Esc is the safe key again: one press, one level, nothing destroyed

Two presses used to discard a live sketch. The key was answered in four places that could not
see each other — the inline value field, a sketch branch, a feature-card branch, and the canvas
— so a press aimed at one fell through to the next, and request_exit() carried a fourth layer
that deliberately let the SECOND consecutive press through to cancel_sketch(). The warning it
showed first did not help: the two presses are never one decision, the first is aimed at a field
or a tool and the second at whatever was underneath it.

The stack is now explicit. CadLevel (DesignInteraction.hpp) is four levels deep, the enum value
IS the LIFO depth, and cad_escape_level() is a constexpr function over a POD of four booleans —
so the ordering that is the entire contract is checked by static_assert at compile time, with no
window, GL context or event loop. DesignPanel::escape() acts on the one level escape_level()
names and on no other, and every Esc in the tab routes through it.

The destructive layer is gone from request_exit() itself rather than guarded at its callers, so
the guarantee cannot be re-opened by adding a route: a session holding geometry is left only
through Finish (keep) or Cancel (discard). Cancel now asks before discarding — it used to refuse
and tell the user to press the button they had just pressed, which meant a drawn sketch could be
kept but never thrown away.

Right-click also stops rewarding navigation with a menu: the offer needs BOTH budgets, released
within 200 ms and moved no more than 3 px, and the raycast uses the press position, so the menu
describes what was pointed at rather than where the camera stopped. Two budgets because drift
alone still popped a menu at the end of a slow, careful orbit.

docs/ux/interaction-model.md carries the state machine, the routing and the transition table.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011FbJKJAJxxkhDTs9XdZzKA
This commit is contained in:
Tommaso Bianchi
2026-09-05 11:35:12 +02:00
co-authored by Claude Opus 5
parent bb6a1810f6
commit 324b558747
9 changed files with 425 additions and 90 deletions
+111
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@@ -0,0 +1,111 @@
# Design tab — interaction model
The contract for Esc, the right mouse button, and the states between them. Code that changes any
of the three changes this file in the same commit.
## 1. The state machine
`src/slic3r/GUI/CAD/DesignInteraction.hpp` — a four-level LIFO stack. The enum value *is* the
depth, so "which level does this press belong to" is a comparison rather than a chain of
special cases spread over three files.
```cpp
enum class CadLevel : int {
Idle = 0, // nothing transient is up: Esc clears the selection
Tool = 1, // a feature card / armed sketch tool / constrain session: Esc exits it
Gesture = 2, // an uncommitted delta (entity being drawn, body being dragged): Esc reverts it
Transient = 3, // a value field or a popup menu: Esc closes just that
};
struct CadInteractionState { // the four bits routing actually needs
bool value_field_open{false};
bool gesture_active{false};
bool tool_armed{false};
bool has_selection{false};
};
constexpr CadLevel cad_escape_level(const CadInteractionState& s)
{
if (s.value_field_open) return CadLevel::Transient;
if (s.gesture_active) return CadLevel::Gesture;
if (s.tool_armed) return CadLevel::Tool;
return CadLevel::Idle;
}
```
The rule is a `constexpr` free function over a POD, not a method on the panel, so the ordering
that is the entire contract is checkable without a window, a GL context or an event loop. Five
`static_assert`s in the header do exactly that, at compile time.
**Strict invariant.** No level of Esc deletes a feature, discards a sketch that holds geometry,
or rolls history back. Destroying work needs a gesture that says so:
| To destroy | Gesture |
|---|---|
| a feature | Delete / Backspace on an explicit selection |
| a drawn sketch | the ribbon's ✗ Cancel, which asks first |
| the last committed change | Ctrl+Z |
## 2. Event routing
**`OnKeyDown(WXK_ESCAPE)`** — `DesignPanel`'s `wxEVT_CHAR_HOOK`, one line:
```cpp
if (key == WXK_ESCAPE) { escape(); return; }
```
Every Esc in the tab goes through it, whatever holds focus. `DesignPanel::escape_level()` answers
the four questions of `CadInteractionState` about this panel; `DesignPanel::escape()` acts on the
one level that answer names, and on no other:
| Level | What one press does | What it must not touch |
|---|---|---|
| `Transient` | close the value field (`cancel_value` / `inline_cancel`) | the tool, which stays armed |
| `Gesture` | drop the clicks of the entity being drawn, or put a moved body back at the pose it had when the gizmo appeared | everything already committed |
| `Tool` | discard a feature card's *candidate*; drop an armed sketch tool to Select; end Constrain | committed features; entities already drawn |
| `Idle` | clear the selection (model and sketch); leave a sketch session **only if it is empty** | a sketch holding geometry — it is left through Finish or Cancel |
A sketch *session* is deliberately not a `Tool`. It is the environment the Idle level lives in,
which is what makes the destructive path unrepresentable rather than merely unlikely.
