/* -*- 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 .
*/
// create and return visible and non-visible parts for drag
getPolyPolygon(aVisible, aInvisible, &rDrag);
aVisible.append(aInvisible);
return aVisible;
}
void TableEdgeHdl::getPolyPolygon(basegfx::B2DPolyPolygon& rVisible, basegfx::B2DPolyPolygon& rInvisible, const SdrDragStat* pDrag) const
{ // changed method to create visible and invisible partial polygons in one run in // separate PolyPolygons; both kinds are used
basegfx::B2DPoint aOffset(m_aPos.X(), m_aPos.Y());
rVisible.clear();
rInvisible.clear();
if(aInvisible.count())
{ // also create overlay object for invisible parts to allow // a standard HitTest using the primitives from that overlay object // (see OverlayTableEdge implementation)
std::unique_ptr<sdr::overlay::OverlayObject> pOverlayObject(new OverlayTableEdge(aInvisible, false));
if(maPolyPolygon.count())
{ // Discussed with CL. Currently i will leave the transparence out since this // a little bit expensive. We may check the look with drag polygons later const drawinglayer::primitive2d::Primitive2DReference aReference( new drawinglayer::primitive2d::PolyPolygonHairlinePrimitive2D(
maPolyPolygon,
getBaseColor().getBColor()));
if(mbVisible)
{ // visible, just return as sequence
aRetval = drawinglayer::primitive2d::Primitive2DContainer { aReference };
} else
{ // embed in HiddenGeometryPrimitive2D to support HitTest of this invisible // overlay object
drawinglayer::primitive2d::Primitive2DContainer aSequence { aReference }; const drawinglayer::primitive2d::Primitive2DReference aNewReference( new drawinglayer::primitive2d::HiddenGeometryPrimitive2D(std::move(aSequence)));
aRetval = drawinglayer::primitive2d::Primitive2DContainer { aNewReference };
}
}
if (rPageWindow.GetPaintWindow().OutputToWindow())
{ const rtl::Reference<sdr::overlay::OverlayManager>& xManager = rPageWindow.GetOverlayManager();
if (xManager.is())
{ const basegfx::B2DRange aRange = vcl::unotools::b2DRectangleFromRectangle(maRectangle); const Color aHilightColor(SvtOptionsDrawinglayer::getHilightColor()); constdouble fTransparence(SvtOptionsDrawinglayer::GetTransparentSelectionPercent() * 0.01); // make animation dependent from text edit active, because for tables // this handle is also used when text edit *is* active for it. This // interferes too much concerning repaint stuff (at least as long as // text edit is not yet on the overlay)
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