#ifndef slic3r_GLGizmoSeam_hpp_ #define slic3r_GLGizmoSeam_hpp_ #include "GLGizmoPainterBase.hpp" namespace Slic3r::GUI { class GLGizmoSeam : public GLGizmoPainterBase { public: GLGizmoSeam(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id) : GLGizmoPainterBase(parent, icon_filename, sprite_id) {} void render_painter_gizmo() const override; protected: void on_render_input_window(float x, float y, float bottom_limit) override; std::string on_get_name() const override; PainterGizmoType get_painter_type() const override; void render_triangles(const Selection& selection) const override; wxString handle_snapshot_action_name(bool shift_down, Button button_down) const override; std::string get_gizmo_entering_text() const override { return _u8L("Entering Seam painting"); } std::string get_gizmo_leaving_text() const override { return _u8L("Leaving Seam painting"); } std::string get_action_snapshot_name() override { return _u8L("Paint-on seam editing"); } private: bool on_init() override; //BBS:remove const void update_model_object() override; //BBS: add logic to distinguish the first_time_update and later_update void update_from_model_object(bool first_update = false) override; void on_opening() override {} void on_shutdown() override; // 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; }; } // namespace Slic3r::GUI #endif // slic3r_GLGizmoSeam_hpp_