**`OnRightDown` / `OnRightUp`** — `DesignCanvas::set_on_context_menu`, bound after `GLCanvas3D`'s
own handlers so it can consume the event before them:
```cpp
RIGHT_DOWN: remember the press position and the clock, then Skip() // the canvas still seeds the orbit
RIGHT_UP: terminated = sketch_tool.take_right_consumed(); // read-and-clear, always
is_click = drift <= 3 px && dt <= 200 ms; // both budgets, or it was navigation
if (callback && !terminated && !inline_busy && is_click) {
select_at_screen(press.x, press.y); // raycast at the PRESS, not the release
on_context_menu(ClientToScreen(press));
return; // consumed
}
Skip(); // orbit / pan / the handlers underneath
```
Two independent budgets because the two failure modes are independent: drift alone still popped a
menu at the end of a slow, careful orbit. `take_right_consumed()` is how a right-click that
already meant something to the armed sketch tool (terminate a chain, drop an edit-op) declines to
also mean "open a menu".
## 3. Transition table
`sel` = something is picked. Blank = the input does nothing at that state.
| State | Left-click | Right-click | Esc | Enter |
|---|---|---|---|---|
| **Idle — model view** | pick / escalate the pick | offer menu for what is under the cursor | clear the selection | — |
| **Idle — sketch, empty** | pick | sketch offer menu | leave the session (nothing to lose) | Finish sketch |
| **Idle — sketch, drawn** | pick | sketch offer menu | clear the selection; status says the sketch is kept | Finish sketch |
| **Tool — feature card** | pick the card's next reference | offer menu | discard the candidate, close the card | commit the feature |
| **Tool — sketch tool armed** | place the first point | drop the tool to Select | drop the tool to Select | — |
| **Tool — constrain** | pick an entity | offer menu | end the session | apply |
| **Gesture — drawing** | place the next point | terminate the chain (keep what is drawn) | drop the in-progress entity, tool stays armed | commit the entity as drawn |
| **Gesture — moving a body** | drop the body here | end the move | revert to the pose at move-start | keep the placement |
| **Transient — value field** | — | — | close the field, tool stays armed | commit the value, advance the chain |
| **Transient — popup menu** | run the entry | — | close the menu | run the highlighted entry |
| **any** | — | — | *never* deletes, discards or rolls back | — |
Right-hold-and-drag is not in the table on purpose: past 3 px or 200 ms it is navigation, and
navigation does not transition the state machine.
+1
View File
@@ -785,6 +785,7 @@ if (SLIC3R_CAD)
GUI/CAD/DesignSketchTool.cpp
GUI/CAD/DesignSketchTool.hpp
GUI/CAD/DesignOffer.hpp
GUI/CAD/DesignInteraction.hpp
GUI/CAD/SketchInlineEditor.cpp
GUI/CAD/SketchInlineEditor.hpp
GUI/CAD/McpControl.cpp
+64 -10
View File
@@ -1,6 +1,7 @@
#include "slic3r/GUI/CAD/DesignCanvas.hpp"
#include "slic3r/GUI/CAD/SketchInlineEditor.hpp"
#include "slic3r/GUI/CAD/DesignInteraction.hpp"
#include "slic3r/GUI/GLCanvas3D.hpp"
#include "slic3r/GUI/OpenGLManager.hpp"
#include "slic3r/GUI/3DBed.hpp"
@@ -16,6 +17,7 @@
#include <cstdlib>
#include <wx/glcanvas.h>
#include <wx/stopwatch.h> // wxGetLocalTimeMillis: the right-click vs right-hold budget
#include <wx/sizer.h>
#include <wx/frame.h>
#include <wx/stattext.h>
@@ -1038,23 +1040,33 @@ void DesignCanvas::set_on_context_menu(std::function<void(const wxPoint&)> cb)
// the view. The offer is the release of a STATIONARY right-click, at the same 8 px budget
// the left-click pick uses.
m_canvas_widget->Bind(wxEVT_RIGHT_DOWN, [this](wxMouseEvent& e) {
m_ctx_press = e.GetPosition();
e.Skip(); // the canvas still needs the press to seed the pan
m_ctx_press = e.GetPosition();
m_ctx_press_ms = wxGetLocalTimeMillis().GetValue();
e.Skip(); // the canvas still needs the press to seed the orbit
});
m_canvas_widget->Bind(wxEVT_RIGHT_UP, [this](wxMouseEvent& e) {
const wxPoint d = e.GetPosition() - m_ctx_press;
const wxPoint d = e.GetPosition() - m_ctx_press;
const long long dt = wxGetLocalTimeMillis().GetValue() - m_ctx_press_ms;
// Always read-and-clear, even when another guard already rules the offer out, or a
// terminator recorded under one condition would still be pending under the next.
