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https://github.com/OrcaSlicer/OrcaSlicer.git
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Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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97b0d2c879 |
@@ -489,7 +489,15 @@ void GLGizmoTextureDisplacement::render_painter_gizmo()
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// volume for a shaded pass that then draws nothing is what made the model vanish - most obviously
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// with zero layers, but equally with a layer that has no texture picked yet.
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const bool use_shaded = m_use_shaded_preview && m_shaded_preview_glmodel.is_initialized() && shaded_preview_ready();
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const bool use_true_preview = !use_shaded && m_preview_glmodel.is_initialized();
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// Checker/Distortion are built from the *base* patch and drawn with a polygon offset, which biases
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// depth values - it does not move the geometry. It therefore cannot win against a surface that
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// genuinely stands in front, and the displaced preview does exactly that: it rises above the base
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// surface by the layer's depth. Drawn underneath a UV-check overlay it simply occludes it, which is
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// why those two modes looked like they did nothing. Leave it out and let the undisplaced volume show
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// through instead (toggle_model_objects_visibility below) - that one *is* coincident with the
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// overlay, which is what the offset assumes, and it is the surface whose mapping is being inspected.
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const bool use_true_preview = !use_shaded && m_uv_check_mode == UVCheckMode::None &&
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m_preview_glmodel.is_initialized();
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// In Checker/Distortion mode the UV-check overlay *is* the surface visualization the user is
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// looking at, so the opaque paint-selection highlight must not be drawn on top of it - same
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// reasoning as skipping it for the shaded preview (see bug #12). Without this the painted area
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@@ -517,7 +525,13 @@ void GLGizmoTextureDisplacement::render_painter_gizmo()
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render_triangles(selection);
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glsafe(::glDisable(GL_POLYGON_OFFSET_FILL));
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}
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} else if (show_paint_overlay) {
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} else {
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// render_triangles() *is* the model in a painter gizmo (it draws every model-part volume with the
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// selector's colours), not an overlay on top of one - so it still has to run under a UV-check
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// overlay, or nothing draws the surface at all and the checker floats alone over an empty scene.
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// Deliberately without the depth bias the branch above applies: the checker/heatmap is drawn later
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// with its own -1 offset and has to win against this. Biasing both by the same amount is what made
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// the painted area cover the checker and is why this call used to be skipped outright.
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render_triangles(selection);
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}
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@@ -5710,14 +5724,20 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
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const int cur_mode = m_use_shaded_preview ? 1 :
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m_uv_check_mode == UVCheckMode::Checker ? 2 :
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m_uv_check_mode == UVCheckMode::Distortion ? 3 : 0;
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int new_mode = cur_mode;
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bool wf_toggle = false;
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const wxString distortion_na = active == nullptr ? _L("Add a layer first.") :
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active->projection_method != TextureProjectionMethod::LSCM ?
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_L("Needs the active layer mapped with Unwrap (LSCM).") :
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wxString();
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// Distortion over a layer that stopped being an unwrap shows nothing at all, so fall back to Normal.
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if (cur_mode == 3 && !distortion_na.empty())
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int new_mode = cur_mode;
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bool wf_toggle = false;
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bool open_uv_editor = false;
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// Checker and Distortion both draw *the unwrap* - the first the texture grid laid over it, the second
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// its stretch - so they only mean anything for a layer mapped with Unwrap (LSCM). On the default
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// triplanar mapping (or cylindrical / spherical / from view) they are faded out with the reason in the
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// tooltip, rather than being offered and then showing nothing.
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const wxString uv_view_na = active == nullptr ? _L("Add a layer first.") :
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active->projection_method != TextureProjectionMethod::LSCM ?
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_L("Only for a layer mapped with Unwrap (LSCM) - set the "
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"active layer's Mapping to Unwrap to use this view.") :
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wxString();
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// Either view over a layer that stopped being an unwrap shows nothing at all, so fall back to Normal.
