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* 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.
66 lines
1.8 KiB
C++
66 lines
1.8 KiB
C++
#include <nlohmann/json.hpp>
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#include <string>
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#include "DevLamp.h"
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// TODO: remove this include
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#include "json_diff.hpp"
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#include "slic3r/GUI/DeviceManager.hpp"
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using namespace nlohmann;
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namespace Slic3r
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{
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static std::string _light_effect_str(DevLamp::LIGHT_EFFECT effect)
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{
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switch (effect)
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{
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case Slic3r::DevLamp::LIGHT_EFFECT_ON:
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return "on";
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case Slic3r::DevLamp::LIGHT_EFFECT_OFF:
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return "off";
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case Slic3r::DevLamp::LIGHT_EFFECT_FLASHING:
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return "flashing";
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default:
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return "unknown";
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}
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return "unknown";
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}
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void DevLamp::CtrlSetChamberLight(LIGHT_EFFECT effect)
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{
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// copied from others, TODO CHECK
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command_set_chamber_light(effect);
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command_set_chamber_light2(effect);
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}
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int DevLamp::command_set_chamber_light(LIGHT_EFFECT effect, int on_time, int off_time, int loops, int interval)
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{
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json j;
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j["system"]["command"] = "ledctrl";
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j["system"]["led_node"] = "chamber_light";
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j["system"]["sequence_id"] = std::to_string(MachineObject::m_sequence_id++);
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j["system"]["led_mode"] = _light_effect_str(effect);
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j["system"]["led_on_time"] = on_time;
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j["system"]["led_off_time"] = off_time;
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j["system"]["loop_times"] = loops;
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j["system"]["interval_time"] = interval;
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return m_owner->publish_json(j);
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}
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int DevLamp::command_set_chamber_light2(LIGHT_EFFECT effect, int on_time, int off_time, int loops, int interval)
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{
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json j;
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j["system"]["command"] = "ledctrl";
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j["system"]["led_node"] = "chamber_light2";
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j["system"]["sequence_id"] = std::to_string(MachineObject::m_sequence_id++);
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j["system"]["led_mode"] = _light_effect_str(effect);
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j["system"]["led_on_time"] = on_time;
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j["system"]["led_off_time"] = off_time;
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j["system"]["loop_times"] = loops;
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j["system"]["interval_time"] = interval;
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return m_owner->publish_json(j);
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}
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} |