const bool terminated = m_sketch_tool.take_right_consumed();
if (m_on_context_menu && !terminated && !inline_busy()
&& std::max(std::abs(d.x), std::abs(d.y)) <= 8) {
// The menu belongs to what you POINTED AT. Pick first, so a right-click on a line
// offers that line's verbs instead of the empty-selection vocabulary. Selecting an
// entity that is already selected is a no-op, so a multi-entity pick survives a
// Click, or navigation? Both budgets must hold: a press that travelled orbited, and a
// press that was HELD was aiming to orbit even if the hand never quite moved. Two
// independent budgets because the two failure modes are independent — the drift one
// alone still popped a menu at the end of a slow, careful orbit.
const bool is_click = std::max(std::abs(d.x), std::abs(d.y)) <= kCadRightClickDriftPx
&& dt <= kCadRightClickMs;
if (m_on_context_menu && !terminated && !inline_busy() && is_click) {
// The menu belongs to what you POINTED AT — and pointing happened at the PRESS, not
// at the release, so the raycast uses the press position. Within a 3 px budget the
// two are the same pixel in practice; using the press is what makes that a
// guarantee rather than a coincidence. Pick first, so a right-click on a line offers
// that line's verbs instead of the empty-selection vocabulary. Selecting an entity
// that is already selected is a no-op, so a multi-entity pick survives a
// right-click on one of its members.
if (m_canvas && m_sketch_tool.select_at_screen(*m_canvas, e.GetX(), e.GetY()))
if (m_canvas && m_sketch_tool.select_at_screen(*m_canvas, m_ctx_press.x, m_ctx_press.y))
request_repaint();
m_on_context_menu(m_canvas_widget->ClientToScreen(e.GetPosition()));
m_on_context_menu(m_canvas_widget->ClientToScreen(m_ctx_press));
return; // consumed
}
e.Skip();
@@ -1474,6 +1486,48 @@ int DesignCanvas::sketch_selection_count() const
return int(m_sketch_tool.selection().size());
}
bool DesignCanvas::sketch_abort_gesture()
{
if (!m_sketch_tool.abort_gesture()) return false;
request_repaint(); // the rubber band is gone; the canvas must stop drawing it
return true;
}
bool DesignCanvas::sketch_disarm_tool()
{
if (!m_sketch_tool.disarm_tool()) return false;
request_repaint();
return true;
}
bool DesignCanvas::drawing_in_progress() const
{
return m_sketch_tool.pending_points() > 0;
}
bool DesignCanvas::has_any_selection() const
{
return m_sketch_tool.has_solid_selection() || m_sketch_tool.sketch_has_selection();
}
bool DesignCanvas::clear_any_selection()
{
if (!has_any_selection()) return false;
// Both, unconditionally: which of the two is live depends on the mode, and Esc at idle means
// "nothing is picked" in either of them. clear_selection() reports through the tool's own
// on_selection_changed; the solid side has no such notification, so the panel refreshes what
// depends on it (see DesignPanel::escape).
m_sketch_tool.clear_selection();
m_sketch_tool.clear_solid_selection();
// clear_solid_selection() is silent by design (recomputes call it while ids are invalid), but
// the panel mirrors the pick to aim Extrude and the dress-up tools. An Esc that cleared the
// highlight without telling the panel would leave those aimed at a body nothing points to.
if (m_sketch_tool.on_solid_selection_changed)
m_sketch_tool.on_solid_selection_changed(0, -1, -1, -1);
request_repaint();
return true;
}
bool DesignCanvas::sketch_first_selected_type(SketchEntity::Type& out) const
{
return m_sketch_tool.first_selected_type(out);
+10 -1
View File
@@ -293,6 +293,14 @@ public:
// Sketch selection, for the offer menu: how many entities are selected and what the first
// one is. Returns 0 when nothing is selected.
int sketch_selection_count() const;
// Esc routing (DesignInteraction.hpp). The panel decides WHICH level one press belongs to;
// these are the levels it can act on inside the canvas. Each returns whether it did anything,
// so the panel can fall through to the next level without asking twice.
