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authorTiago Conceição <Tiago_caza@hotmail.com>2020-06-29 07:18:33 +0300
committerTiago Conceição <Tiago_caza@hotmail.com>2020-06-29 07:18:33 +0300
commit2cbb3f377a7931cc66fae4145c84e99154028327 (patch)
treea9aa4801e580a9e39e1ce3001e4e162789ff1bf6 /UVtools.GUI/Forms/FrmMutation.cs
parent6d401eb774bc4d9a0014e24b2d48c4f5e156d912 (diff)
v0.6.0.0v0.6.0.0
* (Add) UVtools now notify when a new version available is detected * (Add) Mutator "Flip" * (Add) Mutator "Rotate" * (Add) User Settings - Many parameters can now be customized to needs * (Add) File load elapsed time into Title bar * (Add) Outline - Print Volume bounds * (Add) Outline - Layer bounds * (Add) Outline - Hollow areas * (Add) Double click layer picture to Zoom To Fit * (Improvement) Huge performance boost in layer reparing and in every mutator * (Improvement) Layer preview is now faster * (Improvement) Islands detection is now better and don't skip any pixel, more islands will show or the region will be bigger * (Improvement) Islands search are now faster, it will jump from island to insland instead of search in every pixel by pixel * (Improvement) ResinTrap detection and corrected some cases where it can't detect a drain * (Improvement) Better memory optimization by dispose all objects on operations * (Improvement) Image engine changed to use only OpenCV Mat instead of two and avoid converting from one to another, as result there's a huge performance gain in some operations (#6) * (Improvement) UVtools now rely on UVtools.Core, and drop the UVtools.Parser. The Core now perform all operations and transformations inplace of the GUI * (Improvement) If error occur during save it will show a message with the error * (Improvement) When rotate layer it will zoom to fit * (Improvement) Allow zoom to fit to print volume area instead of whole build volume * (Removed) ImageSharp dependency * (Removed) UVtools.Parser project * (Fix) Nova3D Elfin printer values changed to Display Width : 131mm / Height : 73mm & Screen X: 2531 / Y: 1410 (#5) * (Fix) Fade resizes make image offset a pixel from layer to layer because of integer placement, now it matain the correct position * (Fix) sl1: AbsoluteCorrection, GammaCorrection, MinExposureTime, MaxExposureTime, FastTiltTime, SlowTiltTime and AreaFill was byte and float values prevents the file from open (#4) * (Fix) zcodex: XCorrection and YCorrection was byte and float values prevents the file from open (#4) * (Fix) cws: XCorrection and YCorrection was byte and float values prevents the file from open (#4) * (Fix) cws: Wrong # char on .gcode file prevent from printing (#4)
Diffstat (limited to 'UVtools.GUI/Forms/FrmMutation.cs')
-rw-r--r--UVtools.GUI/Forms/FrmMutation.cs21
1 files changed, 14 insertions, 7 deletions
diff --git a/UVtools.GUI/Forms/FrmMutation.cs b/UVtools.GUI/Forms/FrmMutation.cs
index 0729e88..be92c0e 100644
--- a/UVtools.GUI/Forms/FrmMutation.cs
+++ b/UVtools.GUI/Forms/FrmMutation.cs
@@ -8,6 +8,7 @@
using System;
using System.Windows.Forms;
+using UVtools.Core;
namespace UVtools.GUI.Forms
{
@@ -49,15 +50,21 @@ namespace UVtools.GUI.Forms
#endregion
#region Constructors
- public FrmMutation(Mutation mutation, uint defaultIterations = 1)
+
+ public FrmMutation()
{
InitializeComponent();
+ }
+
+ public FrmMutation(Mutation mutation, uint defaultIterations = 1) : this()
+ {
+
Mutation = mutation;
DialogResult = DialogResult.Cancel;
if (defaultIterations == 0 ||
- mutation.Mutate == Mutation.Mutates.PyrDownUp ||
- mutation.Mutate == Mutation.Mutates.Solidify)
+ mutation.Mutate == LayerManager.Mutate.PyrDownUp ||
+ mutation.Mutate == LayerManager.Mutate.Solidify)
{
lbIterationsStart.Enabled =
numIterationsStart.Enabled =
@@ -72,8 +79,8 @@ namespace UVtools.GUI.Forms
numIterationsStart.Select();
}
- if (Mutation.Mutate == Mutation.Mutates.SmoothGaussian ||
- Mutation.Mutate == Mutation.Mutates.SmoothMedian)
+ if (Mutation.Mutate == LayerManager.Mutate.SmoothGaussian ||
+ Mutation.Mutate == LayerManager.Mutate.SmoothMedian)
{
lbIterationsStop.Enabled =
nmIterationsEnd.Enabled =
@@ -185,8 +192,8 @@ namespace UVtools.GUI.Forms
return;
}
- if (Mutation.Mutate == Mutation.Mutates.SmoothGaussian ||
- Mutation.Mutate == Mutation.Mutates.SmoothMedian)
+ if (Mutation.Mutate == LayerManager.Mutate.SmoothGaussian ||
+ Mutation.Mutate == LayerManager.Mutate.SmoothMedian)
{
if (IterationsFade)
{