// 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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