#ifndef slic3r_GLCanvas3DManager_hpp_ #define slic3r_GLCanvas3DManager_hpp_ #include "../../slic3r/GUI/GLCanvas3D.hpp" #include namespace Slic3r { namespace GUI { class GLCanvas3DManager { struct GLInfo { std::string version; std::string glsl_version; std::string vendor; std::string renderer; GLInfo(); bool detect(); bool is_version_greater_or_equal_to(unsigned int major, unsigned int minor) const; std::string to_string(bool format_as_html, bool extensions) const; }; typedef std::map CanvasesMap; CanvasesMap m_canvases; GLInfo m_gl_info; bool m_gl_initialized; bool m_use_legacy_opengl; bool m_use_VBOs; public: GLCanvas3DManager(); bool add(wxGLCanvas* canvas, wxGLContext* context); bool remove(wxGLCanvas* canvas); void remove_all(); unsigned int count() const; void init_gl(); std::string get_gl_info(bool format_as_html, bool extensions) const; bool use_VBOs() const; bool layer_editing_allowed() const; bool init(wxGLCanvas* canvas); bool is_shown_on_screen(wxGLCanvas* canvas) const; void set_volumes(wxGLCanvas* canvas, GLVolumeCollection* volumes); void reset_volumes(wxGLCanvas* canvas); void deselect_volumes(wxGLCanvas* canvas); void select_volume(wxGLCanvas* canvas, unsigned int id); void set_config(wxGLCanvas* canvas, DynamicPrintConfig* config); void set_print(wxGLCanvas* canvas, Print* print); void set_bed_shape(wxGLCanvas* canvas, const Pointfs& shape); void set_auto_bed_shape(wxGLCanvas* canvas); BoundingBoxf3 get_volumes_bounding_box(wxGLCanvas* canvas); void set_axes_length(wxGLCanvas* canvas, float length); void set_cutting_plane(wxGLCanvas* canvas, float z, const ExPolygons& polygons); bool is_layers_editing_enabled(wxGLCanvas* canvas) const; bool is_layers_editing_allowed(wxGLCanvas* canvas) const; bool is_shader_enabled(wxGLCanvas* canvas) const; void enable_layers_editing(wxGLCanvas* canvas, bool enable); void enable_warning_texture(wxGLCanvas* canvas, bool enable); void enable_legend_texture(wxGLCanvas* canvas, bool enable); void enable_picking(wxGLCanvas* canvas, bool enable); void enable_moving(wxGLCanvas* canvas, bool enable); void enable_shader(wxGLCanvas* canvas, bool enable); void enable_force_zoom_to_bed(wxGLCanvas* canvas, bool enable); void allow_multisample(wxGLCanvas* canvas, bool allow); void zoom_to_bed(wxGLCanvas* canvas); void zoom_to_volumes(wxGLCanvas* canvas); void select_view(wxGLCanvas* canvas, const std::string& direction); void set_viewport_from_scene(wxGLCanvas* canvas, wxGLCanvas* other); void update_volumes_colors_by_extruder(wxGLCanvas* canvas); void render(wxGLCanvas* canvas) const; std::vector get_current_print_zs(wxGLCanvas* canvas, bool active_only) const; void set_toolpaths_range(wxGLCanvas* canvas, double low, double high); void load_gcode_preview(wxGLCanvas* canvas, const GCodePreviewData* preview_data, const std::vector& str_tool_colors); void register_on_viewport_changed_callback(wxGLCanvas* canvas, void* callback); void register_on_double_click_callback(wxGLCanvas* canvas, void* callback); void register_on_right_click_callback(wxGLCanvas* canvas, void* callback); void register_on_select_callback(wxGLCanvas* canvas, void* callback); void register_on_model_update_callback(wxGLCanvas* canvas, void* callback); void register_on_move_callback(wxGLCanvas* canvas, void* callback); private: CanvasesMap::iterator _get_canvas(wxGLCanvas* canvas); CanvasesMap::const_iterator _get_canvas(wxGLCanvas* canvas) const; bool _init(GLCanvas3D& canvas); }; } // namespace GUI } // namespace Slic3r #endif // slic3r_GLCanvas3DManager_hpp_