public TwistHandler(GLControl glControl, System.Action status, Settings settings, RenderToTexture renderToTexture) { m_glControl = glControl; m_status = status; m_settings = settings; m_renderToTexture = renderToTexture; m_timer = new System.Timers.Timer(30); m_timer.SynchronizingObject = glControl; m_timer.Enabled = false; m_timer.Elapsed += new System.Timers.ElapsedEventHandler(TimerTick); m_setupMoves = new SetupMoves(); m_workingMacro = new Macro(); m_rotation = 0; this.Solving = false; }
private void UpdateStatus2() { SetupMoves s = m_renderer.TwistHandler.m_setupMoves; if (s.RecordingSetup) { m_status2.Text = "Recording Setup Moves"; } else if (s.RecordingCommutator) { m_status2.Text = "Recording Commutator Moves"; } else if (m_renderer.TwistHandler.m_workingMacro.Recording) { m_status2.Text = "Recording Macro"; } else { m_status2.Text = m_puzzle == null ? string.Empty : m_puzzle.Topology; } }