chiark / gitweb /
fix filename when saving gcode
[cura.git] / Cura / gui / sceneView.py
index bd22863e19e356119be9241e5f76821efacc0d70..883dd841bd00ba579df263df822b2f86dea9e23a 100644 (file)
@@ -8,6 +8,7 @@ import os
 import traceback
 import threading
 import math
+import glob
 
 import OpenGL
 OpenGL.ERROR_CHECKING = False
@@ -137,31 +138,60 @@ class SceneView(openglGui.glGuiPanel):
 
        def loadSceneFiles(self, filenames):
                self.youMagineButton.setDisabled(False)
-               if self.viewSelection.getValue() == 4:
-                       self.viewSelection.setValue(0)
-                       self.OnViewChange()
+               #if self.viewSelection.getValue() == 4:
+               #       self.viewSelection.setValue(0)
+               #       self.OnViewChange()
                self.loadScene(filenames)
 
        def loadFiles(self, filenames):
+               mainWindow = self.GetParent().GetParent().GetParent()
+               # only one GCODE file can be active
+               # so if single gcode file, process this
+               # otherwise ignore all gcode files
                gcodeFilename = None
-               for filename in filenames:
-                       self.GetParent().GetParent().GetParent().addToModelMRU(filename)        #??? only Model files?
-                       ext = filename[filename.rfind('.')+1:].upper()
-                       if ext == 'G' or ext == 'GCODE':
+               if len(filenames) == 1:
+                       filename = filenames[0]
+                       ext = os.path.splitext(filename)[1]
+                       if ext == '.g' or ext == '.gcode':
                                gcodeFilename = filename
+                               mainWindow.addToModelMRU(filename)
                if gcodeFilename is not None:
                        self.loadGCodeFile(gcodeFilename)
                else:
-                       profileFilename = None
-                       for filename in filenames:
-                               ext = filename[filename.rfind('.')+1:].upper()
-                               if ext == 'INI':
-                                       profileFilename = filename
-                       if profileFilename is not None:
-                               profile.loadProfile(profileFilename)
-                               self.GetParent().GetParent().GetParent().updateProfileToAllControls()
-                       else:
-                               self.loadSceneFiles(filenames)
+                       # process directories and special file types
+                       # and keep scene files for later processing
+                       scene_filenames = []
+                       ignored_types = dict()
+                       # use file list as queue
+                       # pop first entry for processing and append new files at end
+                       while filenames:
+                               filename = filenames.pop(0)
+                               if os.path.isdir(filename):
+                                       # directory: queue all included files and directories
+                                       filenames.extend(os.path.join(filename, f) for f in os.listdir(filename))
+                               else:
+                                       ext = os.path.splitext(filename)[1]
+                                       if ext == '.ini':
+                                               profile.loadProfile(filename)
+                                               mainWindow.addToProfileMRU(filename)
+                                       elif ext in meshLoader.loadSupportedExtensions():
+                                               scene_filenames.append(filename)
+                                               mainWindow.addToModelMRU(filename)
+                                       else:
+                                               ignored_types[ext] = 1
+                       if ignored_types:
+                               ignored_types = ignored_types.keys()
+                               ignored_types.sort()
+                               self.notification.message("ignored: " + " ".join("*" + type for type in ignored_types))
+                       mainWindow.updateProfileToAllControls()
+                       # now process all the scene files
+                       if scene_filenames:
+                               self.loadSceneFiles(scene_filenames)
+                               self._selectObject(None)
+                               self.sceneUpdated()
+                               newZoom = numpy.max(self._machineSize)
+                               self._animView = openglGui.animation(self, self._viewTarget.copy(), numpy.array([0,0,0], numpy.float32), 0.5)
+                               self._animZoom = openglGui.animation(self, self._zoom, newZoom, 0.5)
 
        def showLoadModel(self, button = 1):
                if button == 1:
@@ -224,10 +254,9 @@ class SceneView(openglGui.glGuiPanel):
                        self._slicer.submitSliceInfoOnline()
 
        def showSaveGCode(self):
-               defPath = profile.getPreference('lastFile')
-               defPath = defPath[0:defPath.rfind('.')] + '.gcode'
-               dlg=wx.FileDialog(self, _("Save toolpath"), defPath, style=wx.FD_SAVE)
-               dlg.SetFilename(self._scene._objectList[0].getName())
+               dlg=wx.FileDialog(self, _("Save toolpath"), os.path.dirname(profile.getPreference('lastFile')), style=wx.FD_SAVE)
+               filename = self._scene._objectList[0].getName() + '.gcode'
+               dlg.SetFilename(filename)
                dlg.SetWildcard('Toolpath (*.gcode)|*.gcode;*.g')
                if dlg.ShowModal() != wx.ID_OK:
                        dlg.Destroy()
@@ -1179,7 +1208,7 @@ void main(void)
                                        self._platformMesh[machine] = meshes[0]
                                else:
                                        self._platformMesh[machine] = None
-                               if profile.getMachineSetting('machine_type') == 'ultimaker2':
+                               if machine == 'ultimaker2':
                                        self._platformMesh[machine]._drawOffset = numpy.array([0,-37,145], numpy.float32)
                                else:
                                        self._platformMesh[machine]._drawOffset = numpy.array([0,0,2.5], numpy.float32)
@@ -1187,6 +1216,44 @@ void main(void)
                        self._objectShader.bind()
                        self._renderObject(self._platformMesh[machine], False, False)
                        self._objectShader.unbind()
+
+                       #For the Ultimaker 2 render the texture on the back plate to show the Ultimaker2 text.
+                       if machine == 'ultimaker2':
+                               if not hasattr(self._platformMesh[machine], 'texture'):
+                                       self._platformMesh[machine].texture = opengl.loadGLTexture('Ultimaker2backplate.png')
+                               glBindTexture(GL_TEXTURE_2D, self._platformMesh[machine].texture)
+                               glEnable(GL_TEXTURE_2D)
+                               glPushMatrix()
+                               glColor4f(1,1,1,1)
+
+                               glTranslate(0,150,-5)
+                               h = 50
+                               d = 8
+                               w = 100
+                               glEnable(GL_BLEND)
+                               glBlendFunc(GL_DST_COLOR, GL_ZERO)
+                               glBegin(GL_QUADS)
+                               glTexCoord2f(1, 0)
+                               glVertex3f( w, 0, h)
+                               glTexCoord2f(0, 0)
+                               glVertex3f(-w, 0, h)
+                               glTexCoord2f(0, 1)
+                               glVertex3f(-w, 0, 0)
+                               glTexCoord2f(1, 1)
+                               glVertex3f( w, 0, 0)
+
+                               glTexCoord2f(1, 0)
+                               glVertex3f(-w, d, h)
+                               glTexCoord2f(0, 0)
+                               glVertex3f( w, d, h)
+                               glTexCoord2f(0, 1)
+                               glVertex3f( w, d, 0)
+                               glTexCoord2f(1, 1)
+                               glVertex3f(-w, d, 0)
+                               glEnd()
+                               glDisable(GL_TEXTURE_2D)
+                               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
+                               glPopMatrix()
                else:
                        glColor4f(0,0,0,1)
                        glLineWidth(3)