Merge branch 'master' into tm_colldetection_upgr
This commit is contained in:
commit
37eafb0761
6 changed files with 34 additions and 31 deletions
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@ -7,7 +7,7 @@ as the versions listed - generally versions available on conservative Linux dist
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Perl is not required any more.
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In a typical situaction, one would open a command line, go to the Slic3r sources, create a directory called `build` or similar,
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In a typical situation, one would open a command line, go to the Slic3r sources, create a directory called `build` or similar,
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`cd` into it and call:
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cmake ..
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@ -19,7 +19,7 @@ Additional CMake flags may be applicable as explained below.
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### Dependency resolution
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By default Slic3r looks for dependencies the default way CMake looks for them, ie. in default system locations.
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By default Slic3r looks for dependencies the default way CMake looks for them, i.e. in default system locations.
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On Linux this will typically make Slic3r depend on dynamically loaded libraries from the system, however, Slic3r can be told
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to specifically look for static libraries with the `SLIC3R_STATIC` flag passed to cmake:
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@ -65,9 +65,9 @@ To create a debug build, use the following CMake flag:
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### Installation
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In runtime, Slic3r needs a way to access its resource files. By default, it looks for a `resources` directory relative to its binary.
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At runtime, Slic3r needs a way to access its resource files. By default, it looks for a `resources` directory relative to its binary.
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If you instead wnat Slic3r installed in a structure according to the Filesystem Hierarchy Standard, use the `SLIC3R_FHS` flag
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If you instead want Slic3r installed in a structure according to the File System Hierarchy Standard, use the `SLIC3R_FHS` flag
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cmake .. -DSLIC3R_FHS=1
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@ -18,12 +18,12 @@ This will create a dependencies bundle inside the `build/destdir` directory.
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You can also customize the bundle output path using the `-DDESTDIR=<some path>` option passed to `cmake`.
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**Warning**: Once the dependency bundle is installed in a destdir, the destdir cannot be moved elsewhere.
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(This is because wxWidgets hardcode the installation path.)
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(This is because wxWidgets hardcodes the installation path.)
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### Building Slic3r
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If dependencies built without an error, you can proceed to build Slic3r itself.
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If dependencies are built without errors, you can proceed to build Slic3r itself.
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Go back to top level Slic3r sources directory and use these commands:
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mkdir build
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@ -7,7 +7,7 @@ CMake installer can be downloaded from [the official website](https://cmake.org/
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Building with newer versions of MSVS (2015, 2017) may work too as reported by some of our users.
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_Note:_ Thanks to [**@supermerill**](https://github.com/supermerill) for testing and inspiration on this guide.
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_Note:_ Thanks to [**@supermerill**](https://github.com/supermerill) for testing and inspiration for this guide.
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### Dependencies
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@ -20,7 +20,7 @@ The package comes in a several variants:
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- [32 bit, Release mode only](https://bintray.com/vojtechkral/Slic3r-PE/download_file?file_path=destdir-32.7z) (38 MB, 520 MB unpacked)
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- [32 bit, Release and Debug mode](https://bintray.com/vojtechkral/Slic3r-PE/download_file?file_path=destdir-32-dev.7z) (74 MB, 1.1 GB unpacked)
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When unsure, use the _Release mode only_ variant, the _Release and Debug_ variant is only needed for debugging & developement.
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When unsure, use the _Release mode only_ variant, the _Release and Debug_ variant is only needed for debugging & development.
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If you're unsure where to unpack the package, unpack it into `C:\local\` (but it can really be anywhere).
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@ -46,13 +46,13 @@ Conversely, if you're using Visual Studio version other than 2013, the version n
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If `cmake` has finished without errors, go to the build directory and open the `Slic3r.sln` solution file in Visual Studio.
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Before building, make sure you're building the right project (use one of those starting with `slic3r_app_...`) and that you're building
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with the right configuration, ie. _Release_ vs. _Debug_. When unsure, choose _Release_.
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with the right configuration, i.e. _Release_ vs. _Debug_. When unsure, choose _Release_.
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Note that you won't be able to build a _Debug_ variant against a _Release_-only dependencies package.
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#### Installing using the `INSTALL` project
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Slic3r PE can be run from the Visual Studio or from Visual Studio's build directory (`src\Release` or `src\Debug`),
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but for longer-term usage you migth want to install somewhere using the `INSTALL` project.