bool sketch_abort_gesture(); // CadLevel::Gesture — drop the entity being drawn
bool sketch_disarm_tool(); // CadLevel::Tool — armed sketch tool falls back to Select
bool drawing_in_progress() const;// an entity has clicks down but is not committed
bool has_any_selection() const; // model pick or sketch pick
bool clear_any_selection(); // CadLevel::Idle — drop both; true if anything was dropped
bool sketch_first_selected_type(SketchEntity::Type& out) const;
// Live sketch session (Fase 4.2 live constraint path): the panel reads the in-session
// selection and entities, and commits a planned constraint through the tool's
@@ -355,7 +363,8 @@ private:
std::function<void(const wxPoint&)> m_on_context_menu;
bool m_ctx_bound{false}; // bind the RIGHT_UP handler once, however often the cb is set
wxPoint m_ctx_press{0, 0}; // right-press origin: a right-DRAG pans, it must not offer
wxPoint m_ctx_press{0, 0}; // right-press origin: a right-DRAG orbits, it must not offer
long long m_ctx_press_ms{0}; // and a right-HOLD is navigation too, however still it is held
Bed3D m_bed;
// The half of the camera swap above that is NOT on screen: the editor tabs' view while
+59
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@@ -0,0 +1,59 @@
#ifndef slic3r_GUI_DesignInteraction_hpp_
#define slic3r_GUI_DesignInteraction_hpp_
namespace Slic3r { namespace GUI {
// The Design tab's interaction stack, and the ONE rule Esc obeys.
//
// Esc unwinds exactly one level per press, deepest first, and never more. The enum value IS
// the LIFO depth, so "which level does this press belong to" is a comparison, not a chain of
// special cases scattered over three files — which is what it was, and why two presses in a
// row could reach past a tool and destroy the sketch underneath it.
//
// STRICT INVARIANT (the bug this exists to make unrepresentable): no level of Esc deletes a
// feature, discards a sketch that holds geometry, or rolls history back. Destroying work needs
// a gesture that says so — Delete/Backspace on an explicit selection, the banner's Cancel, or
// Ctrl+Z. An Esc that can destroy is an Esc nobody can press with confidence, and being the
// safe key is the whole point of it.
enum class CadLevel : int {
Idle = 0, // nothing transient is up: Esc clears the selection
Tool = 1, // a feature card / armed sketch tool / constrain session: Esc exits it
Gesture = 2, // an uncommitted delta (entity being drawn, body being dragged): Esc reverts it
Transient = 3, // a value field or a popup menu: Esc closes just that
};
// What the tab is doing, reduced to the four bits the routing actually needs. Kept as a POD of
// answers rather than a pointer to the panel so the rule below is decidable — and checkable —
// without a window, a GL context or an event loop.
struct CadInteractionState {
bool value_field_open{false}; // in-canvas value field, or the panel's value card
bool gesture_active{false}; // in-progress entity points, or a body being moved
bool tool_armed{false}; // feature card open, sketch draw tool armed, constrain session
bool has_selection{false}; // something is picked (model or sketch)
};
// The whole routing rule. Deepest live level wins; Idle is the floor.
constexpr CadLevel cad_escape_level(const CadInteractionState& s)
{
if (s.value_field_open) return CadLevel::Transient;
if (s.gesture_active) return CadLevel::Gesture;
if (s.tool_armed) return CadLevel::Tool;
return CadLevel::Idle;
}
// The ordering is the entire contract, so it is checked where it is defined, at compile time.
static_assert(cad_escape_level({true, true, true, true}) == CadLevel::Transient, "value field is deepest");
static_assert(cad_escape_level({false, true, true, true}) == CadLevel::Gesture, "gesture beats tool");
static_assert(cad_escape_level({false, false, true, true}) == CadLevel::Tool, "tool beats idle");
static_assert(cad_escape_level({false, false, false, true}) == CadLevel::Idle, "selection is idle-level");
static_assert(cad_escape_level({false, false, false, false}) == CadLevel::Idle, "empty is idle");
// Right-click vs. right-hold-orbit. A press that stays put and is let go promptly is a click and
// summons the offer; anything longer or further was navigation, and navigation must never be
// rewarded with a menu over wherever the camera happened to stop.
inline constexpr int kCadRightClickMs = 200; // press->release budget
inline constexpr int kCadRightClickDriftPx = 3; // cursor drift budget, max(|dx|,|dy|)
}} // namespace Slic3r::GUI
#endif // slic3r_GUI_DesignInteraction_hpp_
+123 -43
View File
@@ -4118,9 +4118,10 @@ DesignPanel::DesignPanel(wxWindow* parent)
refresh_preview();
});
// Esc exits the active sketch tool: drop the live session, restore Feature mode +
// the committed-sketch overlay (an in-progress draw is discarded). The tool's layered
// request_exit only calls this once it's an idle Select session.
// Leaving an EMPTY sketch session: restore Feature mode + the committed-sketch overlay.
