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authorGhostkeeper <rubend@tutanota.com>2020-08-20 17:34:58 +0300
committerGhostkeeper <rubend@tutanota.com>2020-08-20 17:34:58 +0300
commita757dc7fa0b1b19efa1024132e2d6c94d2788626 (patch)
treec18db21ae7fa7759951c5f8a58e2cbe51460f1d7 /resources
parent7f70acbaf1f6a5c6b1f77d9eed47ceb592256983 (diff)
parentaf05aa61b79071e1a0ba77bd5340bb19cf0e16f4 (diff)
Merge branch '4.7'
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, 19 insertions, 48 deletions
diff --git a/resources/definitions/fdmprinter.def.json b/resources/definitions/fdmprinter.def.json
index c2e3571a62..65a450b16f 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 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.",
+ "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.",
"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 91f044ceed..41d68aef37 100644
--- a/resources/qml/PrintSetupTooltip.qml
+++ b/resources/qml/PrintSetupTooltip.qml
@@ -1,4 +1,4 @@
-// Copyright (c) 2020 Ultimaker B.V.
+// Copyright (c) 2019 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: textScroll.height + UM.Theme.getSize("tooltip_margins").height * 2
+ height: label.height + UM.Theme.getSize("tooltip_margins").height * 2
color: UM.Theme.getColor("tooltip")
arrowSize: UM.Theme.getSize("default_arrow").width
@@ -59,48 +59,22 @@ UM.PointingRectangle
base.opacity = 0;
}
- MouseArea
+ Label
{
- enabled: parent.opacity > 0
- visible: enabled
- anchors.fill: parent
- acceptedButtons: Qt.NoButton
- hoverEnabled: true
- onHoveredChanged:
+ id: label;
+ anchors
{
- 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
- }
+ 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;
}
+ 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 07ce2bebe6..71b1f7b0fa 100644
--- a/resources/shaders/striped.shader
+++ b/resources/shaders/striped.shader
@@ -29,7 +29,6 @@ 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;
@@ -66,7 +65,7 @@ fragment =
finalColor += pow(NdotR, u_shininess) * u_specularColor;
gl_FragColor = finalColor;
- gl_FragColor.a = u_opacity;
+ gl_FragColor.a = 1.0;
}
vertex41core =
@@ -101,7 +100,6 @@ 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;
@@ -140,7 +138,7 @@ fragment41core =
finalColor += pow(NdotR, u_shininess) * u_specularColor;
frag_color = finalColor;
- frag_color.a = u_opacity;
+ frag_color.a = 1.0;
}
[defaults]
@@ -148,7 +146,6 @@ 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