Merge branch 'master' of https://github.com/prusa3d/Slic3r
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doc/Localization_guide.md
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doc/Localization_guide.md
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# Localization and translation guide
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The purpose of this guide is to describe how to contribute to the Slic3rPE translations. We use GNUgettext for extracting string resources from the project and PoEdit for editing translations.
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Those are possible to download here:
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- https://sourceforge.net/directory/os:windows/?q=gnu+gettext GNUgettext package contains a set of tools to extract strings from the source code and to create the translation Catalog.
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- https://poedit.net PoEdit provides good interface for the translators.
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After GNUgettext is installed it is recommended to add the path to gettext/bin to PATH variable.
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Full manual for GNUgettext you can see here: http://www.gnu.org/software/gettext/manual/gettext.html
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### Scenario 1. How do I add a translation or fix the existing translation
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1. Get PO-file from corresponding folder here:
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https://github.com/prusa3d/Slic3r/tree/master/resources/localization
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2. Open this file in PoEdit as "Edit a translation"
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3. Apply your corrections to translation
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4. Push changed Slic3rPE.po and Slic3rPE.mo (will create automatically after saving of Slic3r.po in PoEdit) back to to the enter folder.
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### Scenario 2. How do I add a new language support
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1. Get file Slic3rPE.pot here :
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https://github.com/prusa3d/Slic3r/tree/master/resources/localization
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2. Open it in PoEdit for "Create new translation"
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3. Select Translation Language (for example French).
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4. As a result you will have fr.po - the file contaning translation to French.
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Notice. When the transtation is complete you need to:
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- Rename the file to Slic3rPE.po
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- Click "Save file" button. Slic3rPE.mo will be created immediatly
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- Both Slic3rPE.po and Slic3rPE.mo have to be saved here:
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https://github.com/prusa3d/Slic3r/tree/master/resources/localization/fr
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( name of folder "fr" means "French" - the translation language).
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### Scenario 3. How do I add a new text resource when implementing a feature to Slic3rPE
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Each string resource in Slic3rPE available for translation needs to be explicitly marked using L() macro like this:
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```C++
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auto msg = L("This message to be localized")
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```
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To get translated text use one of needed macro/function (`_(s)`, `_CHB(s)` or `L_str(s)` ).
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If you add new file resourse, add it to list of files contaned macro `L()`
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### Scenario 4. How do I use GNUgettext to localize my own application taking Slic3rPE as an example
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1. For conviniance create list of files with this macro `L(s)`. We have
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https://github.com/prusa3d/Slic3r/tree/master/resources/localization/list.txt.
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2. Create template file(*.POT) with GNUgettext command:
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```
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xgettext --keyword=L --from-code=UTF-8 --debug -o Slic3rPE.pot -f list.txt
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```
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Use flag `--from-code=UTF-8` to specify that the source strings are in UTF-8 encoding
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Use flag `--debug` to correctly extract formated strings(used %d, %s etc.)
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3. Create PO- and MO-files for your project as described above.
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4. To merge old PO-file with strings from creaded new POT-file use command:
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```
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msgmerge -N -o new.po old.po new.pot
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```
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Use option `-N` to not using fuzzy matching when an exact match is not found.
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5. To concatenate old PO-file with strings from new PO-file use command:
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```
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msgcat -o new.po old.po
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```
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6. Create an English translation catalog with command:
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```
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msgen -o new.po old.po
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```
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Notice, in this Catalog it will be totally same strings for initial text and translated.
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When you have Catalog to translation open POT or PO file in PoEdit and start to translation.
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It's very important to keep attention to every gaps and punctuation. Especially with
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formated strings. (used %d, %s etc.)
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@ -1,45 +0,0 @@
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From the begining you need to have GNUgettext and PoEdit.
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GNUgettext package contains a set of tools to extract strings from the source code and
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to create the Catalog to translation.
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PoEdit provide good interface for the translators.
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Those are possible to download here:
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GNUgettext - https://sourceforge.net/directory/os:windows/?q=gnu+gettext
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PoEdit - https://poedit.net/
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When GNUgettext and poEdit are downloaded and installationed, next step is
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to add path to gettext/bin directory to your PATH variable.
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You can use gettext from cmdline now.
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In Slic3rPE we have one macro (L) used to markup strings to localizations.
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So, to create Catalog to translation there are next steps:
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1. create list of files with this macro (list.txt)
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2. create template file(*.POT) with command:
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xgettext --keyword=L --from-code=UTF-8 --debug -o Slic3rPE.pot -f list.txt
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Use flag --from-code=UTF-8 to specify that the source strings are in UTF-8 encoding
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Use flag --debug to correctly extract formated strings(used %d, %s etc.)
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3.1 if you start to create PO-file for your projest just open this POT-file in PoEdit.
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When you select translation language after first opening of POT-files,
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PO-file will be created immediatly.
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3.2 if you already have PO-file created before, you have to merge old PO-file with
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strings from creaded POT-file. You can do that with command:
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msgmerge -N -o new.po old.po new.pot
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Use option -N to not using fuzzy matching when an exact match is not found.
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3.3 if you already have PO-file created before and new PO-file created from new sourse files
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which is not related with first one, you have to concatenate old PO-file with
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strings from new PO-file. You can do that with command:
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msgcat -o new.po old.po
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4. create an English translation catalog with command:
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msgen -o new.po old.po
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Notice, in this Catalog it will be totally same strings for initial text and translated.
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When you have Catalog to translation open POT or PO file in PoEdit and start to translation.
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It's very important to keep attention to every gaps and punctuation. Especially with
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formated strings. (used %d, %s etc.)
