Commit Graph
12 Commits
Author SHA1 Message Date
Ian Bassi e821665e4b Add orca-translations Claude skill and PO tool (#16436)
* Add orca-translations Claude skill and PO tool

Add a .claude skill that guides translation passes over the localization/i18n gettext catalogs. It covers the workflow: run gettext, settle new glossary terms, translate in batches, verify, and report.

Includes translation-rules.md, which condenses the placeholder, line-break and glossary rules plus the guidance on review notes.

Also adds scripts/po_tool.py (standard library only). It lists pending entries with glossary hints, validates and applies translations, adding '# AI Translated' and '# Needs human review' comments, and rewrites only the entries it changes. It can also check catalogs, look up existing translations, suggest glossary candidates and update the wiki glossary TSV.

* Let po_tool apply translations by entry id

pending now gives each entry a short id, so a translation file can name
entries by id instead of repeating the English msgid. apply accepts either.

A "review": "" item clears an earlier review note when overwriting an
entry, and check gives each msgfmt run its own temporary output file so
parallel checks do not collide.

* Fill all empty translations

Regenerate the template with run_gettext --full and translate every empty
entry in the 22 catalogs (7,089 entries) with the orca-translations skill,
following the localization glossary, including the new belt printer,
IDEX/IQEX and plugin terms. Every new entry is marked "# AI Translated";
122 also carry "# Needs human review" with what to check.

* Show entry ids in po_tool lookup and search translations

lookup now prints each entry's id, so an entry found there can be
rewritten with apply --overwrite without repeating the English, and
--msgstr searches the translations instead of the msgids, which finds
every entry that still uses a term being changed.

SKILL.md describes how to change an established term: check the
catalog's usage first, update the glossary cell, then rewrite only the
entries where the term has that meaning.

* Fix mistranslated terms and align catalogs with the glossary

Correct labels that the glossary had copied, and the entries that used
them:
- ca: Raft was rendered as the Brim term; it is now "Rai". Exhaust fan,
  Monotonic line, Unretract, Slice, Lateral Honeycomb and PA Tower
  labels fixed.
- cs: Lightning infill is "Blesk", not "Osvětlení" (illumination).
- sv: Retraction is "Retraktion", not "Reduktion"; Unretract,
  Lagerhöjd, Delkylningsfläkt, Utsugsfläkt, Aligned Rectilinear and the
  Preset label fixed.
- de: Brim is "Rand" and Skirt is "Umrandung", as most entries already
  had them.
- lt: brim entries used the Skirt word "apvadas"; they now use "kraštas".
- es: Sparse infill is "relleno de baja densidad", the catalog majority.
- eu: nozzle wipe is "garbiketa", not purge.
- th: the project plate is "เพลต", distinct from the bed.
- uk: Quarter Cubic, Latin "PA" in PA Tower, and Belt purge tower.
- pl: Cross Hatch, Tri-hexagon, Volumetric speed and Raft labels.
- zh_TW: Brim stays "Brim", as the existing labels have it.
- tr: "Prime Tower" read "Prime Minister Tower".
- ko: the plugin "Capabilities" label read "performance".
- Build Volume labels fixed in tr, de, cs and eu.

All 242 rewritten entries are marked "# AI Translated".

* Make more UI text translatable and fix pluralization and context

Audit the sources for text that translators could not translate
correctly and fix it.

Mark text that reached users in English only: IDEX/IQEX role names,
plugin permission prompts and errors, 3MF/preset loading errors, G-code
placeholder parser errors, calibration and device messages, notification
texts, file dialog filters, and the config validation messages.

Replace sentences built from translated fragments, such as the prime
tower warnings, "left"/"right" nozzle names, and "Filament " + number,
with single msgids that have placeholders, so translators can reorder
and inflect them.

Use plural forms for texts with a count ("%1% mixed filaments",
"%d objects", "%1% triangles") instead of "(s)" and mismatched verbs.
Fix the swapped singular/plural pair in "The following presets inherit
this preset".

Add translation contexts where one English word has several meanings
(Subscribed/Local, Standard, Pause, View, Step, Model, Camera, Flow,
Filter, Others, Prepare, the Design tools). Show "Size" instead of
"Build Volume" in the Cut tool, which displays the object size.

Fix code that compared translated text with English (the Edit G-code
dialog group, the plugin registration failure check), and add the
bundled web pages' missing string-table entries. Use the single
character for degrees Celsius, say "G-code", and describe the head
filament map without internal jargon.

Install the libslic3r translate callback before the presets load, so
their load errors are translated, and list the 28 source files that had
marked strings but were never extracted into localization/i18n/list.txt.

* Suggest earlier translations and list fuzzy entries in po_tool pending

pending now attaches the closest earlier translation of a similar
English text (from obsolete or translated entries), so a reworded or
split string keeps its wording, and it lists fuzzy entries by default,
since users never see them. A fuzzy entry also carries its stale
translation as previous_translation.

