Merge branch 'master' of https://github.com/prusa3d/Slic3r
This commit is contained in:
commit
82321c7aee
11 changed files with 68 additions and 32 deletions
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@ -34,6 +34,8 @@ option(SLIC3R_PERL_XS "Compile XS Perl module and enable Perl unit and
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option(SLIC3R_ASAN "Enable ASan on Clang and GCC" 0)
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option(SLIC3R_SYNTAXONLY "Only perform source code correctness checking, no binary output (UNIX only)" 0)
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set(SLIC3R_GTK "2" CACHE STRING "GTK version to use with wxWidgets on Linux")
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# Proposal for C++ unit tests and sandboxes
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option(SLIC3R_BUILD_SANDBOXES "Build development sandboxes" OFF)
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option(SLIC3R_BUILD_TESTS "Build unit tests" OFF)
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@ -89,7 +89,11 @@ Then `cd` into the `deps` directory and use these commands to build:
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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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This may be customized. If you leave it empty, the `DESTDIR` will be placed inside the same `build` directory.
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Warning: If the `build` directory is nested too deep inside other folders, various file paths during the build
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become too long and the build might fail due to file writing errors. For this reason, it is recommended to
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place the `build` directory relatively close to the drive root.
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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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@ -60,6 +60,7 @@ if (SLIC3R_GUI)
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endif()
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if (CMAKE_SYSTEM_NAME STREQUAL "Linux")
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set (wxWidgets_CONFIG_OPTIONS "--toolkit=gtk${SLIC3R_GTK}")
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if (SLIC3R_WX_STABLE)
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find_package(wxWidgets 3.0 REQUIRED COMPONENTS base core adv html gl)
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else ()
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@ -175,6 +175,11 @@ struct AMFParserContext
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bool mirrory_set;
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float mirrorz;
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bool mirrorz_set;
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bool anything_set() const { return deltax_set || deltay_set || deltaz_set ||
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rx_set || ry_set || rz_set ||
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scalex_set || scaley_set || scalez_set ||
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mirrorx_set || mirrory_set || mirrorz_set; }
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};
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struct Object {
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@ -644,11 +649,7 @@ void AMFParserContext::endDocument()
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continue;
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}
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for (const Instance &instance : object.second.instances)
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#if ENABLE_VOLUMES_CENTERING_FIXES
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{
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#else
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if (instance.deltax_set && instance.deltay_set) {
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#endif // ENABLE_VOLUMES_CENTERING_FIXES
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if (instance.anything_set()) {
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ModelInstance *mi = m_model.objects[object.second.idx]->add_instance();
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mi->set_offset(Vec3d(instance.deltax_set ? (double)instance.deltax : 0.0, instance.deltay_set ? (double)instance.deltay : 0.0, instance.deltaz_set ? (double)instance.deltaz : 0.0));
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mi->set_rotation(Vec3d(instance.rx_set ? (double)instance.rx : 0.0, instance.ry_set ? (double)instance.ry : 0.0, instance.rz_set ? (double)instance.rz : 0.0));
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@ -2293,11 +2293,13 @@ int GLCanvas3D::check_volumes_outside_state() const
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return (int)state;
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}
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void GLCanvas3D::toggle_sla_auxiliaries_visibility(bool visible)
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void GLCanvas3D::toggle_sla_auxiliaries_visibility(bool visible, const ModelObject* mo, int instance_idx)
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{
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for (GLVolume* vol : m_volumes.volumes) {
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if (vol->composite_id.volume_id < 0)
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vol->is_active = visible;
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if ((mo == nullptr || m_model->objects[vol->composite_id.object_id] == mo)
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&& (instance_idx == -1 || vol->composite_id.instance_id == instance_idx)
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&& vol->composite_id.volume_id < 0)
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vol->is_active = visible;
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}
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m_render_sla_auxiliaries = visible;
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@ -2313,7 +2315,7 @@ void GLCanvas3D::toggle_model_objects_visibility(bool visible, const ModelObject
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}
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}
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if (visible && !mo)
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toggle_sla_auxiliaries_visibility(true);
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toggle_sla_auxiliaries_visibility(true, mo, instance_idx);
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if (!mo && !visible && !m_model->objects.empty() && (m_model->objects.size() > 1 || m_model->objects.front()->instances.size() > 1))
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_set_warning_texture(WarningTexture::SomethingNotShown, true);
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@ -584,6 +584,9 @@ private:
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bool m_regenerate_volumes;
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bool m_moving;
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bool m_tab_down;
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// Following variable is obsolete and it should be safe to remove it.
