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https://github.com/Ultimaker/Cura.git
synced 2025-07-07 15:07:28 -06:00
Move busy handling into LayerPass and cleanup
CURA-1601
This commit is contained in:
parent
17b12b9048
commit
66f8a62e6c
3 changed files with 29 additions and 33 deletions
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@ -30,8 +30,6 @@ class LayerPass(RenderPass):
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self._gl = OpenGL.getInstance().getBindingsObject()
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self._gl = OpenGL.getInstance().getBindingsObject()
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self._scene = self._controller.getScene()
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self._scene = self._controller.getScene()
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self._layer_view = None
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self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
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self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
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self._max_layers = 0
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self._max_layers = 0
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self._current_layer_num = 0
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self._current_layer_num = 0
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@ -41,6 +39,8 @@ class LayerPass(RenderPass):
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self._activity = False
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self._activity = False
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self._old_max_layers = 0
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self._old_max_layers = 0
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self._busy = False
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Preferences.getInstance().addPreference("view/top_layer_count", 5)
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Preferences.getInstance().addPreference("view/top_layer_count", 5)
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Preferences.getInstance().addPreference("view/only_show_top_layers", False)
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Preferences.getInstance().addPreference("view/only_show_top_layers", False)
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Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
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Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
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@ -48,8 +48,15 @@ class LayerPass(RenderPass):
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self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
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self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
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self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
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self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
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def setLayerView(self, layerview):
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busyChanged = Signal()
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self._layer_view = layerview
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def isBusy(self):
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return self._busy
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def setBusy(self, busy):
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if busy != self._busy:
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self._busy = busy
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self.busyChanged.emit()
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def getActivity(self):
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def getActivity(self):
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return self._activity
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return self._activity
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@ -175,14 +182,14 @@ class LayerPass(RenderPass):
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self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh)
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self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh)
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self._top_layers_job.cancel()
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self._top_layers_job.cancel()
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self._layer_view.setBusy(True)
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self.setBusy(True)
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self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers)
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self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers)
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self._top_layers_job.finished.connect(self._updateCurrentLayerMesh)
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self._top_layers_job.finished.connect(self._updateCurrentLayerMesh)
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self._top_layers_job.start()
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self._top_layers_job.start()
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def _updateCurrentLayerMesh(self, job):
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def _updateCurrentLayerMesh(self, job):
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self._layer_view.setBusy(False)
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self.setBusy(False)
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if not job.getResult():
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if not job.getResult():
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return
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return
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@ -6,7 +6,6 @@ from UM.View.View import View
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Resources import Resources
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from UM.Resources import Resources
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from UM.Event import Event, KeyEvent
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from UM.Event import Event, KeyEvent
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from UM.Signal import Signal
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from UM.Scene.Selection import Selection
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from UM.Scene.Selection import Selection
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from UM.Math.Color import Color
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from UM.Math.Color import Color
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from UM.Scene.SceneNode import SceneNode
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from UM.Scene.SceneNode import SceneNode
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@ -39,20 +38,19 @@ class LayerView(View):
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self._layerview_composite_shader = None
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self._layerview_composite_shader = None
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self._old_composite_shader = None
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self._old_composite_shader = None
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self._busy = False
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def getLayerPass(self):
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def getLayerPass(self):
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if not self._layer_pass:
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# Currently the RenderPass constructor requires a size > 0
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# This should be fixed in RenderPass's constructor.
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self._layer_pass = LayerPass.LayerPass(1, 1)
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self.getRenderer().addRenderPass(self._layer_pass)
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return self._layer_pass
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return self._layer_pass
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busyChanged = Signal()
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## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
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# as this caused some issues.
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def isBusy(self):
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def getProxy(self, engine, script_engine):
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return self._busy
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return self._proxy
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def setBusy(self, busy):
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if busy != self._busy:
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self._busy = busy
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self.busyChanged.emit()
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def beginRendering(self):
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def beginRendering(self):
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scene = self.getController().getScene()
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scene = self.getController().getScene()
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@ -72,11 +70,6 @@ class LayerView(View):
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if node.getMeshData() and node.isVisible():
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if node.getMeshData() and node.isVisible():
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renderer.queueNode(node, transparent = True, shader = self._ghost_shader)
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renderer.queueNode(node, transparent = True, shader = self._ghost_shader)
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## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
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# as this caused some issues.
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def getProxy(self, engine, script_engine):
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return self._proxy
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def endRendering(self):
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def endRendering(self):
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pass
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pass
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@ -85,19 +78,15 @@ class LayerView(View):
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ctrl_is_active = modifiers == Qt.ControlModifier
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ctrl_is_active = modifiers == Qt.ControlModifier
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if event.type == Event.KeyPressEvent and ctrl_is_active:
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if event.type == Event.KeyPressEvent and ctrl_is_active:
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if event.key == KeyEvent.UpKey:
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if event.key == KeyEvent.UpKey:
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self._layer_pass.setLayer(self._current_layer_num + 1)
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self.getLayerPass().setLayer(self._current_layer_num + 1)
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return True
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return True
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if event.key == KeyEvent.DownKey:
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if event.key == KeyEvent.DownKey:
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self._layer_pass.setLayer(self._current_layer_num - 1)
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self.getLayerPass().setLayer(self._current_layer_num - 1)
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return True
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return True
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if event.type == Event.ViewActivateEvent:
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if event.type == Event.ViewActivateEvent:
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if not self._layer_pass:
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# Make sure the LayerPass is created
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# Currently the RenderPass constructor requires a size > 0
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self.getLayerPass()
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# This should be fixed in RenderPass's constructor.
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self._layer_pass = LayerPass.LayerPass(1, 1)
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self._layer_pass.setLayerView(self)
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self.getRenderer().addRenderPass(self._layer_pass)
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if not self._layerview_composite_shader:
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if not self._layerview_composite_shader:
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self._layerview_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layerview_composite.shader"))
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self._layerview_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layerview_composite.shader"))
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@ -39,7 +39,7 @@ class LayerViewProxy(QObject):
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def busy(self):
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def busy(self):
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active_view = self._controller.getActiveView()
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active_view = self._controller.getActiveView()
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if type(active_view) == LayerView.LayerView.LayerView:
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if type(active_view) == LayerView.LayerView.LayerView:
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return active_view.isBusy()
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return active_view.getLayerPass().isBusy()
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return False
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return False
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@ -67,4 +67,4 @@ class LayerViewProxy(QObject):
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if type(active_view) == LayerView.LayerView.LayerView:
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if type(active_view) == LayerView.LayerView.LayerView:
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active_view.getLayerPass().currentLayerNumChanged.connect(self._onLayerChanged)
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active_view.getLayerPass().currentLayerNumChanged.connect(self._onLayerChanged)
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active_view.getLayerPass().maxLayersChanged.connect(self._onMaxLayersChanged)
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active_view.getLayerPass().maxLayersChanged.connect(self._onMaxLayersChanged)
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active_view.busyChanged.connect(self._onBusyChanged)
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active_view.getLayerPass().busyChanged.connect(self._onBusyChanged)
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