#ifndef slic3r_GLGizmoText_hpp_ #define slic3r_GLGizmoText_hpp_ #include "GLGizmoBase.hpp" #include "slic3r/GUI/3DScene.hpp" #include "../GLTexture.hpp" #include "../Camera.hpp" #include "libslic3r/Model.hpp" namespace Slic3r { enum class ModelVolumeType : int; class ModelVolume; namespace GUI { enum class SLAGizmoEventType : unsigned char; class GLGizmoText : public GLGizmoBase { private: std::vector m_avail_font_names; char m_text[1024] = { 0 }; std::string m_font_name; float m_font_size = 16.f; int m_curr_font_idx = 0; bool m_bold = true; bool m_italic = false; float m_thickness = 2.f; float m_thickness_min = 0.01f; float m_thickness_max = 999.99f; float m_embeded_depth = 0.f; float m_rotate_angle = 0; float m_text_gap = 0.f; bool m_is_surface_text = false; bool m_keep_horizontal = false; mutable RaycastResult m_rr; float m_combo_height = 0.0f; float m_combo_width = 0.0f; float m_scale; Vec2d m_mouse_position = Vec2d::Zero(); Vec2d m_origin_mouse_position = Vec2d::Zero(); bool m_shift_down = false; class TextureInfo { public: GLTexture* texture { nullptr }; int h; int w; int hl; std::string font_name; }; std::vector m_textures; std::vector m_font_names; bool m_init_texture = false; std::vector m_font_status; std::mutex m_mutex; std::thread m_thread; bool m_is_modify = false; bool m_need_update_text = false; int m_object_idx = -1; int m_volume_idx = -1; int m_preview_text_volume_id = -1; Vec3d m_mouse_position_world = Vec3d::Zero(); Vec3d m_mouse_normal_world = Vec3d::Zero(); Vec3d m_cut_plane_dir = Vec3d::UnitZ(); std::vector m_position_points; std::vector m_normal_points; // This map holds all translated description texts, so they can be easily referenced during layout calculations // etc. When language changes, GUI is recreated and this class constructed again, so the change takes effect. std::map m_desc; public: GLGizmoText(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id); ~GLGizmoText(); void update_font_texture(); bool gizmo_event(SLAGizmoEventType action, const Vec2d &mouse_position, bool shift_down, bool alt_down, bool control_down); bool is_mesh_point_clipped(const Vec3d &point, const Transform3d &trafo) const; BoundingBoxf3 bounding_box() const; protected: virtual bool on_init() override; virtual std::string on_get_name() const override; virtual std::string on_get_name_str() override { return "Text shape"; } virtual bool on_is_activable() const override; virtual void on_render() override; virtual void on_render_for_picking() override; virtual void on_update(const UpdateData &data) override; void push_combo_style(const float scale); void pop_combo_style(); void push_button_style(bool pressed); void pop_button_style(); virtual void on_set_state() override; virtual CommonGizmosDataID on_get_requirements() const override; virtual void on_render_input_window(float x, float y, float bottom_limit); void show_tooltip_information(float x, float y); private: ModelVolume *get_selected_single_volume(int& out_object_idx, int& out_volume_idx) const; void update_font_status(); void reset_text_info(); bool update_text_positions(const std::vector& texts); TriangleMesh get_text_mesh(const char* text_str, const Vec3d &position, const Vec3d &normal, const Vec3d &text_up_dir); bool update_raycast_cache(const Vec2d &mouse_position, const Camera &camera, const std::vector &trafo_matrices); void generate_text_volume(bool is_temp = true); void delete_temp_preview_text_volume(); TextInfo get_text_info(); void load_from_text_info(const TextInfo &text_info); }; } // namespace GUI } // namespace Slic3r #endif // slic3r_GLGizmoText_hpp_