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but for longer-term usage you might want to install somewhere using the `INSTALL` project.
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By default, this installs into `C:\Program Files\Slic3r`.
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To customize the install path, use the `-DCMAKE_INSTALL_PREFIX=<path of your choice>` when invoking `cmake`.
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@ -91,7 +91,7 @@ You can also use the Visual Studio GUI or other generators as mentioned above.
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The `DESTDIR` option is the location where the bundle will be installed.
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This may be customized. If you leave it empty, the `DESTDIR` will be places inside the same `build` directory.
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Note that the build variant that you may choose using Visual Studio (ie. _Release_ or _Debug_ etc.) when building the dependency package is **not relevant**.
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Note that the build variant that you may choose using Visual Studio (i.e. _Release_ or _Debug_ etc.) when building the dependency package is **not relevant**.
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The dependency build will by default build _both_ the _Release_ and _Debug_ variants regardless of what you choose in Visual Studio.
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You can disable building of the debug variant by passing the `-DDEP_DEBUG=OFF` option to CMake, this will only produce a _Release_ build.
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@ -2,20 +2,20 @@
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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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Those can be downloaded 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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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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Full manual for GNUgettext can be seen 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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### Scenario 1. How do I add a translation or fix an 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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3. Apply your corrections to the 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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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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4. As a result you will have fr.po - the file containing translation to French.
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Notice. When the translation 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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- Click "Save file" button. Slic3rPE.mo will be created immediately
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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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@ -37,11 +37,11 @@ Each string resource in Slic3rPE available for translation needs to be explicitl
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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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If you add new file resource, add it to the list of files containing 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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1. For convenience create a 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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@ -50,11 +50,11 @@ https://github.com/prusa3d/Slic3r/tree/master/resources/localization/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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Use flag `--debug` to correctly extract formatted 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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4. To merge old PO-file with strings from created 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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```
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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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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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formatted strings. (using %d, %s, etc.)
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@ -12,7 +12,7 @@ There are three new features:
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- _System preset_: These are the presets that come with Slic3r PE installation. They come from a vendor configuration bundle (not individual files like before). They are **read-only** – a user cannot modify them, but may instead create a derived User preset based on a System preset
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- _User preset_: These are regular presets stored in files just like before. Additionally, they may be derived (inherited) from one of the System presets
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A derived User preset keeps track of wich settings are inherited from the parent System preset and which are modified by the user. When a system preset is updated (either via installation of a new Slic3r or automatically from the internet), in a User preset the settings that are modified by the user will stay that way, while the ones that are inherited reflect the updated System preset.
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A derived User preset keeps track of which settings are inherited from the parent System preset and which are modified by the user. When a system preset is updated (either via installation of a new Slic3r or automatically from the internet), in a User preset the settings that are modified by the user will stay that way, while the ones that are inherited reflect the updated System preset.
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This system ensures that we don't overwrite user's settings when there is an update to the built in presets.
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![a user setting](setting_user.png)
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Clickign the open lock icon restored the system setting.
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Clicking the open lock icon restores the system setting.
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Additionaly, any setting that is modified but not yet saved onto disk is represented by orange label and a back-arrow:
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Additionally, any setting that is modified but not yet saved onto disk is represented by orange label and a back-arrow:
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![a modified setting](setting_mod.png)
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@ -1145,8 +1145,11 @@ bool GLCanvas3D::Selection::is_single_full_instance() const
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for (unsigned int i : m_list)
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{
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const GLVolume* v = (*m_volumes)[i];
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if ((object_idx != v->object_idx()) || (instance_idx != v->instance_idx()))
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return false;
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int volume_idx = v->volume_idx();
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if ((v->object_idx() == object_idx) && (v->instance_idx() == instance_idx) && (volume_idx >= 0))
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if (volume_idx >= 0)
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volumes_idxs.insert(volume_idx);
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}
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{
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// the gizmo got the event and took some action, no need to do anything more
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}
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else if ((m_mouse.drag.move_volume_idx != -1) && m_mouse.dragging)
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else if ((m_mouse.drag.move_volume_idx != -1) && m_mouse.dragging && m_gizmos.get_current_type() != Gizmos::SlaSupports)
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{
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m_regenerate_volumes = false;
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do_move();
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