Fixed rendering undo/redo toolbar arrow.

This commit is contained in:
David Kocik 2021-09-23 09:56:08 +02:00
parent bc4650d174
commit b382ac8541
2 changed files with 27 additions and 3 deletions

View file

@ -4427,12 +4427,11 @@ bool GLCanvas3D::_init_main_toolbar()
arrow_data.top = 0;
arrow_data.right = 0;
arrow_data.bottom = 0;
if (!m_main_toolbar.init_arrow(arrow_data))
{
BOOST_LOG_TRIVIAL(error) << "Main toolbar failed to load arrow texture.";
}
// m_gizmos is created at constructor, thus we can init arrow here.
if (!m_gizmos.init_arrow(arrow_data))
{
BOOST_LOG_TRIVIAL(error) << "Gizmos manager failed to load arrow texture.";
@ -4643,6 +4642,18 @@ bool GLCanvas3D::_init_undoredo_toolbar()
return true;
}
// init arrow
BackgroundTexture::Metadata arrow_data;
arrow_data.filename = "toolbar_arrow.svg";
arrow_data.left = 0;
arrow_data.top = 0;
arrow_data.right = 0;
arrow_data.bottom = 0;
if (!m_undoredo_toolbar.init_arrow(arrow_data))
{
BOOST_LOG_TRIVIAL(error) << "Undo/Redo toolbar failed to load arrow texture.";
}
// m_undoredo_toolbar.set_layout_type(GLToolbar::Layout::Vertical);
m_undoredo_toolbar.set_layout_type(GLToolbar::Layout::Horizontal);
m_undoredo_toolbar.set_horizontal_orientation(GLToolbar::Layout::HO_Left);
@ -5376,6 +5387,10 @@ void GLCanvas3D::_render_undoredo_toolbar()
m_undoredo_toolbar.set_position(top, left);
m_undoredo_toolbar.render(*this);
if (m_toolbar_highlighter.m_render_arrow)
{
m_undoredo_toolbar.render_arrow(*this, m_toolbar_highlighter.m_toolbar_item);
}
}
void GLCanvas3D::_render_collapse_toolbar() const

View file

@ -1143,6 +1143,10 @@ void GLToolbar::render_background(float left, float top, float right, float bott
void GLToolbar::render_arrow(const GLCanvas3D& parent, GLToolbarItem* highlighted_item)
{
// arrow texture not initialized
if (m_arrow_texture.texture.get_id() == 0)
return;
float inv_zoom = (float)wxGetApp().plater()->get_camera().get_inv_zoom();
float factor = inv_zoom * m_layout.scale;
@ -1157,6 +1161,7 @@ void GLToolbar::render_arrow(const GLCanvas3D& parent, GLToolbarItem* highlighte
float left = m_layout.left;
float top = m_layout.top - icon_stride;
bool found = false;
for (const GLToolbarItem* item : m_items) {
if (!item->is_visible())
continue;
@ -1164,11 +1169,15 @@ void GLToolbar::render_arrow(const GLCanvas3D& parent, GLToolbarItem* highlighte
if (item->is_separator())
left += separator_stride;
else {
if (item->get_name() == highlighted_item->get_name())
if (item->get_name() == highlighted_item->get_name()) {
found = true;
break;
}
left += icon_stride;
}
}
if (!found)
return;
left += border;
top -= separator_stride;