using Avalonia; using Projektanker.Icons.Avalonia; using Projektanker.Icons.Avalonia.FontAwesome; using Projektanker.Icons.Avalonia.MaterialDesign; using System; using System.Diagnostics; using System.Globalization; using System.Threading.Tasks; using UVtools.Core; using UVtools.Core.SystemOS; namespace UVtools.WPF; #nullable enable public static class Program { private static bool _isDebug; public static string[] Args = Array.Empty(); public static bool IsDebug { get { #if DEBUG return true; #else return _isDebug; #endif } set => _isDebug = value; } public static bool IsCrashReport; public static Stopwatch ProgramStartupTime = null!; // Initialization code. Don't use any Avalonia, third-party APIs or any // SynchronizationContext-reliant code before AppMain is called: things aren't initialized // yet and stuff might break. [STAThread] public static void Main(string[] args) { CultureInfo.DefaultThreadCurrentUICulture = CultureInfo.DefaultThreadCurrentCulture = CoreSettings.OptimalCultureInfo; ProgramStartupTime = Stopwatch.StartNew(); Args = args; try { if (ConsoleArguments.ParseArgs(args)) return; } catch (Exception e) { Console.WriteLine(e); return; } if (Args.Length >= 1) { switch (Args[0]) { case "--debug": IsDebug = true; break; case "--crash-report" when Args.Length >= 3: IsCrashReport = true; break; } } /*using var mat = CvInvoke.Imread(@"D:\layer0.png", ImreadModes.Grayscale); var contours = mat.FindContours(out var hierarchy, RetrType.Tree, ChainApproxMethod.ChainApproxTc89Kcos); var triangulator = new Incremental(); var poly = new Polygon(); // Generate mesh. var points = new List(); for (int i = 0; i < contours.Size; i++) for (int x = 0; x < contours[i].Size; x++) { points.Add(new Vertex(contours[i][x].X, contours[i][x].Y)); } //var mesh = triangulator.Triangulate(points, new Configuration()); //var triangles = mesh.Triangles.ToArray(); using var stl = new STLMeshFile(@"D:\test.stl", FileMode.Create); stl.BeginWrite(); var groups = EmguContours.GetPositiveContoursInGroups(contours, hierarchy); foreach (var group in groups) { var z = 0; for (int i = 0; i < group.Size; i++) { var list = new List(); for (int x = 0; x < contours[i].Size; x++) { //list.Add(contours[i][x]); list.Add(new Vertex(contours[i][x].X, contours[i][x].Y)); } poly.Add(new Contour(list), i > 0); /*using var sub = new Subdiv2D(list.ToArray()); var triangles = sub.GetDelaunayTriangles(); foreach (var triangle2Df in triangles) { stl.WriteTriangle( new Vector3(triangle2Df.V0.X, triangle2Df.V0.Y, z), new Vector3(triangle2Df.V1.X, triangle2Df.V1.Y, z), new Vector3(triangle2Df.V2.X, triangle2Df.V2.Y, z), new Vector3(triangle2Df.Centeroid.X, triangle2Df.Centeroid.Y, z) ); }*/ //z++; /* } //break; } var mesh = poly.Triangulate(new ConstraintOptions()); for (int i = 0; i < 50; i++) { foreach (var meshTriangle in mesh.Triangles) { stl.WriteTriangle( new Vector3((float)meshTriangle.GetVertex(0).X, (float)meshTriangle.GetVertex(0).Y, i), new Vector3((float)meshTriangle.GetVertex(1).X, (float)meshTriangle.GetVertex(1).Y, i), new Vector3((float)meshTriangle.GetVertex(2).X, (float)meshTriangle.GetVertex(2).Y, i), new Vector3(1f, 1f, i) ); } } stl.EndWrite(); return;*/ /*Slicer slicer = new(Size.Empty, SizeF.Empty, "D:\\Cube100x100x100.stl"); var slices = slicer.SliceModel(0.05f); foreach (var slice in slices) { using var mat = EmguExtensions.InitMat(new Size(1000, 1000)); var contour = slice.Value.ToContour(); using var vec = new VectorOfPoint(contour); CvInvoke.FillPoly(mat, vec, EmguExtensions.WhiteColor, LineType.AntiAlias); mat.Save(@$"D:\SLICE\{slice.Key}.png"); }*/ // PrusaSlicer to Machine.cs //var machines = Machine.GetMachinesFromPrusaSlicer(); //var machinesText = Machine.GenerateMachinePresetsFromPrusaSlicer(); // Add the event handler for handling non-UI thread exceptions to the event. AppDomain.CurrentDomain.UnhandledException += (sender, e) => HandleUnhandledException("Non-UI", (Exception)e.ExceptionObject); TaskScheduler.UnobservedTaskException += (sender, e) => HandleUnhandledException("Task", e.Exception); //AppDomain.CurrentDomain.FirstChanceException += CurrentDomainOnFirstChanceException; try { BuildAvaloniaApp().StartWithClassicDesktopLifetime(args); } catch (Exception e) { HandleUnhandledException("Application", e); } // Closing } private static void HandleUnhandledException(string category, Exception ex) { ErrorLog.AppendLine($"Fatal {category} Error", ex.ToString()); if (!IsCrashReport) { try { string? file = null; if (App.SlicerFile is not null) { file = $"{App.SlicerFile.Filename} [Version: {App.SlicerFile.Version}] [Class: {App.SlicerFile.GetType().Name}]"; } SystemAware.StartThisApplication($"--crash-report \"{category}\" \"{ex}\" \"{file}\""); //var errorMsg = $"An application error occurred. Please contact the administrator with the following information:\n\n{ex}"; //await App.MainWindow.MessageBoxError(errorMsg, "Fatal Non-UI Error"); } catch (Exception exception) { Debug.WriteLine(exception); Console.WriteLine(exception); } } Environment.Exit(-1); } // Avalonia configuration, don't remove; also used by visual designer. public static AppBuilder BuildAvaloniaApp() => AppBuilder.Configure() .UsePlatformDetect() .With(new SkiaOptions {MaxGpuResourceSizeBytes = 256_000_000 }) .With(new Win32PlatformOptions { AllowEglInitialization = true/*, UseWgl = true*/}) .With(new X11PlatformOptions { UseGpu = true/*, UseEGL = true*/ }) .With(new MacOSPlatformOptions { ShowInDock = true }) .With(new AvaloniaNativePlatformOptions { UseGpu = true }) .WithIcons(container => container .Register() .Register()) //.UseSkia() .LogToTrace(); }