public ctl3DView() { InitializeComponent(); //Visible = false; //SetupSceneTree(); m_modelAnimTmr = null; m_camera = new GLCamera(); m_axisCam = new GLCamera(); ResetCameraView(); m_isectnormal = new Engine3D.Vector3d(); mainViewSplitContainer.Panel1Collapsed = true; UVDLPApp.Instance().m_undoer.AsociateUndoButton(buttUndo); UVDLPApp.Instance().m_undoer.AsociateRedoButton(buttRedo); //glControl1. = new GraphicsMode(GraphicsMode.Default.ColorFormat, GraphicsMode.Default.Depth, 8); gr2d = UVDLPApp.Instance().m_2d_graphics; ctlBgndList = new List<ctlBgnd>(); guiconf = UVDLPApp.Instance().m_gui_config; // set from the main program GUIConfig guiconf.TopLevelControl = mainViewSplitContainer.Panel2; UpdateButtonList(); RearrangeGui(); // once the GUIConfig is loaded from the plugins and from the main GUIConfig, the screen is re-arranged // toplevel controls must point to this glControl1.PaintCallback += new ctlGL.delPaint(DisplayFunc); m_sliceTex = -1; RegisterCallbacks(); UVDLPApp.Instance().m_slicer.Slice_Event += new Slicer.SliceEvent(SliceEv); UVDLPApp.Instance().AppEvent += new AppEventDelegate(AppEventDel); }
private UVDLPApp() { m_supportmode = eSupportEditMode.eNone; SceneFileName = ""; m_callbackhandler = new CallbackHandler(); m_appconfig = new AppConfig(); m_printerinfo = new MachineConfig(); m_buildparms = new SliceBuildConfig(); m_deviceinterface = new DeviceInterface(); m_buildmgr = new BuildManager(); m_slicer = new Slicer(); m_slicer.m_slicemethod = Slicer.eSliceMethod.eNormalCount;// configure the slicer to user the new normal count - Thanks Shai!!! m_slicer.Slice_Event += new Slicer.SliceEvent(SliceEv); //m_dispmgr = DisplayManager.Instance(); // initialize the singleton for early event app binding //m_flexslice = new FlexSlice(); m_gcode = new GCodeFile(""); // create a blank gcode to start with m_supportconfig = new SupportConfig(); m_supportgenerator = new SupportGenerator(); m_supportgenerator.SupportEvent+= new SupportGeneratorEvent(SupEvent); CSG.Instance().CSGEvent += new CSG.CSGEventDel(CSGEvent); m_proj_cmd_lst = new prjcmdlst(); m_plugins = new List<PluginEntry>(); // list of user plug-ins m_pluginstates = PluginStates.Instance(); // initialize the plugin state singleton m_undoer = new Undoer(); m_2d_graphics = new C2DGraphics(); m_gui_config = new GuiConfigManager(); m_AuxBuildCmds = AuxBuildCmds.Instance(); // make sure the singleton doesn't go away... m_sequencemanager = SequenceManager.Instance(); m_exporter = new frmExport(); m_exporter.RegisterExporter(new B9JExporter()); }