PrusaSlicer-NonPlainar/src/slic3r/GUI/GLToolbar.hpp

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#ifndef slic3r_GLToolbar_hpp_
#define slic3r_GLToolbar_hpp_
#include "../../slic3r/GUI/GLTexture.hpp"
#include "callback.hpp"
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#include <string>
#include <vector>
namespace Slic3r {
namespace GUI {
class GLCanvas3D;
class GLToolbarItem
{
public:
enum EType : unsigned char
{
Action,
Separator,
Num_Types
};
enum EState : unsigned char
{
Normal,
Pressed,
Disabled,
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Hover,
HoverPressed,
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Num_States
};
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struct Data
{
std::string name;
std::string tooltip;
unsigned int sprite_id;
bool is_toggable;
PerlCallback* action_callback;
Data();
};
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private:
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EType m_type;
EState m_state;
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Data m_data;
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public:
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GLToolbarItem(EType type, const Data& data);
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EState get_state() const;
void set_state(EState state);
const std::string& get_name() const;
const std::string& get_tooltip() const;
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void do_action();
bool is_enabled() const;
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bool is_hovered() const;
bool is_pressed() const;
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bool is_toggable() const;
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bool is_separator() const;
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void render(unsigned int tex_id, float left, float right, float bottom, float top, unsigned int texture_size, unsigned int border_size, unsigned int icon_size, unsigned int gap_size) const;
private:
GLTexture::Quad_UVs get_uvs(unsigned int texture_size, unsigned int border_size, unsigned int icon_size, unsigned int gap_size) const;
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};
class GLToolbar
{
public:
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// items icon textures are assumed to be square and all with the same size in pixels, no internal check is done
// icons are layed-out into the texture starting from the top-left corner in the same order as enum GLToolbarItem::EState
// from left to right
struct ItemsIconsTexture
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{
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GLTexture texture;
// size of the square icons, in pixels
unsigned int items_icon_size;
// distance from the border, in pixels
unsigned int items_icon_border_size;
// distance between two adjacent icons (to avoid filtering artifacts), in pixels
unsigned int items_icon_gap_size;
ItemsIconsTexture();
};
struct Layout
{
enum Type : unsigned char
{
Horizontal,
Vertical,
Num_Types
};
Type type;
float top;
float left;
float separator_size;
float gap_size;
Layout();
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};
private:
typedef std::vector<GLToolbarItem*> ItemsList;
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GLCanvas3D& m_parent;
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bool m_enabled;
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ItemsIconsTexture m_icons_texture;
Layout m_layout;
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ItemsList m_items;
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public:
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explicit GLToolbar(GLCanvas3D& parent);
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bool init(const std::string& icons_texture_filename, unsigned int items_icon_size, unsigned int items_icon_border_size, unsigned int items_icon_gap_size);
Layout::Type get_layout_type() const;
void set_layout_type(Layout::Type type);
void set_position(float top, float left);
void set_separator_size(float size);
void set_gap_size(float size);
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bool is_enabled() const;
void set_enabled(bool enable);
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bool add_item(const GLToolbarItem::Data& data);
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bool add_separator();
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float get_width() const;
float get_height() const;
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void enable_item(const std::string& name);
void disable_item(const std::string& name);
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bool is_item_pressed(const std::string& name) const;
void update_hover_state(const Vec2d& mouse_pos);
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// returns the id of the item under the given mouse position or -1 if none
int contains_mouse(const Vec2d& mouse_pos) const;
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void do_action(unsigned int item_id);
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void render() const;
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private:
float get_width_horizontal() const;
float get_width_vertical() const;
float get_height_horizontal() const;
float get_height_vertical() const;
float get_main_size() const;
void update_hover_state_horizontal(const Vec2d& mouse_pos);
void update_hover_state_vertical(const Vec2d& mouse_pos);
int contains_mouse_horizontal(const Vec2d& mouse_pos) const;
int contains_mouse_vertical(const Vec2d& mouse_pos) const;
void render_horizontal() const;
void render_vertical() const;
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};
} // namespace GUI
} // namespace Slic3r
#endif // slic3r_GLToolbar_hpp_