Add Imgui popup for rotation gizmo under SLA

This commit is contained in:
tamasmeszaros 2020-09-01 20:08:59 +02:00
parent b4b9af4100
commit 9f3e7617d8
3 changed files with 112 additions and 20 deletions

View file

@ -1,9 +1,15 @@
// Include GLGizmoBase.hpp before I18N.hpp as it includes some libigl code, which overrides our localization "L" macro.
#include "GLGizmoRotate.hpp"
#include "slic3r/GUI/GLCanvas3D.hpp"
#include "slic3r/GUI/ImGuiWrapper.hpp"
#include <GL/glew.h>
#include "slic3r/GUI/GUI_App.hpp"
#include "slic3r/GUI/GUI.hpp"
#include "libslic3r/PresetBundle.hpp"
#include "libslic3r/SLA/Rotfinder.hpp"
namespace Slic3r {
namespace GUI {
@ -194,6 +200,64 @@ void GLGizmoRotate::on_render_for_picking() const
glsafe(::glPopMatrix());
}
GLGizmoRotate3D::RotoptimzeWindow::RotoptimzeWindow(ImGuiWrapper * imgui,
State & state,
const Alignment &alignment)
: m_imgui{imgui}
{
imgui->begin(_L("Rotation"), ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_AlwaysAutoResize |
ImGuiWindowFlags_NoCollapse);
// adjust window position to avoid overlap the view toolbar
float win_h = ImGui::GetWindowHeight();
float x = alignment.x, y = alignment.y;
y = std::min(y, alignment.bottom_limit - win_h);
ImGui::SetWindowPos(ImVec2(x, y), ImGuiCond_Always);
ImGui::SliderFloat(_L("Accuracy").c_str(), &state.accuracy, 0.01f, 1.f, "%.1f");
if (imgui->button(_L("Optimize orientation"))) {
std::cout << "Blip" << std::endl;
}
static const std::vector<std::string> options = {
_L("Least supports").ToStdString(),
_L("Suface quality").ToStdString()
};
if (imgui->combo(_L("Choose method"), options, state.method) ) {
std::cout << "method: " << state.method << std::endl;
}
}
GLGizmoRotate3D::RotoptimzeWindow::~RotoptimzeWindow()
{
m_imgui->end();
}
void GLGizmoRotate3D::on_render_input_window(float x, float y, float bottom_limit)
{
if (wxGetApp().preset_bundle->printers.get_edited_preset().printer_technology() != ptSLA)
return;
// m_rotoptimizewin_state.mobj = ;
RotoptimzeWindow popup{m_imgui, m_rotoptimizewin_state, {x, y, bottom_limit}};
// if ((last_h != win_h) || (last_y != y))
// {
// // ask canvas for another frame to render the window in the correct position
// m_parent.request_extra_frame();
// if (last_h != win_h)
// last_h = win_h;
// if (last_y != y)
// last_y = y;
// }
}
void GLGizmoRotate::render_circle() const
{
::glBegin(GL_LINE_LOOP);