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if ((cur_mode == 2 || cur_mode == 3) && !uv_view_na.empty())
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new_mode = 0;
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const float x0 = ImGui::GetCursorPosX();
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@@ -5736,12 +5756,20 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
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ImGui::SameLine(0.f, gap_s);
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if (icon_toggle(703, "texture_displacement_checker.svg", cur_mode == 2, icon_md, _L("Checker"),
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_L("Checker - a test grid instead of the texture. Where the squares stay square the "
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"texture is undistorted; where they stretch, it will too")))
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new_mode = 2;
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"texture is undistorted; where they stretch, it will too. Opens the UV editor if "
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"it is closed"),
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uv_view_na)) {
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new_mode = 2;
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open_uv_editor = true;
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}
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ImGui::SameLine(0.f, gap_s);
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if (icon_toggle(704, "texture_displacement_distortion.svg", cur_mode == 3, icon_md, _L("Distortion"),
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_L("Distortion - blue-to-red stretch heatmap over the unwrap"), distortion_na))
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new_mode = 3;
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_L("Distortion - blue-to-red stretch heatmap over the unwrap. Opens the UV editor if "
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"it is closed"),
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uv_view_na)) {
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new_mode = 3;
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open_uv_editor = true;
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}
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vsep(icon_md);
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if (icon_toggle(705, "texture_displacement_wireframe.svg", m_wireframe_overlay, icon_md, _L("Wireframe"),
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_L("Wireframe - overlay the mesh edges; independent of the view above")))
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@@ -5756,6 +5784,13 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
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hover_tip(_u8L("Rebuilds the preview as soon as anything changes. Turn it off on a heavy model if painting "
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"or dragging a slider starts to stutter - the preview then waits until you let go."));
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// Both are views of the unwrap, so picking one brings the UV editor up with it - including when that
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// view is already the active one and only the pane is missing.
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if (open_uv_editor && !m_show_uv_editor) {
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m_show_uv_editor = true;
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if (new_mode == cur_mode)
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update_uv_editor(); // otherwise apply_view_mode() below does it
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}
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if (new_mode != cur_mode)
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apply_view_mode(new_mode);
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if (wf_toggle) {
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@@ -1712,7 +1712,7 @@ public:
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bool toggle, bool accent = false, int size_dip = 26)
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: wxWindow(parent, id, wxDefaultPosition, wxDefaultSize, wxBORDER_NONE | wxFULL_REPAINT_ON_RESIZE)
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, m_icon_name(icon), m_icon_dip(size_dip >= 26 ? 16 : 14), m_label(label), m_toggle(toggle), m_accent(accent)
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, m_size_dip(size_dip)
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, m_size_dip(size_dip), m_tip(tip)
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{
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SetBackgroundStyle(wxBG_STYLE_PAINT);
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SetToolTip(tip);
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@@ -1725,7 +1725,7 @@ public:
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Bind(wxEVT_ENTER_WINDOW, [this](wxMouseEvent &) { m_hover = true; Refresh(); });
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Bind(wxEVT_LEAVE_WINDOW, [this](wxMouseEvent &) { m_hover = false; m_pressed = false; Refresh(); });
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Bind(wxEVT_LEFT_DOWN, [this](wxMouseEvent &) {
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if (IsEnabled()) {
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if (usable()) {
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m_pressed = true;
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Refresh();
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}
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@@ -1734,7 +1734,7 @@ public:
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const bool was_pressed = m_pressed;
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m_pressed = false;
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Refresh();
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if (!was_pressed || !IsEnabled() || !GetClientRect().Contains(e.GetPosition()))
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if (!was_pressed || !usable() || !GetClientRect().Contains(e.GetPosition()))
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return;
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if (m_toggle)
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m_on = !m_on;
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@@ -1774,6 +1774,30 @@ public:
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Refresh();
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return changed;
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}
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// Soft-disable: the button is drawn faded and swallows clicks, but stays a live window, so hovering it
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// still raises its tooltip - now with `reason` appended, saying what to do to make it usable. A window
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// really disabled with Enable(false) gets no mouse events at all on GTK and MSW, which leaves the user
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// guessing; this is the same trade-off the gizmo panel's icon_toggle() makes with its `unavailable`.