// request_exit() calls this only for an idle Select session that holds no geometry, so
// nothing a user drew can reach here — discarding drawn work goes through tool_cancel's
// confirmation instead.
m_viewport->set_on_sketch_exit([this]() {
// While placing imported Text/SVG art, right-click = Confirm (keep the art) — the
// Insert card is the explicit gate, this is the in-canvas shortcut to it.
@@ -4135,13 +4136,13 @@ DesignPanel::DesignPanel(wxWindow* parent)
m_status->Refresh();
});
// The tool refuses the exit layer of Esc when the sketch still has unsaved geometry (a
// second consecutive Esc is let through). The refusal lives in the tool's request_exit();
// only the STATUS LINE lives here, so the tool reports via this callback instead of
// writing text itself.
// The tool declined to leave because the session holds geometry. There is no "press it again"
// any more — the answer is a deliberate Finish or Cancel — so this is a plain statement of
// where you are, not a warning shot. Only the STATUS LINE lives here; the tool reports via
// this callback instead of writing text itself.
m_viewport->set_on_sketch_exit_refused([this]() {
m_status->SetForegroundColour(wxColour(235, 110, 110));
set_status(_L("Sketch has unsaved geometry — use Confirm to keep it, or Cancel to discard"));
m_status->SetForegroundColour(wxNullColour);
set_status(_L("Sketch kept — Finish to commit it, Cancel to discard"));
m_status->Refresh();
});
@@ -4194,32 +4195,18 @@ DesignPanel::DesignPanel(wxWindow* parent)
m_viewport->inline_commit();
return;
}
if (key == WXK_ESCAPE) {
m_viewport->inline_cancel();
return;
}
// Esc is NOT special-cased here any more: escape() routes it, and the open field is
// exactly what CadLevel::Transient means, so it closes the field and stops there.
}
// Esc must exit the sketch wherever focus happens to be. Which widget holds focus is an
// accident of where the user last clicked (a toolbar button, the Construction checkbox),
// and Esc must not depend on it — request_exit() is the layered behaviour the GL-canvas
// path already uses, so Esc means the same thing here as it does over the viewport.
// The predicate is the SESSION, not the armed tool. is_sketching() is
// DesignSketchTool::is_active(), true only while a draw tool is armed, and the state you
// are left in after committing an entity is ui_mode=Sketch with no tool armed -- so this
// branch used to be skipped exactly when a user reaches for Esc, and the Cancel button
// was the only way out ("Esc hardly ever works", exussum12 on PR #15238). Same mistake as
// snaporca-0ud, which gated the sketch key MAP on is_sketching() thirty lines above.
// request_exit() is layered and already handles the idle case, so widening the gate
// costs nothing: in-progress entity -> drop to Select -> exit the session.
if (key == WXK_ESCAPE && m_viewport
&& (m_ui_mode == UiMode::Sketch || m_viewport->is_sketching())) {
m_viewport->request_sketch_exit();
return;
}
const bool dismissable = m_active != Tool::None || (m_viewport && m_viewport->moving_body());
if (key == WXK_ESCAPE && dismissable) { tool_cancel(); return; }
// ONE Esc, ONE route, whatever holds focus. Which widget has focus is an accident of where
// the user last clicked (a toolbar button, the Construction checkbox), and Esc must not
// depend on it. It used to be answered in four places — the inline field above, a sketch
// branch, a feature-card branch, and the canvas — none of which could see the others, so
// a press aimed at one of them fell through to the next and the SECOND press reached a
// layer that discarded the live sketch. escape() picks the single deepest live level and
// acts on that one only; see DesignInteraction.hpp for the ladder and its invariant.
if (key == WXK_ESCAPE) { escape(); return; }
// The offer from the keyboard (charter 4.1): the Menu key, or Shift+F10 for keyboards that
// do not have one. Same menu the right-click opens — show_offer_menu already decides which
@@ -11277,17 +11264,18 @@ void DesignPanel::tool_cancel()
if (m_active == Tool::Insert) { cancel_insert(); return; }
if (m_active != Tool::None) { cancel_tool(); return; }
if (m_ui_mode == UiMode::Sketch) {
// Escape is how anyone dismisses the inline dimension field, and it used to cascade
// straight through to here: first press disarmed the tool, second press dropped the
// whole live session — a drawn rectangle gone, silently, with no undo prompt. That is
// the "I cannot add the circle after the rectangle" report: the sketch was already
// destroyed. Discarding real work needs the explicit Cancel button, not a key people
// press to close a text field.
