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authorGhostkeeper <rubend@tutanota.com>2020-08-20 17:35:52 +0300
committerGhostkeeper <rubend@tutanota.com>2020-08-20 17:35:52 +0300
commit9ea418c0a1bcb5645a61b9534c61381e8c618e3a (patch)
tree2c495ae5acb4f1680944434905a86c6917e46e93 /resources
parenta757dc7fa0b1b19efa1024132e2d6c94d2788626 (diff)
Revert "Revert "Merge branch '4.7' of github.com:Ultimaker/Cura into 4.7""
This reverts commit 28f4d8513db7efce17bfd8b80fa7c8b237fd1c18. The original revert was to revert an accidental merge from master to 4.7. This now reverts the revert on Master, so that we still have those changes on Master.
Diffstat (limited to 'resources')
-rw-r--r--resources/definitions/fdmprinter.def.json2
-rw-r--r--resources/qml/PrintSetupTooltip.qml58
-rw-r--r--resources/shaders/striped.shader7
3 files changed, 48 insertions, 19 deletions
diff --git a/resources/definitions/fdmprinter.def.json b/resources/definitions/fdmprinter.def.json
index 65a450b16f..c2e3571a62 100644
--- a/resources/definitions/fdmprinter.def.json
+++ b/resources/definitions/fdmprinter.def.json
@@ -6152,7 +6152,7 @@
"infill_mesh_order":
{
"label": "Mesh Processing Rank",
- "description": "Determines the priority of this mesh when considering overlapping volumes. Areas where multiple meshes reside will be won by the lower rank mesh. An infill mesh with a higher order will modify the infill of infill meshes with lower order and normal meshes.",
+ "description": "Determines the priority of this mesh when considering multiple overlapping infill meshes. Areas where multiple infill meshes overlap will take on the settings of the mesh with the lowest rank. An infill mesh with a higher order will modify the infill of infill meshes with lower order and normal meshes.",
"default_value": 0,
"value": "1 if infill_mesh else 0",
"minimum_value_warning": "1",
diff --git a/resources/qml/PrintSetupTooltip.qml b/resources/qml/PrintSetupTooltip.qml
index 41d68aef37..91f044ceed 100644
--- a/resources/qml/PrintSetupTooltip.qml
+++ b/resources/qml/PrintSetupTooltip.qml
@@ -1,4 +1,4 @@
-// Copyright (c) 2019 Ultimaker B.V.
+// Copyright (c) 2020 Ultimaker B.V.
// Cura is released under the terms of the LGPLv3 or higher.
import QtQuick 2.7
@@ -11,7 +11,7 @@ UM.PointingRectangle
id: base
property real sourceWidth: 0
width: UM.Theme.getSize("tooltip").width
- height: label.height + UM.Theme.getSize("tooltip_margins").height * 2
+ height: textScroll.height + UM.Theme.getSize("tooltip_margins").height * 2
color: UM.Theme.getColor("tooltip")
arrowSize: UM.Theme.getSize("default_arrow").width
@@ -59,22 +59,48 @@ UM.PointingRectangle
base.opacity = 0;
}
- Label
+ MouseArea
{
- id: label;
- anchors
+ enabled: parent.opacity > 0
+ visible: enabled
+ anchors.fill: parent
+ acceptedButtons: Qt.NoButton
+ hoverEnabled: true
+ onHoveredChanged:
{
- top: parent.top;
- topMargin: UM.Theme.getSize("tooltip_margins").height;
- left: parent.left;
- leftMargin: UM.Theme.getSize("tooltip_margins").width;
- right: parent.right;
- rightMargin: UM.Theme.getSize("tooltip_margins").width;
+ if(containsMouse && base.opacity > 0)
+ {
+ base.show(Qt.point(target.x - 1, target.y - UM.Theme.getSize("tooltip_arrow_margins").height / 2)); //Same arrow position as before.
+ }
+ else
+ {
+ base.hide();
+ }
+ }
+
+ ScrollView
+ {
+ id: textScroll
+ width: parent.width
+ height: Math.min(label.height, base.parent.height)
+
+ ScrollBar.horizontal: ScrollBar {
+ active: false //Only allow vertical scrolling. We should grow vertically only, but due to how the label is positioned it allocates space in the ScrollView horizontally.
+ }
+
+ Label
+ {
+ id: label
+ x: UM.Theme.getSize("tooltip_margins").width
+ y: UM.Theme.getSize("tooltip_margins").height
+ width: base.width - UM.Theme.getSize("tooltip_margins").width * 2
+
+ wrapMode: Text.Wrap;
+ textFormat: Text.RichText
+ font: UM.Theme.getFont("default");
+ color: UM.Theme.getColor("tooltip_text");
+ renderType: Text.NativeRendering
+ }
}
- wrapMode: Text.Wrap;
- textFormat: Text.RichText
- font: UM.Theme.getFont("default");
- color: UM.Theme.getColor("tooltip_text");
- renderType: Text.NativeRendering
}
}
diff --git a/resources/shaders/striped.shader b/resources/shaders/striped.shader
index 71b1f7b0fa..07ce2bebe6 100644
--- a/resources/shaders/striped.shader
+++ b/resources/shaders/striped.shader
@@ -29,6 +29,7 @@ fragment =
uniform mediump vec4 u_diffuseColor1;
uniform mediump vec4 u_diffuseColor2;
uniform mediump vec4 u_specularColor;
+ uniform mediump float u_opacity;
uniform highp vec3 u_lightPosition;
uniform mediump float u_shininess;
uniform highp vec3 u_viewPosition;
@@ -65,7 +66,7 @@ fragment =
finalColor += pow(NdotR, u_shininess) * u_specularColor;
gl_FragColor = finalColor;
- gl_FragColor.a = 1.0;
+ gl_FragColor.a = u_opacity;
}
vertex41core =
@@ -100,6 +101,7 @@ fragment41core =
uniform mediump vec4 u_diffuseColor1;
uniform mediump vec4 u_diffuseColor2;
uniform mediump vec4 u_specularColor;
+ uniform mediump float u_opacity;
uniform highp vec3 u_lightPosition;
uniform mediump float u_shininess;
uniform highp vec3 u_viewPosition;
@@ -138,7 +140,7 @@ fragment41core =
finalColor += pow(NdotR, u_shininess) * u_specularColor;
frag_color = finalColor;
- frag_color.a = 1.0;
+ frag_color.a = u_opacity;
}
[defaults]
@@ -146,6 +148,7 @@ u_ambientColor = [0.3, 0.3, 0.3, 1.0]
u_diffuseColor1 = [1.0, 0.5, 0.5, 1.0]
u_diffuseColor2 = [0.5, 0.5, 0.5, 1.0]
u_specularColor = [0.4, 0.4, 0.4, 1.0]
+u_opacity = 1.0
u_shininess = 20.0
u_width = 5.0
u_vertical_stripes = 0