Lock emboss text window position

This commit is contained in:
Filip Sykala - NTB T15p 2022-12-05 15:20:56 +01:00
parent 5266c6be8e
commit 22891acc07
2 changed files with 51 additions and 43 deletions

View file

@ -54,7 +54,7 @@
#define SHOW_ICONS_TEXTURE
#define SHOW_FINE_POSITION // draw convex hull around volume
#define SHOW_WX_WEIGHT_INPUT
#define DRAW_PLACE_TO_ADD_TEXT
#define DRAW_PLACE_TO_ADD_TEXT // Interactive draw of window position
#endif // ALLOW_DEBUG_MODE
using namespace Slic3r;
@ -681,7 +681,7 @@ void GLGizmoEmboss::on_render_input_window(float x, float y, float bottom_limit)
if (m_volume == nullptr || !m_volume->text_configuration.has_value()) {
close();
return;
}
}
// TODO: fix width - showing scroll in first draw of advanced.
const ImVec2 &min_window_size = get_minimal_window_size();
@ -697,13 +697,19 @@ void GLGizmoEmboss::on_render_input_window(float x, float y, float bottom_limit)
draw_mouse_offset(m_dragging_mouse_offset);
#endif // SHOW_OFFSET_DURING_DRAGGING
// check if is set window offset
if (m_set_window_offset.has_value()) {
ImGui::SetNextWindowPos(*m_set_window_offset, ImGuiCond_Always);
m_set_window_offset.reset();
ImGuiWindowFlags flag = ImGuiWindowFlags_NoCollapse;
if (m_allow_float_window){
// check if is set window offset
if (m_set_window_offset.has_value()) {
ImGui::SetNextWindowPos(*m_set_window_offset, ImGuiCond_Always);
m_set_window_offset.reset();
}
} else {
flag |= ImGuiWindowFlags_NoMove;
y = std::min(y, bottom_limit - min_window_size.y);
ImGui::SetNextWindowPos(ImVec2(x, y), ImGuiCond_Always);
}
ImGuiWindowFlags flag = ImGuiWindowFlags_NoCollapse;
if (ImGui::Begin(on_get_name().c_str(), nullptr, flag)) {
// Need to pop var before draw window
ImGui::PopStyleVar(); // WindowMinSize
@ -714,6 +720,29 @@ void GLGizmoEmboss::on_render_input_window(float x, float y, float bottom_limit)
ImGui::End();
}
namespace priv {
/// <summary>
/// Move window for edit emboss text near to embossed object
/// NOTE: embossed object must be selected
/// </summary>
ImVec2 calc_fine_position(const Selection &selection, const ImVec2 &windows_size, const Size &canvas_size)
{
const Selection::IndicesList indices = selection.get_volume_idxs();
// no selected volume
if (indices.empty()) return {};
const GLVolume *volume = selection.get_volume(*indices.begin());
// bad volume selected (e.g. deleted one)
if (volume == nullptr) return {};
const Camera &camera = wxGetApp().plater()->get_camera();
Slic3r::Polygon hull = CameraUtils::create_hull2d(camera, *volume);
ImVec2 c_size(canvas_size.get_width(), canvas_size.get_height());
ImVec2 offset = ImGuiWrapper::suggest_location(windows_size, hull, c_size);
return offset;
}
} // namespace priv
void GLGizmoEmboss::on_set_state()
{
// enable / disable bed from picking
@ -749,7 +778,8 @@ void GLGizmoEmboss::on_set_state()
set_volume(priv::get_selected_volume(m_parent.get_selection()));
// change position of just opened emboss window
set_fine_position();
if (m_allow_float_window)
m_set_window_offset = priv::calc_fine_position(m_parent.get_selection(), get_minimal_window_size(), m_parent.get_canvas_size());
// when open by hyperlink it needs to show up
// or after key 'T' windows doesn't appear
@ -1228,6 +1258,15 @@ void GLGizmoEmboss::draw_window()
const auto &atlas = m_style_manager.get_atlas();
ImGui::Image(atlas.TexID, ImVec2(atlas.TexWidth, atlas.TexHeight));
#endif // SHOW_IMGUI_ATLAS
ImGui::SameLine();
if (ImGui::Checkbox("##allow_float_window", &m_allow_float_window)) {
if (m_allow_float_window)
m_set_window_offset = priv::calc_fine_position(m_parent.get_selection(), get_minimal_window_size(), m_parent.get_canvas_size());
} else if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("%s", ((m_allow_float_window) ?
_u8L("Fix settings possition"):
_u8L("Allow floating window near text")).c_str());
}
}
void GLGizmoEmboss::draw_text_input()
@ -2648,34 +2687,6 @@ void GLGizmoEmboss::do_rotate(float relative_z_angle)
m_parent.do_rotate(snapshot_name);
}
void GLGizmoEmboss::set_fine_position()
{
const Selection &selection = m_parent.get_selection();
const Selection::IndicesList indices = selection.get_volume_idxs();
// no selected volume
if (indices.empty()) return;
const GLVolume *volume = selection.get_volume(*indices.begin());
// bad volume selected (e.g. deleted one)
if (volume == nullptr) return;
const Camera &camera = wxGetApp().plater()->get_camera();
Polygon hull = CameraUtils::create_hull2d(camera, *volume);
const ImVec2 &windows_size = get_minimal_window_size();
Size c_size = m_parent.get_canvas_size();
ImVec2 canvas_size(c_size.get_width(), c_size.get_height());
ImVec2 offset = ImGuiWrapper::suggest_location(windows_size, hull, canvas_size);
m_set_window_offset = offset;
return;
Polygon rect({Point(offset.x, offset.y),
Point(offset.x + windows_size.x, offset.y),
Point(offset.x + windows_size.x, offset.y + windows_size.y),
Point(offset.x, offset.y + windows_size.y)});
ImGuiWrapper::draw(hull);
ImGuiWrapper::draw(rect);
}
void GLGizmoEmboss::draw_advanced()
{
const auto &ff = m_style_manager.get_font_file_with_cache();

View file

@ -125,12 +125,6 @@ private:
void do_translate(const Vec3d& relative_move);
void do_rotate(float relative_z_angle);
/// <summary>
/// Move window for edit emboss text near to embossed object
/// NOTE: embossed object must be selected
/// </summary>
void set_fine_position();
/// <summary>
/// Reversible input float with option to restor default value
/// TODO: make more general, static and move to ImGuiWrapper
@ -220,9 +214,12 @@ private:
GuiCfg() = default;
};
std::optional<const GuiCfg> m_gui_cfg;
bool m_is_advanced_edit_style = false;
// when true window will appear near to text
bool m_allow_float_window = false;
// setted only when wanted to use - not all the time
std::optional<ImVec2> m_set_window_offset;
bool m_is_advanced_edit_style = false;
Emboss::StyleManager m_style_manager;