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// An empty reason makes the button usable again.
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void SetUnavailable(const wxString &reason)
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{
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if (reason == m_unavailable)
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return;
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m_unavailable = reason;
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SetToolTip(reason.empty() || m_tip.empty() ? m_tip : m_tip + "\n\n" + reason);
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if (!m_unavailable.empty())
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m_pressed = false; // a reason appearing mid-press cancels the press
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Refresh();
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}
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// Replaces the plain tooltip, keeping whatever reason is currently appended to it.
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void SetTip(const wxString &tip)
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{
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if (tip == m_tip)
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return;
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m_tip = tip;
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SetToolTip(m_unavailable.empty() || m_tip.empty() ? m_tip : m_tip + "\n\n" + m_unavailable);
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}
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bool usable() const { return IsEnabled() && m_unavailable.empty(); }
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protected:
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wxSize DoGetBestSize() const override
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@@ -1792,7 +1816,7 @@ private:
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const PaneColors c = PaneColors::current();
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const wxRect r = GetClientRect();
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const wxColour teal(0x00, 0x96, 0x88);
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const bool enabled = IsEnabled();
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const bool enabled = usable();
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wxColour fill = c.bg, border = c.frame, text = c.ink;
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if (m_accent) {
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@@ -1852,6 +1876,8 @@ private:
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bool m_toggle = false;
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bool m_accent = false;
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int m_size_dip = 26;
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wxString m_tip; // the tooltip without any m_unavailable reason appended
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wxString m_unavailable; // non-empty: faded and unclickable, and why (see SetUnavailable())
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bool m_on = false;
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bool m_badge = false;
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bool m_hover = false;
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@@ -1897,6 +1923,9 @@ UVEditorPanel::UVEditorPanel(wxWindow *parent) : wxPanel(parent, wxID_ANY)
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});
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m_layer_name->SetMinSize(wxSize(FromDIP(30), -1));
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m_tile = text(wxEmptyString, c.dim);
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m_tile->SetToolTip(_L("The active layer's tile size: how much of the model one repeat of the texture covers. The "
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"canvas is measured in tiles, so one grid cell is one repeat. Change it with Tiling in the "
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"layer's settings."));
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header->Add(m_thumb, 0, wxALIGN_CENTER_VERTICAL);
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header->Add(m_layer_name, 1, wxALIGN_CENTER_VERTICAL | wxLEFT, gap);
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header->Add(m_tile, 0, wxALIGN_CENTER_VERTICAL | wxLEFT, gap);
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@@ -1950,9 +1979,19 @@ UVEditorPanel::UVEditorPanel(wxWindow *parent) : wxPanel(parent, wxID_ANY)
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strip->Add(r, 0, wxALIGN_CENTER_HORIZONTAL | wxTOP, FromDIP(11));
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strip->AddSpacer(FromDIP(7));
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};
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m_select[0] = tool(ID_UV_SELECT_ISLAND, "texture_displacement_uv_select_island", _L("Island - move, rotate and scale whole islands"), true);
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m_select[1] = tool(ID_UV_SELECT_VERTEX, "texture_displacement_uv_select_vertex", _L("Vertex - drag vertices to reshape; Shift/Ctrl to multi-select"), true);
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m_select[2] = tool(ID_UV_SELECT_EDGE, "texture_displacement_uv_select_edge", _L("Edge - drag edges to reshape; Shift/Ctrl to multi-select"), true);
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m_select[0] = tool(ID_UV_SELECT_ISLAND, "texture_displacement_uv_select_island",
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_L("Island - work on whole islands. Click one to select it, then drag to move it, right-drag to "
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"rotate it, or press R to rotate and S to scale with the mouse (click or Enter to confirm, Esc "
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"to cancel)."),
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true);
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m_select[1] = tool(ID_UV_SELECT_VERTEX, "texture_displacement_uv_select_vertex",