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// I just don't want to do it now before a release (Lukas Matena 24.3.2019)
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bool m_render_sla_auxiliaries;
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std::string m_color_by;
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@ -610,7 +613,7 @@ public:
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void reset_volumes();
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int check_volumes_outside_state() const;
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void toggle_sla_auxiliaries_visibility(bool visible);
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void toggle_sla_auxiliaries_visibility(bool visible, const ModelObject* mo = nullptr, int instance_idx = -1);
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void toggle_model_objects_visibility(bool visible, const ModelObject* mo = nullptr, int instance_idx = -1);
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void set_config(const DynamicPrintConfig* config);
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@ -157,7 +157,6 @@ GLToolbar::GLToolbar(GLToolbar::EType type)
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#if ENABLE_SVG_ICONS
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, m_icons_texture_dirty(true)
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#endif // ENABLE_SVG_ICONS
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, m_mouse_capture({ false, false, false, nullptr })
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, m_tooltip("")
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{
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}
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@ -410,6 +409,16 @@ bool GLToolbar::on_mouse(wxMouseEvent& evt, GLCanvas3D& parent)
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bool processed = false;
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// mouse anywhere
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if (!evt.Dragging() && !evt.Leaving() && !evt.Entering() && (m_mouse_capture.parent != nullptr))
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{
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if (m_mouse_capture.any() && (evt.LeftUp() || evt.MiddleUp() || evt.RightUp()))
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// prevents loosing selection into the scene if mouse down was done inside the toolbar and mouse up was down outside it,
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// as when switching between views
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processed = true;
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m_mouse_capture.reset();
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}
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if (evt.Moving())
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m_tooltip = update_hover_state(mouse_pos, parent);
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else if (evt.LeftUp())
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@ -418,17 +427,9 @@ bool GLToolbar::on_mouse(wxMouseEvent& evt, GLCanvas3D& parent)
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m_mouse_capture.middle = false;
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else if (evt.RightUp())
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m_mouse_capture.right = false;
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else if (m_mouse_capture.any())
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{
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if (evt.Dragging())
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processed = true;
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else if (evt.Entering() && (m_mouse_capture.parent == &parent))
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// Resets the mouse capture state to avoid setting the dragging event as processed when, for example,
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// the item action opens a modal dialog
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// Keeps the mouse capture state if the entering event happens on different parent from the one
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// who received the button down event, to prevent, for example, dragging when switching between scene views
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m_mouse_capture.reset();
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}
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else if (evt.Dragging() && m_mouse_capture.any())
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// if the button down was done on this toolbar, prevent from dragging into the scene
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processed = true;
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int item_id = contains_mouse(mouse_pos, parent);
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if (item_id == -1)
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@ -238,6 +238,8 @@ private:
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bool right;
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GLCanvas3D* parent;
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MouseCapture() { reset(); }
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bool any() const { return left || middle || right; }
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void reset() { left = middle = right = false; parent = nullptr; }
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};
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@ -14,6 +14,7 @@
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#include <wx/menu.h>
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#include <wx/menuitem.h>
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#include <wx/filedlg.h>
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#include <wx/progdlg.h>
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#include <wx/dir.h>
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#include <wx/wupdlock.h>
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#include <wx/filefn.h>
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@ -279,31 +280,50 @@ void GUI_App::set_label_clr_sys(const wxColour& clr) {
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void GUI_App::recreate_GUI()
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{
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// Weird things happen as the Paint messages are floating around the windows being destructed.
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// Avoid the Paint messages by hiding the main window.
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// Also the application closes much faster without these unnecessary screen refreshes.
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// In addition, there were some crashes due to the Paint events sent to already destructed windows.
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mainframe->Show(false);
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const auto msg_name = _(L("Changing of an application language")) + dots;
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wxProgressDialog dlg(msg_name, msg_name);
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dlg.Pulse();
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// to make sure nobody accesses data from the soon-to-be-destroyed widgets:
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tabs_list.clear();
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plater_ = nullptr;
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dlg.Update(10, _(L("Recreating")) + dots);
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MainFrame* topwindow = mainframe;
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mainframe = new MainFrame();
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sidebar().obj_list()->init_objects(); // propagate model objects to object list
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if (topwindow) {
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SetTopWindow(mainframe);
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dlg.Update(30, _(L("Recreating")) + dots);
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topwindow->Destroy();
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}
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dlg.Update(80, _(L("Loading of a current presets")) + dots);
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m_printhost_job_queue.reset(new PrintHostJobQueue(mainframe->printhost_queue_dlg()));
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load_current_presets();
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mainframe->Show(true);
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// On OSX the UI was not initialized correctly if the wizard was called
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// before the UI was up and running.
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CallAfter([]() {
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// Run the config wizard, don't offer the "reset user profile" checkbox.
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config_wizard_startup(true);
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});
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dlg.Update(90, _(L("Loading of a mode view")) + dots);
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update_mode();
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// #ys_FIXME_delete_after_testing Do we still need this ?
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// CallAfter([]() {
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// // Run the config wizard, don't offer the "reset user profile" checkbox.
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// config_wizard_startup(true);
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// });
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}
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void GUI_App::system_info()
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@ -666,7 +666,7 @@ RENDER_AGAIN:
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m_imgui->end();
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if (m_editing_mode != m_old_editing_state) { // user toggled between editing/non-editing mode
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m_parent.toggle_sla_auxiliaries_visibility(!m_editing_mode);
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m_parent.toggle_sla_auxiliaries_visibility(!m_editing_mode, m_model_object, m_active_instance);
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force_refresh = true;
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}
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m_old_editing_state = m_editing_mode;
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@ -1713,8 +1713,8 @@ std::vector<size_t> Plater::priv::load_model_objects(const ModelObjectPtrs &mode
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object->center_around_origin();
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new_instances.emplace_back(object->add_instance());
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#else /* AUTOPLACEMENT_ON_LOAD */
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// if object has no defined position(s) we need to rearrange everything after loading object->center_around_origin();
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need_arrange = true;
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// if object has no defined position(s) we need to rearrange everything after loading
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need_arrange = true;
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// add a default instance and center object around origin
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object->center_around_origin(); // also aligns object to Z = 0
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ModelInstance* instance = object->add_instance();
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