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https://git.mirrors.martin98.com/https://github.com/slic3r/Slic3r.git
synced 2025-07-13 04:51:45 +08:00
color settings for grid
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parent
d2e1b52275
commit
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@ -24,3 +24,5 @@ Gui_color_light = ffee38
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Gui_color_very_light = fef48b
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splash_screen_editor = cars.jpg
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splash_screen_gcodeviewer = prusa-gcodepreview.jpg
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Gui_plater = 3C3C3C
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Gui_plater_grid = D0D0D0
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@ -170,6 +170,41 @@ Bed3D::Bed3D()
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, m_vbo_id(0)
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, m_scale_factor(1.0f)
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{
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{
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//try to load splashscreen from ui file
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boost::property_tree::ptree tree_colors;
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boost::filesystem::path path_colors = boost::filesystem::path(resources_dir()) / "ui_layout" / "colors.ini";
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try {
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boost::nowide::ifstream ifs;
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ifs.imbue(boost::locale::generator()("en_US.UTF-8"));
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ifs.open(path_colors.string());
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boost::property_tree::read_ini(ifs, tree_colors);
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std::string color_code = tree_colors.get<std::string>("Gui_plater");
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if (color_code.length() > 5) {
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wxColour color;
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color.Set((color_code[0] == '#') ? color_code : ("#" + color_code));
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this->m_model_color[0] = color.Red() / 256.f;
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this->m_model_color[1] = color.Green() / 256.f;
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this->m_model_color[2] = color.Blue() / 256.f;
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}
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color_code = tree_colors.get<std::string>("Gui_plater_grid");
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if (color_code.length() > 5) {
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wxColour color;
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color.Set((color_code[0] == '#') ? color_code : ("#" + color_code));
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this->m_grid_color[0] = color.Red() / 256.f;
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this->m_grid_color[1] = color.Green() / 256.f;
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this->m_grid_color[2] = color.Blue() / 256.f;
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}
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}
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catch (const std::ifstream::failure& err) {
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trace(1, (std::string("The color file cannot be loaded. Reason: ") + err.what(), path_colors.string()).c_str());
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}
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catch (const std::runtime_error& err) {
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trace(1, (std::string("Failed loading the color file. Reason: ") + err.what(), path_colors.string()).c_str());
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}
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}
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}
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bool Bed3D::set_shape(const Pointfs& shape, const std::string& custom_texture, const std::string& custom_model, bool force_as_custom)
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@ -580,8 +615,10 @@ void Bed3D::render_default(bool bottom) const
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// draw grid
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if (has_model && !bottom)
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glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 1.0f));
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else
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else if (bottom)
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glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 0.6f));
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else
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glsafe(::glColor4fv(m_grid_color.data()));
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glsafe(::glLineWidth(0.5f * m_scale_factor));
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glsafe(::glVertexPointer(3, GL_FLOAT, m_gridlines_small.get_vertex_data_size(), (GLvoid*)m_gridlines_small.get_vertices_data()));
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glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_gridlines_small.get_vertices_count()));
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@ -88,6 +88,7 @@ private:
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mutable GLModel m_model;
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mutable Vec3d m_model_offset{ Vec3d::Zero() };
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std::array<float, 4> m_model_color{ 0.235f, 0.235f, 0.235f, 1.0f };
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std::array<float, 4> m_grid_color{ 0.9f, 0.9f, 0.9f, 0.6f };
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// temporary texture shown until the main texture has still no levels compressed
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mutable GLTexture m_temp_texture;
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mutable unsigned int m_vbo_id;
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