BambuStudio/slic3r/GUI/Gizmos/GLGizmoText.hpp

132 lines
4.0 KiB
C++

#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<std::string> 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<TextureInfo> m_textures;
std::vector<std::string> m_font_names;
bool m_init_texture = false;
std::vector<bool> 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<Vec3d> m_position_points;
std::vector<Vec3d> 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<std::string, wxString> 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<std::string>& 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<Transform3d> &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_