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Further removal of the 3DScene / GLCanvas3DManager scaffold.
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4 changed files with 0 additions and 577 deletions
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@ -55,7 +55,6 @@ class GLCanvas3DManager
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#if ENABLE_USE_UNIQUE_GLCONTEXT
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wxGLContext* m_context;
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#endif // ENABLE_USE_UNIQUE_GLCONTEXT
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wxGLCanvas* m_current;
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GLInfo m_gl_info;
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bool m_gl_initialized;
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bool m_use_legacy_opengl;
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@ -70,7 +69,6 @@ public:
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bool add(wxGLCanvas* canvas);
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bool remove(wxGLCanvas* canvas);
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void remove_all();
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unsigned int count() const;
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@ -78,63 +76,10 @@ public:
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void init_gl();
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std::string get_gl_info(bool format_as_html, bool extensions) const;
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bool layer_editing_allowed() const;
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bool init(wxGLCanvas* canvas);
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GLCanvas3D* get_canvas(wxGLCanvas* canvas);
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void set_config(wxGLCanvas* canvas, DynamicPrintConfig* config);
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void set_process(wxGLCanvas* canvas, BackgroundSlicingProcess* process);
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void set_model(wxGLCanvas* canvas, Model* model);
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void set_bed_shape(wxGLCanvas* canvas, const Pointfs& shape);
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void set_color_by(wxGLCanvas* canvas, const std::string& value);
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void enable_layers_editing(wxGLCanvas* canvas, bool enable);
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void enable_warning_texture(wxGLCanvas* canvas, bool enable);
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void enable_legend_texture(wxGLCanvas* canvas, bool enable);
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void enable_picking(wxGLCanvas* canvas, bool enable);
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void enable_moving(wxGLCanvas* canvas, bool enable);
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void enable_gizmos(wxGLCanvas* canvas, bool enable);
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void enable_toolbar(wxGLCanvas* canvas, bool enable);
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void enable_shader(wxGLCanvas* canvas, bool enable);
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void enable_force_zoom_to_bed(wxGLCanvas* canvas, bool enable);
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void enable_dynamic_background(wxGLCanvas* canvas, bool enable);
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void allow_multisample(wxGLCanvas* canvas, bool allow);
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void enable_toolbar_item(wxGLCanvas* canvas, const std::string& name, bool enable);
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bool is_toolbar_item_pressed(wxGLCanvas* canvas, const std::string& name) const;
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void zoom_to_bed(wxGLCanvas* canvas);
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void zoom_to_volumes(wxGLCanvas* canvas);
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void select_view(wxGLCanvas* canvas, const std::string& direction);
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void set_viewport_from_scene(wxGLCanvas* canvas, wxGLCanvas* other);
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void update_volumes_colors_by_extruder(wxGLCanvas* canvas);
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void render(wxGLCanvas* canvas) const;
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void select_all(wxGLCanvas* canvas);
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void delete_selected(wxGLCanvas* canvas);
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void ensure_on_bed(wxGLCanvas* canvas, unsigned int object_idx);
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std::vector<double> get_current_print_zs(wxGLCanvas* canvas, bool active_only) const;
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void set_toolpaths_range(wxGLCanvas* canvas, double low, double high);
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std::vector<int> load_object(wxGLCanvas* canvas, const ModelObject* model_object, int obj_idx, std::vector<int> instance_idxs);
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std::vector<int> load_object(wxGLCanvas* canvas, const Model* model, int obj_idx);
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void mirror_selection(wxGLCanvas* canvas, Axis axis);
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void reload_scene(wxGLCanvas* canvas, bool refresh_immediately, bool force_full_scene_refresh = false);
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void load_gcode_preview(wxGLCanvas* canvas, const GCodePreviewData* preview_data, const std::vector<std::string>& str_tool_colors);
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void load_preview(wxGLCanvas* canvas, const std::vector<std::string>& str_tool_colors);
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void reset_legend_texture(wxGLCanvas* canvas);
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static bool can_multisample() { return s_multisample == MS_Enabled; }
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static wxGLCanvas* create_wxglcanvas(wxWindow *parent);
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