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_L("Vertex - drag vertices to reshape an island by hand; Shift adds to the selection, Ctrl "
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"toggles one in or out of it."),
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true);
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m_select[2] = tool(ID_UV_SELECT_EDGE, "texture_displacement_uv_select_edge",
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_L("Edge - drag edges to reshape an island by hand; Shift adds to the selection, Ctrl toggles "
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"one in or out of it."),
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true);
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strip_rule();
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m_mark_seams = tool(ID_UV_MARK_SEAMS, "texture_displacement_uv_seam",
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_L("Mark seams - click edges on the model to cut the unwrap along them. The edge under the cursor is "
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@@ -1973,7 +2012,11 @@ UVEditorPanel::UVEditorPanel(wxWindow *parent) : wxPanel(parent, wxID_ANY)
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m_clear_edits = tool(ID_UV_CLEAR_EDITS, "texture_displacement_uv_clear_edits",
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_L("Clear UV edits - discard all manual vertex/edge moves and return the unwrap to its automatic shape"), false);
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m_snap = tool(ID_UV_SNAP, "texture_displacement_uv_snap", _L("Snap - stick islands together when dragging one against another"), true);
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m_frame = tool(ID_UV_FRAME, "texture_displacement_uv_frame", _L("Frame all islands (Home)"), false);
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m_frame = tool(ID_UV_FRAME, "texture_displacement_uv_frame",
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_L("Frame all islands, fitting every one of them in view (Home or F).\n"
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"Elsewhere on the canvas: scroll to zoom around the cursor, and middle-drag - or drag empty space - "
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"to pan."),
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false);
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strip->AddSpacer(FromDIP(4));
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m_canvas = new UVEditorCanvas(this);
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@@ -1984,6 +2027,7 @@ UVEditorPanel::UVEditorPanel(wxWindow *parent) : wxPanel(parent, wxID_ANY)
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// ---- status line: the current gesture on the left, the unwrap summary on the right ----
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m_status = text(wxEmptyString, c.dim, wxST_ELLIPSIZE_END);
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m_status->SetToolTip(_L("What is selected, and the exact figures of the move, rotation or scale while you drag one."));
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m_status->SetMinSize(wxSize(FromDIP(40), -1));
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m_stats = text(wxEmptyString, c.dim);
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auto *status = new wxBoxSizer(wxHORIZONTAL);
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@@ -2059,19 +2103,25 @@ void UVEditorPanel::apply_state(const UVEditorCanvas::PaneState &s)
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} else {
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m_thumb->SetBitmap(wxNullBitmap);
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}
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m_thumb->Enable(s.has_layer);
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// Every tool that cannot be used right now is faded with the reason appended to its tooltip, rather than
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// being hard-disabled (which would hide the tooltip too - see UVToolButton::SetUnavailable()).
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const wxString no_layer = s.has_layer ? wxString() :
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_L("The pane follows the active texture layer, and that layer has to be mapped "
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"with Unwrap (LSCM). Add a layer and set its Mapping to Unwrap.");
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m_thumb->SetUnavailable(no_layer);
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m_layer_name->SetToolTip(s.has_layer ? m_thumb->GetToolTipText() : no_layer);
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for (int i = 0; i < 3; ++i) {
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m_background[i]->SetValue(int(s.background) == i);
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m_background[i]->Enable(s.has_layer);
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m_background[i]->SetUnavailable(no_layer);
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}
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m_unwrap->Enable(s.has_layer);
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m_unwrap->SetUnavailable(no_layer);
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m_unwrap->SetBadge(s.unwrap_stale);
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m_unwrap->SetToolTip(s.unwrap_stale ?
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_L("Out of date - the paint, the seams or the seam angle changed since this unwrap was made. "
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"Press to unwrap again.") :
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_L("Flatten the painted area into UV islands. It is computed only when you press this, not on "
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"every edit - so paint, change the seam angle or mark seams first, then press Unwrap."));
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m_unwrap->SetTip(s.unwrap_stale ?
