Yet some renaming to PrusaSlicer

This commit is contained in:
bubnikv 2019-05-13 15:47:33 +02:00
parent f1f003d56c
commit 253b57e4a3
6 changed files with 13 additions and 14 deletions

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@ -3,7 +3,7 @@
print "This script is currently used for installing Perl dependenices for running\n";
print "the libslic3r unit / integration tests through Perl prove.\n";
print "If you don't plan to run the unit / integration tests, you don't need to\n";
print "install these dependencies to build and run Slic3r.\n";
print "install these dependencies to build and run PrusaSlicer.\n";
use strict;
use warnings;
@ -122,7 +122,7 @@ EOF
}
print "\n";
print "In the next step, you need to build the Slic3r C++ library.\n";
print "In the next step, you need to build the PrusaSlicer C++ library.\n";
print "1) Create a build directory and change to it\n";
print "2) run cmake .. -DCMAKE_BUILD_TYPE=Release\n";
print "3) run make\n";

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@ -44,7 +44,7 @@ Alternatively, if you would like to use XCode GUI, modify the `cmake` command to
cmake .. -GXcode -DCMAKE_PREFIX_PATH="$PWD/../deps/build/destdir/usr/local"
and then open the `Slic3r.xcodeproj` file.
and then open the `PrusaSlicer.xcodeproj` file.
This should open up XCode where you can perform build using the GUI or perform other tasks.
### Note on Mac OS X SDKs

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@ -44,8 +44,8 @@ Note that if you're building a 32-bit variant, you will need to change the `"Vis
Conversely, if you're using Visual Studio version other than 2013, the version number will need to be changed accordingly.
If `cmake` has finished without errors, go to the build directory and open the `Slic3r.sln` solution file in Visual Studio.
Before building, make sure you're building the right project (use one of those starting with `slic3r_app_...`) and that you're building
If `cmake` has finished without errors, go to the build directory and open the `PrusaSlicer.sln` solution file in Visual Studio.
Before building, make sure you're building the right project (use one of those starting with `PrusaSlicer_app_...`) and that you're building
with the right configuration, i.e. _Release_ vs. _Debug_. When unsure, choose _Release_.
Note that you won't be able to build a _Debug_ variant against a _Release_-only dependencies package.

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@ -125,7 +125,6 @@ if (SLIC3R_GUI)
if (MSVC)
target_link_libraries(PrusaSlicer user32.lib Setupapi.lib OpenGL32.Lib GlU32.Lib)
set_target_properties(PrusaSlicer PROPERTIES OUTPUT_NAME "PrusaSlicer" PDB_NAME "libPrusaSlicer")
elseif (MINGW)
target_link_libraries(PrusaSlicer -lopengl32)
elseif (APPLE)
@ -141,12 +140,12 @@ if (MSVC)
add_executable(PrusaSlicer_app_gui WIN32 PrusaSlicer_app_msvc.cpp ${CMAKE_CURRENT_BINARY_DIR}/PrusaSlicer.rc)
target_compile_definitions(PrusaSlicer_app_gui PRIVATE -DSLIC3R_WRAPPER_NOCONSOLE)
add_dependencies(PrusaSlicer_app_gui PrusaSlicer)
set_target_properties(PrusaSlicer_app_gui PROPERTIES OUTPUT_NAME "PrusaSlicer")
set_target_properties(PrusaSlicer_app_gui PROPERTIES OUTPUT_NAME "prusa-slicer")
add_executable(PrusaSlicer_app_console PrusaSlicer_app_msvc.cpp ${CMAKE_CURRENT_BINARY_DIR}/PrusaSlicer.rc)
target_compile_definitions(PrusaSlicer_app_console PRIVATE -DSLIC3R_WRAPPER_CONSOLE)
add_dependencies(PrusaSlicer_app_console PrusaSlicer)
set_target_properties(PrusaSlicer_app_console PROPERTIES OUTPUT_NAME "PrusaSlicer-console")
set_target_properties(PrusaSlicer_app_console PROPERTIES OUTPUT_NAME "prusa-slicer-console")
endif ()
# Link the resources dir to where Slic3r GUI expects it

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@ -48,10 +48,10 @@ public:
wc.lpfnWndProc = OpenGLVersionCheck::supports_opengl2_wndproc;
wc.hInstance = (HINSTANCE)GetModuleHandle(nullptr);
wc.hbrBackground = (HBRUSH)(COLOR_BACKGROUND);
wc.lpszClassName = L"slic3r_opengl_version_check";
wc.lpszClassName = L"PrusaSlicer_opengl_version_check";
wc.style = CS_OWNDC;
if (RegisterClass(&wc)) {
HWND hwnd = CreateWindowW(wc.lpszClassName, L"slic3r_opengl_version_check", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, wc.hInstance, (LPVOID)this);
HWND hwnd = CreateWindowW(wc.lpszClassName, L"PrusaSlicer_opengl_version_check", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, wc.hInstance, (LPVOID)this);
if (hwnd) {
message_pump_exit = false;
while (GetMessage(&msg, NULL, 0, 0 ) > 0 && ! message_pump_exit)
@ -271,11 +271,11 @@ int wmain(int argc, wchar_t **argv)
wchar_t path_to_slic3r[MAX_PATH + 1] = { 0 };
wcscpy(path_to_slic3r, path_to_exe);
wcscat(path_to_slic3r, L"slic3r.dll");
wcscat(path_to_slic3r, L"PrusaSlicer.dll");
// printf("Loading Slic3r library: %S\n", path_to_slic3r);
HINSTANCE hInstance_Slic3r = LoadLibraryExW(path_to_slic3r, nullptr, 0);
if (hInstance_Slic3r == nullptr) {
printf("slic3r.dll was not loaded\n");
printf("PrusaSlicer.dll was not loaded\n");
return -1;
}
@ -289,7 +289,7 @@ int wmain(int argc, wchar_t **argv)
#endif
);
if (slic3r_main == nullptr) {
printf("could not locate the function slic3r_main in slic3r.dll\n");
printf("could not locate the function slic3r_main in PrusaSlicer.dll\n");
return -1;
}
// argc minus the trailing nullptr of the argv

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@ -33,7 +33,7 @@ namespace Slic3r {
namespace GUI {
MainFrame::MainFrame() :
DPIFrame(NULL, wxID_ANY, wxString(SLIC3R_BUILD) + " " + _(L("based on Slic3r")), wxDefaultPosition, wxDefaultSize, wxDEFAULT_FRAME_STYLE, "mainframe"),
DPIFrame(NULL, wxID_ANY, wxString(SLIC3R_APP_NAME) + " " + wxString(SLIC3R_BUILD) + " " + _(L("based on Slic3r")), wxDefaultPosition, wxDefaultSize, wxDEFAULT_FRAME_STYLE, "mainframe"),
m_printhost_queue_dlg(new PrintHostQueueDialog(this))
{
// Fonts were created by the DPIFrame constructor for the monitor, on which the window opened.