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