// THE explicit discard. Esc no longer arrives here at all (it routes through escape(),
// which cannot destroy anything), so this button is now the only way a drawn sketch is
// thrown away — and being the only way, it has to ask. It used to refuse instead, telling
// the user to press the very button they had just pressed: a sketch could be kept but
// never discarded.
if (m_viewport && m_viewport->live_sketch_has_work()) {
m_status->SetForegroundColour(wxNullColour);
set_status(_L("Sketch kept — use Confirm to keep it, Cancel to discard"));
m_status->Refresh();
return;
wxMessageDialog dlg(this,
_L("Discard this sketch and everything drawn in it?"),
_L("Discard sketch"),
wxYES_NO | wxNO_DEFAULT | wxICON_EXCLAMATION);
dlg.SetYesNoLabels(_L("Discard"), _L("Keep drawing"));
if (dlg.ShowModal() != wxID_YES) return;
}
if (m_viewport) m_viewport->cancel_sketch(); // drop the live session (committed art stays)
m_edit_index = -1;
@@ -11310,6 +11298,98 @@ void DesignPanel::tool_cancel()
}
}
// Which level of the interaction stack one Esc press belongs to. The rule itself lives in
// DesignInteraction.hpp, decidable without a window; this only answers the four questions it
// asks about THIS panel.
CadLevel DesignPanel::escape_level() const
{
CadInteractionState st;
// A value being typed is the deepest thing on screen, whether it is the in-canvas floating
// field or the panel's value card: both are "a number you are in the middle of entering".
st.value_field_open = (m_value_cont != nullptr)
|| (m_viewport && m_viewport->inline_busy());
// An uncommitted delta: clicks are down on an entity that does not exist yet, or a body is
// being moved by a gizmo that has not been confirmed.
st.gesture_active = m_viewport
&& (m_viewport->drawing_in_progress()
|| (m_active == Tool::None && m_viewport->moving_body()));
// Something is armed and waiting for input: a feature card, a sketch draw tool, Constrain.
// A sketch SESSION is deliberately not in this list — see escape().
st.tool_armed = (m_active != Tool::None)
|| m_ui_mode == UiMode::Constrain
|| (m_ui_mode == UiMode::Sketch && m_viewport && !m_viewport->sketch_is_selecting());
st.has_selection = m_viewport && m_viewport->has_any_selection();
return cad_escape_level(st);
}
// Esc: unwind exactly one level. Nothing here deletes a feature, discards geometry or touches
// history — those need Delete/Backspace on a selection, the sketch banner's Cancel, or Ctrl+Z.
void DesignPanel::escape()
{
switch (escape_level()) {
case CadLevel::Transient:
// Close just the field. The tool stays armed and the geometry is untouched, which is the
// whole reason this level exists: dismissing a number people press Esc for reflexively
// used to cascade down the stack and take the sketch with it.
if (m_value_cont) { cancel_value(); return; }
if (m_viewport) { m_viewport->inline_cancel(); return; }
return;
case CadLevel::Gesture:
// Restore the state from before the uncommitted delta. Drawing: drop the clicks, keep the
// tool armed so the next click starts a fresh entity. Moving: tool_cancel's move branch
// puts the body back at the pose it had when the gizmo appeared.
if (m_viewport && m_viewport->drawing_in_progress()) {
m_viewport->sketch_abort_gesture();
m_status->SetForegroundColour(wxNullColour);
set_status(wxString());
m_status->Refresh();
return;
}
tool_cancel();
return;
case CadLevel::Tool:
// Back to the idle state of whatever environment we are in. A feature card discards its
// CANDIDATE (never a committed feature — in edit mode reset_edit_state only forgets which
// feature was being edited, the feature itself is untouched); an armed sketch tool falls
// back to Select, leaving every entity already drawn exactly where it is.
if (m_active != Tool::None || m_ui_mode == UiMode::Constrain) { tool_cancel(); return; }
if (m_viewport && m_viewport->sketch_disarm_tool()) {
m_status->SetForegroundColour(wxNullColour);
set_status(_L("Select"));
m_status->Refresh();
}
return;
case CadLevel::Idle:
// Deselect. In a sketch this is the floor: the session is left through Finish or Cancel,
// both of which say which one they are, and never through a key pressed on the way out of
// something else.
if (m_viewport && m_viewport->clear_any_selection()) {
m_sel_sketch_region = -1;
m_sel_sketch_feat = -1;
m_status->SetForegroundColour(wxNullColour);
set_status(wxString());
m_status->Refresh();
return;
}
// Nothing selected and nothing to unwind. An EMPTY sketch session may as well close —
// there is no work to lose, so this cannot be the destructive case, and being unable to
// leave a sketch you have not drawn in yet is its own small trap.
