSet
->Put(Svx3DPerspectiveItem((sal_uInt16
)aSceneCam
.GetProjection()));
315 mpItemSet
->Put(Svx3DDistanceItem((sal_uInt32
)(aSceneCam
.GetPosition().getZ() + 0.5)));
318 mpItemSet
->Put(Svx3DFocalLengthItem((sal_uInt32
)((aSceneCam
.GetFocalLength() * 100.0) + 0.5)));
320 } // end of namespace properties
321 } // end of namespace sdr
323 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */