Files
OrcaSlicer/src/slic3r/GUI/CAD/DesignInteraction.hpp
T
Claude 829124982d Design tab: one rule for mouse, Enter and Esc; honest status messages
Keyboard and mouse
- Esc drops what is pending (picks, a dimension's first point, an edit-op or transform) and
  never applies it; Enter applies a ready edit-op/transform, ends a polyline/spline chain,
  ends an armed tool, and confirms a feature card exactly when its ✓ is enabled.
- Right-click only abandons the gesture in progress; with nothing pending it opens the offer
  in every tool (Trim, edit-ops, transforms, Dimension, Constrain, TransformArt, move gizmo).
  Clicking empty space no longer commits. The offer needs no timing, only a still press.
- Delete removes only an explicit selection. Undo/redo inside a sketch go through the same
  route as the buttons (whole shapes, with redo); Edit > Undo follows the shown tab.
- The canvas no longer handles Delete/Esc/Ctrl+Z itself (Backspace in a value field deleted
  the geometry it measured); F is in the panel's key map.
- Value fields: a refused value keeps the field open with the reason; click outside and Tab
  commit; an untouched field commits the exact value; any decimal separator is accepted;
  lengths are always mm; validation is the same for every editor.
- Snapping: the marker shows only where the click will actually snap; pick tolerances are
  one set of pixel budgets (Constrain picks within reach; no mm floor on labels).

Messages and consistency
- set_status(kind, text) gives every status line its own colour and glyph; kernel errors are
  translated into sentences and formatted, not concatenated; sketch refusals go to the status
  line instead of the per-frame HUD that erased them.
- Hints describe the gestures that now work; Dimension shows its second step; Constrain uses
  the sketch palette (red means conflict only); the straight slot's value is its width.
- Hole/Thread/Project keep the user's pick or refuse up front; circular pattern opens with its
  own preview; thread fields use the nominal diameter and the ISO internal depth.

Integration
- MCP loads the project's recipe before touching the document, refuses to mutate it while the
  tab is busy, never runs a request that already timed out, only replaces a socket at its
  path, caps line length and removes the socket at exit; not started in the G-code viewer.
- Hiding a feature keeps later body references on their bodies; a design keeps its modeling
  origin across printer changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QK4VgguuCAk2hZLWgcjJb9
2026-09-30 08:34:25 +00:00

60 lines
3.4 KiB
C++

#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-drag-orbit. A press that stays put summons the offer; one that travelled
// was navigation, and navigation must never be rewarded with a menu over wherever the camera
// happened to stop. Distance only, never duration: charter 6.2 rules out any gesture that
// depends on timing, and a press that did not move did not move the camera either.
inline constexpr int kCadRightClickDriftPx = 3; // cursor drift budget, max(|dx|,|dy|)
}} // namespace Slic3r::GUI
#endif // slic3r_GUI_DesignInteraction_hpp_