if (m_ui_mode == UiMode::Sketch && m_viewport && !m_viewport->live_sketch_has_work()) {
m_viewport->request_sketch_exit();
return;
}
if (m_ui_mode == UiMode::Sketch) {
m_status->SetForegroundColour(wxNullColour);
set_status(_L("Sketch kept — Finish to commit it, Cancel to discard"));
m_status->Refresh();
}
return;
}
}
void DesignPanel::update_undo_redo_buttons()
{
// Grey Undo/Redo to mirror exactly what do_undo_redo will do: it acts only in Feature
+9 -1
View File
@@ -11,6 +11,7 @@
#include <map>
#include "libslic3r/CAD/CadDocument.hpp"
#include "slic3r/GUI/CAD/DesignInteraction.hpp" // CadLevel: what one Esc press means
class ComboBox; // Orca dropdown (Widgets/ComboBox.hpp) — replaces wxChoice everywhere here
class StaticBox; // Orca rounded card frame (Widgets/StaticBox.hpp)
@@ -106,7 +107,14 @@ private:
void apply_dof_status(int dof, bool ok, bool has_constraints);
// Unified action-bar dispatch: one Confirm / one Cancel for every tool and mode.
void tool_confirm(); // ✓ : commit the active feature / sketch / constrain session
void tool_cancel(); // ✗ / Esc : cancel the active feature / discard / exit
void tool_cancel(); // ✗ : cancel the active feature / discard / exit
// Esc. ONE press unwinds ONE level of the interaction stack (DesignInteraction.hpp), and no
// level of it destroys committed work. escape_level() answers which level the press belongs
// to; escape() acts on exactly that one. Every Esc in the tab routes through here — the key
// used to be handled in four places that could not see each other, and that is how two
// presses in a row reached past a tool and discarded the sketch under it.
CadLevel escape_level() const;
void escape();
void update_action_bar(); // show the ✓/✗ bar iff a tool or mode is active
void on_shape_changed();
+36 -26
View File
@@ -225,7 +225,6 @@ void DesignSketchTool::rebuild_features_from_entities()
void DesignSketchTool::set_tool(Mode mode)
{
m_exit_refused = false; // any new action re-arms the one-shot exit refusal
// A READY edit-op carries the user's typed or dragged value, so switching tools commits it
// rather than dropping it — the same rule Tab follows in the dimension editor. Discarding it
// here is most of why Fillet looked like it simply did not work: every documented route (type
@@ -335,28 +334,44 @@ void DesignSketchTool::cancel()
reset_tf();
}
// Esc while active: layered exit (Onshape-like). Abort an in-progress entity first, then
// drop a draw tool back to Select; only an idle Select session exits to Feature mode.
// CadLevel::Gesture inside a sketch: drop the entity being drawn, keep the tool armed.
bool DesignSketchTool::abort_gesture()
{
if (m_points.empty()) return false;
m_points.clear();
m_has_cursor = false;
return true;
}
// CadLevel::Tool inside a sketch: an armed draw/edit tool falls back to Select.
// Drop any pending edit-op BEFORE the downgrade: set_tool commits a ready one, and Esc must
// cancel it, never apply it. Right-click already discards it through its own branch.
bool DesignSketchTool::disarm_tool()
{
if (m_mode == Mode::Select) return false;
reset_op();
set_tool(Mode::Select);
return true;
}
// Esc / right-click while active: layered exit (Onshape-like), and layered is where it stops.
// Abort an in-progress entity first, then drop a draw tool back to Select, then — only if the
// session holds NOTHING a user could mourn — leave it.
//
// It used to have a fourth layer: refuse once, and let the SECOND consecutive request destroy a
// drawn sketch. That is the "I pressed Esc twice and my rectangle was gone" report, and no
// warning makes it acceptable, because the two presses are never deliberate — the first is aimed
// at a value field or a tool and the second at the tool underneath it. A session holding geometry
// is now left ONLY through Finish (keep) or Cancel (discard), both of which say which they are.
// This is the single decision point for every caller, keyboard and mouse alike, so the guarantee
// cannot be re-opened by adding a route.
void DesignSketchTool::request_exit()
{
if (!m_points.empty()) { m_points.clear(); m_has_cursor = false; return; }
// Drop any pending edit-op BEFORE the downgrade: set_tool commits a ready one, and Esc must
// cancel it, never apply it. Right-click already discards it through its own branch.
if (m_mode != Mode::Select) { reset_op(); set_tool(Mode::Select); return; }
if (on_exit) {
// This is the layer that would destroy a drawn-but-uncommitted sketch. That is the one
// thing Esc must not do silently: refuse the FIRST time work exists, and only let a
// second consecutive Esc through. The panel reports the refusal; the tool only decides.