* Fix wording of the non-boolean operands error

The logical operation error said "operators" where it means the
operands the operation was applied to.

* Translate the newly translatable strings in all languages

Regenerate the template after the translatability changes and fill every
new or changed entry in the 22 catalogs (about 12,800 entries): the
strings that became translatable, the plural forms, the entries split by
context, and the previously fuzzy singular entries that became plurals.

Every new entry is marked "# AI Translated", and about 360 also carry a
"# Needs human review" note saying what to check. Terms follow the
localization glossary. Earlier translations of reworded strings were
reused where the meaning was unchanged. Existing entries were not
changed, and obsolete entries are kept.

* Document the source translatability audit in the orca-translations skill

Add a reference describing how strings reach translators, what to look
for (untranslated text, spliced sentences, missing plurals, ambiguous
words), what not to translate, where a context cannot be carried, and
what to do after the edits, plus a scanner that lists untranslated
user-facing string literals.

* Document how to write translatable strings in AGENTS.md

Tell developers to keep each message complete in one msgid: use
placeholders instead of concatenating translated fragments, plural forms
for counts, and contexts for ambiguous words, and to list new source
files in localization/i18n/list.txt. Add a matching code review item.

* Translate the strings added since the rebase

Regenerate the template against the current main and translate the 26
new entries per language: the Fix Model commands and messages, and the
texture displacement image adjustment panel. Each new entry is marked
"# AI Translated"; existing entries are unchanged.

* tidy
2026-10-13 10:53:57 -03:00
Lam Wei Lun 01499e536e fix(gui): stop the UV editor pane from hijacking the shared GL context
The texture-displacement gizmo pushes pane state to the UV editor from the
preview rebuild that runs on every frame of a slider drag. Tile size is the
only one of the layer card's sliders whose value appears in that pane state,
so dragging it changes the "N.N mm tile" label, the panel relays out, and the
UV canvas receives a synchronous wxEVT_SIZE. Its on_size() flushes a paint
with Update(), and render() then makes the app's single shared wxGLContext
current on the UV drawable in the middle of the 3D canvas's frame.

On X11/GLX that out-of-turn context activation is fatal: the drawable the
3D canvas later swaps no longer belongs to the current context, the server
returns BadMatch, and GDK turns the unhandled X error into g_error(). EGL on
Wayland reports only a status, so the same theft silently corrupts the frame
instead of aborting - which is why the guard is not conditioned on the
display backend.

Add GLCanvas3D::is_frame_in_progress(), backed by a counter that
_render_frame() maintains through its existing scope guard, and let the UV
canvas skip the synchronous paint while a frame is on the stack, re-queueing
it with Refresh() so nothing is dropped. Rebind the context with
_set_current() before SwapBuffers() as well, so a surface that steals it by
some other route - a modal GL dialog a gizmo opens from its panel - cannot
turn the swap into the same fatal error.
2026-10-13 16:49:06 +08:00
SoftFever c63bd5d474 Switch to the Fast view while UV islands are selected in the texture gizmo
The island highlight was hidden under the Normal view's relief. Normal comes back once no island is selected, unless another view was picked in the meantime.
2026-10-13 00:18:51 +08:00
ExPikaPakaandExPikaPaka bff19b07d2 Texture displacement: fix the Checker and Distortion views, add UV editor tooltips (#16147)
* Explain the texture displacement views that cannot be used, and show them

Checker and Distortion are views of a layer's unwrap, so they mean nothing on
any other mapping - but they were offered on all of them and simply drew
nothing when picked. Fade them out on anything but Unwrap (LSCM), with the
reason in the tooltip, and have a click bring the UV editor up on the view it
selected, since that pane is where the unwrap is actually worked on.

Neither view was visible even when it did apply. The overlay is built from the
base patch and drawn with a polygon offset, which biases depth values rather
than moving geometry, so it cannot win against the displaced preview standing
in front of it. Leave that preview out while a UV-check view is on and draw the
undisplaced surface instead, which is what the offset assumes and what the
mapping being inspected belongs to.

In the UV editor, a tool that cannot be used right now is faded rather than
disabled. A disabled window gets no mouse events on GTK or MSW, so every one of
those tools - Cut, Join, Unjoin, Clear seams, Clear UV edits, the select modes,
Snap, Frame - silently had no tooltip in the state where the user most needs to
know what is missing. Each now says what to do instead. The tile size, the
island statistics, the status line and the three select modes gained tooltips
of their own; the select modes now name the gestures they enable, which were
documented nowhere.

* UV editor: keep the mouse capture balanced

The canvas captured the mouse on every button press without checking whether
it already held one, released it in a single place, and handled no capture
loss at all. Two sequences leaked a capture: pressing a second button during a
drag nested a second one that the single release on button-up could not undo,
and a modal R/S skipped that release entirely while waiting for a confirming
click that may never come.

