#ifndef slic3r_GLGizmoFdmSupports_hpp_ #define slic3r_GLGizmoFdmSupports_hpp_ #include "GLGizmoPainterBase.hpp" namespace Slic3r::GUI { class GLGizmoFdmSupports : public GLGizmoPainterBase { public: GLGizmoFdmSupports(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id) : GLGizmoPainterBase(parent, icon_filename, sprite_id) {} void render_painter_gizmo() const override; protected: void on_render_input_window(float x, float y, float bottom_limit) override; std::string on_get_name() const override; wxString handle_snapshot_action_name(bool shift_down, Button button_down) const override; std::string get_gizmo_entering_text() const override { return _u8L("Entering Paint-on supports"); } std::string get_gizmo_leaving_text() const override { return _u8L("Leaving Paint-on supports"); } std::string get_action_snapshot_name() override { return _u8L("Paint-on supports editing"); } private: bool on_init() override; void update_model_object() const override; void update_from_model_object() override; void on_opening() override {} void on_shutdown() override; PainterGizmoType get_painter_type() const override; void select_facets_by_angle(float threshold, bool block); float m_angle_threshold_deg = 0.f; // This map holds all translated description texts, so they can be easily referenced during layout calculations // etc. When language changes, GUI is recreated and this class constructed again, so the change takes effect. std::map m_desc; }; } // namespace Slic3r::GUI #endif // slic3r_GLGizmoFdmSupports_hpp_