if (live_sketch_has_work() && !m_exit_refused) {
m_exit_refused = true;
if (on_exit_refused) on_exit_refused();
return;
}
m_exit_refused = false;
on_exit();
} else {
cancel();
}
if (abort_gesture()) return;
if (disarm_tool()) return;
if (live_sketch_has_work()) { if (on_exit_refused) on_exit_refused(); return; }
if (on_exit) on_exit();
else cancel();
}
void DesignSketchTool::request_undo_redo(bool redo)
@@ -375,7 +390,6 @@ void DesignSketchTool::clear_selection()
void DesignSketchTool::delete_selected()
{
if (m_selection.empty()) return;
m_exit_refused = false; // deleting is an action; re-arm the exit refusal
const int n = int(m_entities.size());
std::vector<bool> del(n, false);
for (int i : m_selection)
@@ -9625,10 +9639,6 @@ bool DesignSketchTool::on_mouse(wxMouseEvent& evt, GLCanvas3D& canvas)
bool DesignSketchTool::on_mouse_impl(wxMouseEvent& evt, GLCanvas3D& canvas)
{
// Re-arm the one-shot exit refusal on a BUTTON press only, never on motion: moving the
// mouse between the two Esc presses is what anyone would do, and re-arming there would
// make the second Esc refuse again — an Esc that can never exit while the hand moves.
if (evt.LeftDown() || evt.RightDown() || evt.MiddleDown()) m_exit_refused = false;
// Track the cursor in canvas client px so the in-canvas value editor can open right
// where the user clicked (Onshape places the field at the click, not via a camera
// projection — the design canvas's viewport isn't valid outside its own paint).
+12 -9
View File
@@ -185,6 +185,7 @@ public:
// Survives set_solid_pick() — it is owned by the panel, not by the mesh feed.
void set_pick_only_body(int b) { m_pick_only_body = b; }
void clear_solid_selection();
bool has_solid_selection() const { return m_solid_sel != SolidSel::None; }
// Select a whole body by index (from the Parts list) — Whole-level highlight, no face/edge.
// body < 0 or out of range clears the selection.
void select_body(int body);
@@ -455,6 +456,9 @@ public:
// Selection (Mode::Select): pick points/lines/arcs/circles of the in-session
// sketch; Shift/Ctrl extends, double-click grabs the whole connected loop.
const std::vector<int>& selection() const { return m_selection; }
// Entities OR bare points: clear_selection() drops both, so "is anything picked" must ask
// about both, or Esc at idle would report nothing to do while a point sat highlighted.
bool sketch_has_selection() const { return !m_selection.empty() || !m_point_sel.empty(); }
// Type of the first selected entity. False when nothing is selected, so the offer menu can
// tell a line from an arc from a point and stop collapsing every sketch selection to "none".
bool first_selected_type(SketchEntity::Type& out) const {
@@ -620,14 +624,17 @@ public:
// Emitted when a closed-loop face is clicked in Select mode (Onshape: a region
// becomes a selectable face → extrude). The panel commits the sketch + extrudes.
std::function<void(int)> on_face_selected; // region index into region_loops(m_entities)
// Esc pressed while the tool is active: exit/cancel the session (the panel restores
// Feature mode). Layered: an in-progress entity or a non-Select draw tool is dropped
// first; a second Esc exits the session.
// Esc pressed while the tool is active with nothing left to unwind and no geometry to
// lose: leave the session (the panel restores Feature mode).
std::function<void()> on_exit;
// Esc refusal: request_exit() declined to destroy a sketch that still has geometry. The
// panel owns the status line, so the tool reports through this instead of writing text itself.
// request_exit() declined to leave because the session holds geometry. The panel owns the
// status line, so the tool reports through this instead of writing text itself.
std::function<void()> on_exit_refused;
std::function<void()> on_move_exit; // right-click finished the move-body gizmo
// The two inner Esc levels, callable on their own so the panel can route one press to one
// level (see DesignInteraction.hpp). Each returns whether it had anything to unwind.
bool abort_gesture(); // CadLevel::Gesture — drop the entity being drawn
bool disarm_tool(); // CadLevel::Tool — armed draw/edit tool falls back to Select
void request_exit();
// Ctrl+Z / Ctrl+Shift+Z (Ctrl+Y) while the Design canvas is focused: undo/redo the
// committed feature history. The tool just forwards to the host, which owns the
@@ -1174,10 +1181,6 @@ private:
double& edge_d, int& face_feat, int& face_reg) const;
bool m_right_consumed{false}; // last RightDown was a gesture terminator, not a menu
bool m_escalate_repick{true}; // re-picking the same sub-element takes the whole body
// One-shot exit confirmation: request_exit() refused once because the sketch has unsaved
// geometry. The NEXT exit request (with nothing in between) is allowed through; any other
// action re-arms the refusal, so the warning is never a permanent block.
bool m_exit_refused{false};
void render_solid_highlight();
// The shared body of the above: one highlight from explicit arguments, so the committed
// selection and the hover pre-highlight cannot drift apart in how they look.