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* 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
62 lines
2.5 KiB
C++
62 lines
2.5 KiB
C++
#ifndef slic3r_TextureProjectorFrame_hpp_
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#define slic3r_TextureProjectorFrame_hpp_
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// The projection-frame overlay for TextureProjectionMethod::ViewProjected.
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//
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// A semi-transparent, resizable window that the user drags over the 3D view like a slide projector's
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// gate: whatever the model shows through this window is what the texture is projected onto, and the
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// window's border is the hard edge of the projection. "Apply" then reads the window's client
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// rectangle, converts it into the 3D canvas's own pixel space, and builds an exact projective map
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// from it (see GLGizmoTextureDisplacement::apply_projection_frame()).
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//
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// The window itself is deliberately dumb - it owns no placement state and reports nothing
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// continuously. Its position and size *are* the placement, and they are read on demand at Apply,
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// which is also when the (expensive) visible-facet selection runs. Moving the window is therefore
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// free, and nothing recomputes until the user asks for it.
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//
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// Plain 2D (wxGraphicsContext), not a wxGLCanvas: a second GL canvas would have to share the app's
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// one real wxGLContext, the cause of bugs #10 and #14 in TEXTURE_DISPLACEMENT.md. A paint-DC window
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// has no such failure mode, and this one only ever draws a bitmap and a border.
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#include <vector>
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#include <wx/bitmap.h>
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#include <wx/event.h>
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#include <wx/frame.h>
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#include <wx/gdicmn.h>
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class wxPaintEvent;
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class wxWindow;
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namespace Slic3r { namespace GUI {
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class TextureProjectorFrame : public wxFrame
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{
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public:
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explicit TextureProjectorFrame(wxWindow *parent);
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// The same 8-bit grayscale pixels build_texture_displacement() samples, so what is aligned here
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// is what gets baked. Pass width/height <= 0 to clear it.
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void set_texture(const std::vector<unsigned char> &grayscale_pixels, int width, int height);
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// Whole-window opacity, 0..255. Low enough to see the model through it, high enough to judge
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// where the texture lands - the useful range is roughly 60..200.
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void set_opacity(int alpha);
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int opacity() const { return m_alpha; }
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// The client area (the gate itself, excluding caption and borders) in screen coordinates. This
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// is what the projection is built from, so it deliberately excludes the window decorations -
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// the user aligns what they see, which is the client area.
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wxRect client_rect_on_screen() const;
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private:
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wxBitmap m_bitmap;
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int m_alpha = 140;
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void on_paint(wxPaintEvent &);
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};
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}} // namespace Slic3r::GUI
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#endif // slic3r_TextureProjectorFrame_hpp_
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