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OrcaSlicer/src/slic3r/GUI/Jobs/CreateFontNameImageJob.hpp
T
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

86 lines
2.2 KiB
C++

#ifndef slic3r_CreateFontNameImageJob_hpp_
#define slic3r_CreateFontNameImageJob_hpp_
#include <cstddef>
#include <memory>
#include <atomic>
#include <exception>
#include <vector>
#include <string>
#include <glad/gl.h>
#include <wx/string.h>
#include <wx/fontenc.h>
#include "Job.hpp"
#include "libslic3r/Point.hpp" // Vec2i32
namespace Slic3r::GUI {
/// <summary>
/// Keep data for rasterization of text by font face
/// </summary>
struct FontImageData
{
// Text to rasterize
std::string text;
// Define font face
wxString font_name;
wxFontEncoding encoding;
// texture for copy result to
// texture MUST BE initialized
GLuint texture_id;
// Index of face name, define place in texture
size_t index;
// Height of each text
// And Limit for width
Vec2i32 size; // in px
// bigger value create darker image
// divide value 255
unsigned char gray_level = 5;
// texture meta data
GLenum format = GL_ALPHA, type = GL_UNSIGNED_BYTE;
GLint level = 0;
// prevent opening too much files
// it is decreased in finalize phase
unsigned int *count_opened_font_files = nullptr;
std::shared_ptr<std::atomic<bool>> cancel = nullptr;
std::shared_ptr<bool> is_created = nullptr;
};
/// <summary>
/// Create image for face name
/// </summary>
class CreateFontImageJob : public Job
{
FontImageData m_input;
std::vector<unsigned char> m_result;
Point m_tex_size;
public:
CreateFontImageJob(FontImageData &&input);
/// <summary>
/// Rasterize text into image (result)
/// </summary>
/// <param name="ctl">Check for cancelation</param>
void process(Ctl &ctl) override;
/// <summary>
/// Copy image data into OpenGL texture
/// </summary>
/// <param name="canceled"></param>
/// <param name=""></param>
void finalize(bool canceled, std::exception_ptr &) override;
/// <summary>
/// Text used for generate preview for empty text
/// and when no glyph for given m_input.text
/// </summary>
static const std::string default_text;
};
} // namespace Slic3r::GUI
#endif // slic3r_CreateFontNameImageJob_hpp_