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resources/localization/Slic3rPE.pot
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resources/localization/Slic3rPE.pot
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resources/localization/list.txt
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resources/localization/list.txt
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c:\src\Slic3r\xs\src\slic3r\GUI\BedShapeDialog.cpp
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c:\src\Slic3r\xs\src\slic3r\GUI\BedShapeDialog.hpp
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c:\src\Slic3r\xs\src\slic3r\GUI\GUI.cpp
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c:\src\Slic3r\xs\src\slic3r\GUI\Tab.cpp
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c:\src\Slic3r\xs\src\slic3r\GUI\Tab.hpp
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c:\src\Slic3r\xs\src\slic3r\GUI\Field.cpp
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c:\src\Slic3r\xs\src\slic3r\GUI\OptionsGroup.cpp
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c:\src\Slic3r\xs\src\slic3r\GUI\2DBed.cpp
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c:\src\Slic3r\xs\src\slic3r\GUI\PresetHints.cpp
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c:\src\Slic3r\xs\src\slic3r\GUI\Preferences.hpp
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c:\src\Slic3r\xs\src\slic3r\GUI\Preferences.cpp
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C:\src\Slic3r\xs\src\libslic3r\PrintConfig.cpp
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c:\src\Slic3r\lib\Slic3r\GUI\MainFrame.pm
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c:\src\Slic3r\lib\Slic3r\GUI\Plater.pm
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@ -1186,40 +1186,46 @@ void TriangleMeshSlicer::make_expolygons(const Polygons &loops, ExPolygons* slic
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loops correctly in some edge cases when original model had overlapping facets
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*/
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std::vector<double> area;
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std::vector<size_t> sorted_area; // vector of indices
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for (Polygons::const_iterator loop = loops.begin(); loop != loops.end(); ++ loop) {
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area.push_back(loop->area());
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sorted_area.push_back(loop - loops.begin());
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}
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// outer first
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std::sort(sorted_area.begin(), sorted_area.end(),
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[&area](size_t a, size_t b) { return std::abs(area[a]) > std::abs(area[b]); });
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/* The following lines are commented out because they can generate wrong polygons,
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see for example issue #661 */
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// we don't perform a safety offset now because it might reverse cw loops
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Polygons p_slices;
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for (std::vector<size_t>::const_iterator loop_idx = sorted_area.begin(); loop_idx != sorted_area.end(); ++ loop_idx) {
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/* we rely on the already computed area to determine the winding order
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of the loops, since the Orientation() function provided by Clipper
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would do the same, thus repeating the calculation */
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Polygons::const_iterator loop = loops.begin() + *loop_idx;
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if (area[*loop_idx] > +EPSILON)
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p_slices.push_back(*loop);
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else if (area[*loop_idx] < -EPSILON)
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//FIXME This is arbitrary and possibly very slow.
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// If the hole is inside a polygon, then there is no need to diff.
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// If the hole intersects a polygon boundary, then diff it, but then
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// there is no guarantee of an ordering of the loops.
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// Maybe we can test for the intersection before running the expensive diff algorithm?
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p_slices = diff(p_slices, *loop);
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}
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//std::vector<double> area;
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//std::vector<size_t> sorted_area; // vector of indices
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//for (Polygons::const_iterator loop = loops.begin(); loop != loops.end(); ++ loop) {
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// area.push_back(loop->area());
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// sorted_area.push_back(loop - loops.begin());
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//}
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//
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//// outer first
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//std::sort(sorted_area.begin(), sorted_area.end(),
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// [&area](size_t a, size_t b) { return std::abs(area[a]) > std::abs(area[b]); });
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//// we don't perform a safety offset now because it might reverse cw loops
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//Polygons p_slices;
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//for (std::vector<size_t>::const_iterator loop_idx = sorted_area.begin(); loop_idx != sorted_area.end(); ++ loop_idx) {
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// /* we rely on the already computed area to determine the winding order
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// of the loops, since the Orientation() function provided by Clipper
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// would do the same, thus repeating the calculation */
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// Polygons::const_iterator loop = loops.begin() + *loop_idx;
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// if (area[*loop_idx] > +EPSILON)
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// p_slices.push_back(*loop);
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// else if (area[*loop_idx] < -EPSILON)
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// //FIXME This is arbitrary and possibly very slow.
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// // If the hole is inside a polygon, then there is no need to diff.
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// // If the hole intersects a polygon boundary, then diff it, but then
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// // there is no guarantee of an ordering of the loops.
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// // Maybe we can test for the intersection before running the expensive diff algorithm?
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// p_slices = diff(p_slices, *loop);
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//}
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// perform a safety offset to merge very close facets (TODO: find test case for this)
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double safety_offset = scale_(0.0499);
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//FIXME see https://github.com/prusa3d/Slic3r/issues/520
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// double safety_offset = scale_(0.0001);
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ExPolygons ex_slices = offset2_ex(p_slices, +safety_offset, -safety_offset);
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/* The following line is commented out because it can generate wrong polygons,
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see for example issue #661 */
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//ExPolygons ex_slices = offset2_ex(p_slices, +safety_offset, -safety_offset);
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#ifdef SLIC3R_TRIANGLEMESH_DEBUG
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size_t holes_count = 0;
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@ -1230,7 +1236,10 @@ void TriangleMeshSlicer::make_expolygons(const Polygons &loops, ExPolygons* slic
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#endif
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// append to the supplied collection
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expolygons_append(*slices, ex_slices);
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/* Fix for issue #661 { */
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expolygons_append(*slices, offset2_ex(union_(loops, false), +safety_offset, -safety_offset));
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//expolygons_append(*slices, ex_slices);
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/* } */
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}
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void TriangleMeshSlicer::make_expolygons(std::vector<IntersectionLine> &lines, ExPolygons* slices) const
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