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Switch-Toolbox/Switch_Toolbox_Library/Generics/STGenericWrapper.cs

310 lines
9.7 KiB
C#
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Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
using System;
using System.Collections.Generic;
using System.Collections;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using Switch_Toolbox.Library;
using Switch_Toolbox.Library.Forms;
namespace Switch_Toolbox.Library.NodeWrappers
{
//Generic wrapper based on https://github.com/libertyernie/brawltools/blob/40d7431b1a01ef4a0411cd69e51411bd581e93e2/BrawlBox/NodeWrappers/GenericWrapper
//Store useful generic functions in this wrapper for tree nodes
public class STGenericWrapper : TreeNodeCustom
{
public STGenericWrapper(string name) { Text = name; }
int IndexStr = 0;
public string SearchDuplicateNames(string Name)
{
bool IsDuped = false;
foreach (TreeNode node in Nodes)
if (node.Text == Name)
IsDuped = true;
if (IsDuped)
return SearchDuplicateNames($"{Name}{IndexStr++}");
else
return Name;
}
private bool canExport;
public bool CanExport
{
get { return canExport; }
set
{
canExport = value;
EnableContextMenu(ContextMenuStrip.Items, "Export", canExport);
}
}
private bool canReplace;
public bool CanReplace
{
get { return canReplace; }
set
{
canReplace = value;
EnableContextMenu(ContextMenuStrip.Items, "Replace", canReplace);
}
}
private bool canRename;
public bool CanRename
{
get { return canRename; }
set
{
canRename = value;
EnableContextMenu(ContextMenuStrip.Items, "Rename", canRename);
}
}
private bool canDelete;
public bool CanDelete
{
get { return canDelete; }
set
{
canDelete = value;
EnableContextMenu(ContextMenuStrip.Items,"Delete", canDelete);
}
}
private void EnableContextMenu(ToolStripItemCollection Items, string Key, bool Enabled)
{
foreach (ToolStripItem item in Items)
{
if (item.Text == Key)
item.Enabled = Enabled;
}
}
public STGenericWrapper(bool LoadMenus = true)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
{
if (LoadMenus)
LoadContextMenus();
else
ContextMenuStrip = new STContextMenuStrip();
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
CanExport = true;
CanReplace = false;
CanRename = true;
CanDelete = false;
}
public virtual void LoadContextMenus()
{
LoadFileMenus();
}
public void LoadFileMenus(bool Reset = true)
{
if (Reset)
ContextMenuStrip = new STContextMenuStrip();
//File Operations
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Export", null, ExportAction, Keys.Control | Keys.E));
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Replace", null, ReplaceAction, Keys.Control | Keys.R));
ContextMenuStrip.Items.Add(new ToolStripSeparator());
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Rename", null, RenameAction, Keys.Control | Keys.N));
ContextMenuStrip.Items.Add(new ToolStripSeparator());
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Delete", null, DeleteAction, Keys.Control | Keys.Delete));
}
public void LoadFolderMenus()
{
ContextMenuStrip = new STContextMenuStrip();
CanExport = false;
CanReplace = false;
CanRename = false;
CanDelete = false;
//Folder Operations
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Import", null, ImportAction, Keys.Control | Keys.I));
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Export All", null, ExportAllAction, Keys.Control | Keys.E));
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Replace All", null, ReplaceAllAction, Keys.Control | Keys.R));
ContextMenuStrip.Items.Add(new ToolStripSeparator());
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Sort", null, SortAction, Keys.Control | Keys.N));
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Clear", null, ClearAction, Keys.Control | Keys.C));
}
protected void ReplaceAllAction(object sender, EventArgs e)
{
FolderSelectDialog sfd = new FolderSelectDialog();
if (sfd.ShowDialog() == DialogResult.OK)
{
foreach (string file in System.IO.Directory.GetFiles(sfd.SelectedPath))
{
string FileName = System.IO.Path.GetFileNameWithoutExtension(file);
foreach (TreeNode node in Nodes)
{
if (node is STGenericWrapper)
{
if (FileName == node.Text)
{
((STGenericWrapper)node).Replace(file);
}
}
}
}
}
}
protected void ExportAllAction(object sender, EventArgs e)
{
if (Nodes.Count <= 0)
return;
string formats = ExportFilter;
string[] forms = formats.Split('|');
List<string> Formats = new List<string>();
for (int i = 0; i < forms.Length; i++)
{
if (i > 1 || i == (forms.Length - 1)) //Skip lines with all extensions
{
if (!forms[i].StartsWith("*"))
Formats.Add(forms[i]);
}
}
FolderSelectDialog sfd = new FolderSelectDialog();
if (sfd.ShowDialog() == DialogResult.OK)
{
string folderPath = sfd.SelectedPath;
BatchFormatExport form = new BatchFormatExport(Formats);
if (form.ShowDialog() == DialogResult.OK)
{
string extension = form.GetSelectedExtension();
extension.Replace(" ", string.Empty);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
foreach (TreeNode node in Nodes)
{
if (node is STGenericWrapper)
{
((STGenericWrapper)node).Export($"{folderPath}\\{node.Text}{extension}");
}
}
}
}
}
protected void ExportAction(object sender, EventArgs e)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = ExportFilter;
sfd.FileName = Text;
if (sfd.ShowDialog() == DialogResult.OK)
{
Export(sfd.FileName);
}
}
protected void ImportAction(object sender, EventArgs e)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = ImportFilter;
ofd.Multiselect = true;
if (ofd.ShowDialog() == DialogResult.OK)
{
Import(ofd.FileNames);
}
}
protected void ReplaceAction(object sender, EventArgs e)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = ReplaceFilter;
ofd.Multiselect = false;
if (ofd.ShowDialog() == DialogResult.OK)
{
Replace(ofd.FileName);
}
}
protected void DeleteAction(object sender, EventArgs e) { Delete(); Unload(); }
protected void RenameAction(object sender, EventArgs e) { Rename(); }
protected void SortAction(object sender, EventArgs e) { Sort(); }
protected void ClearAction(object sender, EventArgs e) { Clear(); }
public virtual string ExportFilter { get { return "All files(*.*)|*.*"; } }
public virtual string ImportFilter { get { return ExportFilter; } }
public virtual string ReplaceFilter { get { return ImportFilter; } }
public virtual void Sort()
{
TreeView.TreeViewNodeSorter = new TreeChildSorter();
TreeView.Sort();
}
public virtual void Export(string FileName)
{
}
public virtual void Import(string[] FileName)
{
}
public virtual void Replace(string FileName)
{
}
public virtual void Clear()
{
var result = MessageBox.Show("Are you sure you want to clear this section? This cannot be undone!",
"", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.Yes)
{
foreach (var node in Nodes)
if (node is STGenericWrapper)
{
((STGenericWrapper)node).Unload();
}
Nodes.Clear();
}
}
public virtual void Delete()
{
if (Parent != null)
{
Remove();
}
}
public virtual void Unload()
{
foreach (var node in Nodes)
if (node is STGenericWrapper)
((STGenericWrapper)node).Unload();
Nodes.Clear();
}
public virtual void Rename()
{
RenameDialog dialog = new RenameDialog();
dialog.SetString(Text);
if (dialog.ShowDialog() == DialogResult.OK) { Text = dialog.textBox1.Text; }
}
}
}