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key in the multi-material painting gizmo. Fixed also a similar issue in support and seam gizmos where an object was displayed with the wrong color after pressing the ESC key.
42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
#ifndef slic3r_GLGizmoSeam_hpp_
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#define slic3r_GLGizmoSeam_hpp_
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#include "GLGizmoPainterBase.hpp"
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namespace Slic3r::GUI {
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class GLGizmoSeam : public GLGizmoPainterBase
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{
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public:
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GLGizmoSeam(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id)
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: GLGizmoPainterBase(parent, icon_filename, sprite_id) {}
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void render_painter_gizmo() const override;
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protected:
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void on_render_input_window(float x, float y, float bottom_limit) override;
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std::string on_get_name() const override;
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PainterGizmoType get_painter_type() const override;
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wxString handle_snapshot_action_name(bool shift_down, Button button_down) const override;
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private:
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bool on_init() override;
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void update_model_object() const override;
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void update_from_model_object() override;
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void on_opening() override {}
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void on_shutdown() override;
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// This map holds all translated description texts, so they can be easily referenced during layout calculations
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// etc. When language changes, GUI is recreated and this class constructed again, so the change takes effect.
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std::map<std::string, wxString> m_desc;
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};
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} // namespace Slic3r::GUI
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#endif // slic3r_GLGizmoSeam_hpp_
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