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_L("Out of date - the paint, the seams or the seam angle changed since this unwrap was made. "
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"Press to unwrap again.") :
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_L("Flatten the painted area into UV islands. It is computed only when you press this, not on "
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"every edit - so paint, change the seam angle or mark seams first, then press Unwrap."));
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if (m_seam_angle->GetValue() != int(std::lround(s.seam_angle_deg)))
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m_seam_angle->SetValue(int(std::lround(s.seam_angle_deg)));
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@@ -2080,15 +2130,26 @@ void UVEditorPanel::apply_state(const UVEditorCanvas::PaneState &s)
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m_connect->Enable(s.has_layer);
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m_mark_seams->SetValue(s.mark_seams);
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m_mark_seams->Enable(s.has_layer);
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m_mark_seams->SetUnavailable(no_layer);
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m_seam_path->SetValue(s.seam_path);
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m_seam_path->Enable(s.has_layer && s.mark_seams);
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m_clear_seams->Enable(s.has_layer && s.has_seams);
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m_clear_edits->Enable(s.has_layer && s.has_uv_edits);
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m_seam_path->SetUnavailable(!no_layer.empty() ? no_layer :
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s.mark_seams ? wxString() :
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_L("Turn Mark seams on first - Path is a quicker way of marking them."));
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m_clear_seams->SetUnavailable(!no_layer.empty() ? no_layer :
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s.has_seams ? wxString() :
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_L("No seams are marked on this layer."));
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m_clear_edits->SetUnavailable(!no_layer.empty() ? no_layer :
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s.has_uv_edits ? wxString() :
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_L("No islands have been reshaped by hand, so there is nothing to "
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"discard."));
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m_stats->SetLabel(s.unwrapped ? wxString::Format(_L("%d islands, %s faces"), s.island_count,
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wxString(std::to_string(s.face_count))) :
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wxString());
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m_stats->SetToolTip(s.unwrapped ? _L("How the painted area came out of the unwrap: the number of separate pieces it "
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"was cut into (at the seams and at edges sharper than the seam angle), and how "
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"many triangles they hold in total.") :
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wxString());
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refresh_selection_tools();
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if (relayout)
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Layout();
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@@ -2098,19 +2159,24 @@ void UVEditorPanel::refresh_selection_tools()
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{
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const bool has_islands = m_canvas->has_islands();
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const int mode = int(m_canvas->select_mode());
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// Faded rather than hard-disabled, so the tooltip still says what is missing (see apply_state()).
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const wxString not_unwrapped = has_islands ? wxString() : _L("Press Unwrap first - there are no islands to work on yet.");
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for (int i = 0; i < 3; ++i) {
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m_select[i]->SetValue(i == mode);
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m_select[i]->Enable(has_islands);
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m_select[i]->SetUnavailable(not_unwrapped);
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}
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const bool island_picked = has_islands && m_canvas->select_mode() == UVEditorCanvas::SelectMode::Island &&
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m_canvas->selected_island() >= 0;
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m_avg_scale->Enable(has_islands);
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m_cut->Enable(island_picked);
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m_join->Enable(island_picked);
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m_unjoin->Enable(island_picked);
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m_snap->Enable(has_islands);
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const wxString no_island = !not_unwrapped.empty() ? not_unwrapped :
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island_picked ? wxString() :
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_L("Click an island on the canvas first, in Island mode.");
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m_avg_scale->SetUnavailable(not_unwrapped);
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m_cut->SetUnavailable(no_island);
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m_join->SetUnavailable(no_island);
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m_unjoin->SetUnavailable(no_island);
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m_snap->SetUnavailable(not_unwrapped);
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m_snap->SetValue(m_canvas->snap_enabled());
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m_frame->Enable(has_islands);
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m_frame->SetUnavailable(not_unwrapped);
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}
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void UVEditorPanel::on_tool(wxCommandEvent &evt)
|
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|
||||
Reference in New Issue
Block a user