A leaked capture is not a local problem on macOS, where wxEVT_MOUSE_CAPTURE_LOST
is never sent and nothing recovers it. While any wx window holds a capture,
wxOSX routes every mouse event to that window and never calls through to
NSWindow, so the application stops seeing motion and enter/leave, and native
tooltips stop appearing anywhere in it.

Capture through grab_mouse()/drop_mouse() so there is at most one, give it back
on any button-up including a modal gesture (which tracks the pointer and needs
no capture), and cancel on wxEVT_MOUSE_CAPTURE_LOST: commit nothing, put back
what a modal rotate or scale already applied, and do not release a capture that
is already gone.

---------

Co-authored-by: ExPikaPaka <mrfsfyt@gmail.com>
2026-10-09 12:14:47 +08:00
Ian BassiandAlexandre Folle de Menezes eb5b9a77b9 Update Translations + String improvements (#16142)
Co-authored-by: Alexandre Folle de Menezes <afmenez@gmail.com>
2026-10-05 14:43:19 -03:00
HanifKoh 4895bc03b4 Remove Unused Project Includes and Forward-Declare Where a Type Is Only Referenced (#16099)
* Remove Unused Project Includes and Forward-Declare Where a Type Is Only Referenced

Generated with include-what-you-use and applied conservatively. Only OrcaSlicer's own headers, the ones under src/ and tests/, are removed or forward-declared; standard-library and third-party includes are left alone. An include is removed only when both the Release and the Debug configuration leave it unused, never from inside a conditional block, and never from a file with platform-specific blocks, which only gain includes. Files whose only use of a header sits behind a feature or debug macro (libvgcode's OpenGL ES and marker code, the ARACHNE/TESTS_EXPORT_SVGS debug output) keep their includes.

clonable_ptr.hpp gains #pragma once; it had no include guard and was only safe while Config.hpp was its sole includer.

* Remove Unused Project Includes From Files With Platform-Specific Code

A Linux include-what-you-use run cannot see the code inside _WIN32, __APPLE__ or __linux__ blocks, so its verdict is only taken where nothing the removed header declares, directly or through what it includes, is named inside those blocks. Removals also have to hold in both the Release and Debug configuration and never touch a line inside a conditional block.

* Restore the libslic3r Precompiled Header and Direct Includes Lost in the Platform Pass

The platform-file pass treated pchheader.hpp as an ordinary header and
emptied it, and left GUI_Preview.hpp and 14 other files relying on
headers they no longer reached directly.

* Restore MainFrame.hpp in ParamsDialog.cpp for the Windows-Only Reparent Call

* Include Headers That Files Reached Through Ones the Cleanup Removed

* Drop Includes Duplicated by the Cleanup or by Main's Own Additions

* Leave PreciseSeam.cpp as Main Has It After the Precise Seam Rework
2026-10-05 16:47:17 +08:00
HanifKoh 1a5f91d727 Add Missing Includes Across src/slic3r/GUI (#16048)
* Add Missing Includes Across src/slic3r/GUI

Every GUI source and header now directly includes the headers declaring what it uses, rather than relying on the precompiled header or transitive includes. Generated with clang-tidy misc-include-cleaner, plus one hand edit making CalibrationPanel.hpp self-contained.

* Drop the OS-Specific Includes Added Outside Their Platform Guards

GLib, GTK, D-Bus and POSIX headers are only used inside platform #if blocks, which already include them. Added unconditionally at the top of the file they broke the Windows build.

* Add the clang-tidy Configuration That Generated These Includes

Only misc-include-cleaner's missing-include check, with the headers it must never suggest: per-platform, internal and OS-specific ones that would break other platforms or are not meant to be included directly.

* Match Windows Paths in the clang-tidy Ignore List

Header paths use backslashes on Windows, so every / in a pattern is now [/\\]. The Windows SDK headers are ignored alongside the other OS-specific ones, and the list is one pattern per line. Suggested by @raistlin7447 from a Windows clang-cl run.
2026-10-02 14:56:56 +08:00
ExPikaPaka 5d49423faa Use plain ASCII in the panel labels
The degree sign stays, as a unit, the way the other gizmos write it.
2026-09-30 09:02:33 +02:00
ExPikaPaka 78f873a27f Texture gizmo: one-run pipeline by default, auto resolution, colour fixes, debug view 2026-09-15 08:58:26 +02:00
ExPikaPaka 61d2d4355a Cleanup 2026-07-21 10:12:09 +02:00
ExPikaPaka ab023f3f6d Add texture projection frame overlay, fix remeshing and subdivision 2026-07-21 09:44:25 +02:00
ExPikaPaka 05083bb6ab Add texture displacement gizmo and UV editor 2026-07-16 08:43:21 +02:00