Add a checkbox to group screens to toggle visibility; seemed silly
to have that available from the list of groups, but not there. [git-p4: depot-paths = "//depot/solvespace/": change = 2143]solver
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a95054890f
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a05cc4dda8
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@ -222,6 +222,8 @@ void TextWindow::ScreenChangeGroupOption(int link, DWORD v) {
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case 'r': g->relaxConstraints = !(g->relaxConstraints); break;
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case 'r': g->relaxConstraints = !(g->relaxConstraints); break;
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case 'v': g->visible = !(g->visible); break;
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case 'd': g->allDimsReference = !(g->allDimsReference); break;
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case 'd': g->allDimsReference = !(g->allDimsReference); break;
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case 'f': g->forceToMesh = !(g->forceToMesh); break;
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case 'f': g->forceToMesh = !(g->forceToMesh); break;
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@ -402,6 +404,10 @@ void TextWindow::ShowGroupInfo(void) {
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Printf(false, "");
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Printf(false, "");
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}
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}
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Printf(false, " %f%Lv%Fd%c show entities from this group",
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&TextWindow::ScreenChangeGroupOption,
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g->visible ? CHECK_TRUE : CHECK_FALSE);
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Group *pg = g->PreviousGroup();
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Group *pg = g->PreviousGroup();
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if(pg && pg->runningMesh.IsEmpty() && g->thisMesh.IsEmpty()) {
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if(pg && pg->runningMesh.IsEmpty() && g->thisMesh.IsEmpty()) {
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Printf(false, " %f%Lf%Fd%c force NURBS surfaces to triangle mesh",
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Printf(false, " %f%Lf%Fd%c force NURBS surfaces to triangle mesh",
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