Added some initial multi-material preset support. Slice mapping pulls correct temp based on preset.
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3 changed files with 43 additions and 8 deletions
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@ -50,11 +50,43 @@ namespace MatterHackers.MatterControl.SlicerConfiguration
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{
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this.HAnchor = HAnchor.ParentLeftRight;
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//this.AddChild(GetSliceEngineContainer());
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this.AddChild(new SliceEngineSelector("Slice Engine".Localize(), RGBA_Bytes.YellowGreen));
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this.AddChild(new GuiWidget(8, 0));
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int numberOfHeatedExtruders = 1;
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if (ActiveSliceSettings.Instance.GetActiveValue("extruders_share_temperature") == "0")
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{
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numberOfHeatedExtruders = ActiveSliceSettings.Instance.ExtruderCount;
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}
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if (numberOfHeatedExtruders == 1)
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{
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this.AddChild(new SliceEngineSelector("Slice Engine".Localize(), RGBA_Bytes.YellowGreen));
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this.AddChild(new GuiWidget(8, 0));
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}
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this.AddChild(new SliceSelectorWidget("Quality".Localize(), RGBA_Bytes.Yellow, "quality"));
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this.AddChild(new GuiWidget(8, 0));
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this.AddChild(new SliceSelectorWidget("Material".Localize(), RGBA_Bytes.Orange, "material"));
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if (numberOfHeatedExtruders > 1)
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{
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List<RGBA_Bytes> colorList = new List<RGBA_Bytes>() { RGBA_Bytes.Orange, RGBA_Bytes.Violet, RGBA_Bytes.YellowGreen };
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for (int i = 0; i < numberOfHeatedExtruders; i++)
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{
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if (i > 0)
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{
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this.AddChild(new GuiWidget(8, 0));
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}
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int colorIndex = i % colorList.Count;
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RGBA_Bytes color = colorList[colorIndex];
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this.AddChild(new SliceSelectorWidget(string.Format("{0} {1}", "Material".Localize(), i + 1), color, "material", i+1));
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}
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}
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else
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{
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this.AddChild(new SliceSelectorWidget("Material".Localize(), RGBA_Bytes.Orange, "material"));
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}
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//this.AddChild(new GuiWidget(6, 0));
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//this.AddChild(new SliceSelectorWidget("Item", RGBA_Bytes.Violet));
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this.Height = 70;
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