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Switch-Toolbox/Switch_Toolbox_Library/Forms/Dialogs/DialogCenter.cs

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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.Drawing;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.Runtime.InteropServices;
namespace Toolbox.Library
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
{
public class DialogCenteringService : IDisposable
{
private readonly IWin32Window owner;
private readonly HookProc hookProc;
private readonly IntPtr hHook = IntPtr.Zero;
public DialogCenteringService(IWin32Window owner)
{
if (owner == null) throw new ArgumentNullException("owner");
this.owner = owner;
hookProc = DialogHookProc;
hHook = SetWindowsHookEx(WH_CALLWNDPROCRET, hookProc, IntPtr.Zero, GetCurrentThreadId());
}
private IntPtr DialogHookProc(int nCode, IntPtr wParam, IntPtr lParam)
{
if (nCode < 0)
{
return CallNextHookEx(hHook, nCode, wParam, lParam);
}
CWPRETSTRUCT msg = (CWPRETSTRUCT)Marshal.PtrToStructure(lParam, typeof(CWPRETSTRUCT));
IntPtr hook = hHook;
if (msg.message == (int)CbtHookAction.HCBT_ACTIVATE)
{
try
{
CenterWindow(msg.hwnd);
}
finally
{
UnhookWindowsHookEx(hHook);
}
}
return CallNextHookEx(hook, nCode, wParam, lParam);
}
public void Dispose()
{
UnhookWindowsHookEx(hHook);
}
private void CenterWindow(IntPtr hChildWnd)
{
Rectangle recChild = new Rectangle(0, 0, 0, 0);
bool success = GetWindowRect(hChildWnd, ref recChild);
if (!success)
{
return;
}
int width = recChild.Width - recChild.X;
int height = recChild.Height - recChild.Y;
Rectangle recParent = new Rectangle(0, 0, 0, 0);
success = GetWindowRect(owner.Handle, ref recParent);
if (!success)
{
return;
}
Point ptCenter = new Point(0, 0);
ptCenter.X = recParent.X + ((recParent.Width - recParent.X) / 2);
ptCenter.Y = recParent.Y + ((recParent.Height - recParent.Y) / 2);
Point ptStart = new Point(0, 0);
ptStart.X = (ptCenter.X - (width / 2));
ptStart.Y = (ptCenter.Y - (height / 2));
//MoveWindow(hChildWnd, ptStart.X, ptStart.Y, width, height, false);
Task.Factory.StartNew(() => SetWindowPos(hChildWnd, (IntPtr)0, ptStart.X, ptStart.Y, width, height, SetWindowPosFlags.SWP_ASYNCWINDOWPOS | SetWindowPosFlags.SWP_NOSIZE | SetWindowPosFlags.SWP_NOACTIVATE | SetWindowPosFlags.SWP_NOOWNERZORDER | SetWindowPosFlags.SWP_NOZORDER));
}
// some p/invoke
// ReSharper disable InconsistentNaming
public delegate IntPtr HookProc(int nCode, IntPtr wParam, IntPtr lParam);
public delegate void TimerProc(IntPtr hWnd, uint uMsg, UIntPtr nIDEvent, uint dwTime);
private const int WH_CALLWNDPROCRET = 12;
// ReSharper disable EnumUnderlyingTypeIsInt
private enum CbtHookAction : int
// ReSharper restore EnumUnderlyingTypeIsInt
{
// ReSharper disable UnusedMember.Local
HCBT_MOVESIZE = 0,
HCBT_MINMAX = 1,
HCBT_QS = 2,
HCBT_CREATEWND = 3,
HCBT_DESTROYWND = 4,
HCBT_ACTIVATE = 5,
HCBT_CLICKSKIPPED = 6,
HCBT_KEYSKIPPED = 7,
HCBT_SYSCOMMAND = 8,
HCBT_SETFOCUS = 9
// ReSharper restore UnusedMember.Local
}
[DllImport("kernel32.dll")]
static extern int GetCurrentThreadId();
[DllImport("user32.dll")]
private static extern bool GetWindowRect(IntPtr hWnd, ref Rectangle lpRect);
[DllImport("user32.dll")]
private static extern int MoveWindow(IntPtr hWnd, int X, int Y, int nWidth, int nHeight, bool bRepaint);
[DllImport("user32.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
private static extern bool SetWindowPos(IntPtr hWnd, IntPtr hWndInsertAfter, int x, int y, int cx, int cy, SetWindowPosFlags uFlags);
[DllImport("User32.dll")]
public static extern UIntPtr SetTimer(IntPtr hWnd, UIntPtr nIDEvent, uint uElapse, TimerProc lpTimerFunc);
[DllImport("User32.dll")]
public static extern IntPtr SendMessage(IntPtr hWnd, int Msg, IntPtr wParam, IntPtr lParam);
[DllImport("user32.dll")]
public static extern IntPtr SetWindowsHookEx(int idHook, HookProc lpfn, IntPtr hInstance, int threadId);
[DllImport("user32.dll")]
public static extern int UnhookWindowsHookEx(IntPtr idHook);
[DllImport("user32.dll")]
public static extern IntPtr CallNextHookEx(IntPtr idHook, int nCode, IntPtr wParam, IntPtr lParam);
[DllImport("user32.dll")]
public static extern int GetWindowTextLength(IntPtr hWnd);
[DllImport("user32.dll")]
public static extern int GetWindowText(IntPtr hWnd, StringBuilder text, int maxLength);
[DllImport("user32.dll")]
public static extern int EndDialog(IntPtr hDlg, IntPtr nResult);
[StructLayout(LayoutKind.Sequential)]
public struct CWPRETSTRUCT
{
public IntPtr lResult;
public IntPtr lParam;
public IntPtr wParam;
public uint message;
public IntPtr hwnd;
};
// ReSharper restore InconsistentNaming
}
[Flags]
public enum SetWindowPosFlags : uint
{
// ReSharper disable InconsistentNaming
/// <summary>
/// If the calling thread and the thread that owns the window are attached to different input queues, the system posts the request to the thread that owns the window. This prevents the calling thread from blocking its execution while other threads process the request.
/// </summary>
SWP_ASYNCWINDOWPOS = 0x4000,
/// <summary>
/// Prevents generation of the WM_SYNCPAINT message.
/// </summary>
SWP_DEFERERASE = 0x2000,
/// <summary>
/// Draws a frame (defined in the window's class description) around the window.
/// </summary>
SWP_DRAWFRAME = 0x0020,
/// <summary>
/// Applies new frame styles set using the SetWindowLong function. Sends a WM_NCCALCSIZE message to the window, even if the window's size is not being changed. If this flag is not specified, WM_NCCALCSIZE is sent only when the window's size is being changed.
/// </summary>
SWP_FRAMECHANGED = 0x0020,
/// <summary>
/// Hides the window.
/// </summary>
SWP_HIDEWINDOW = 0x0080,
/// <summary>
/// Does not activate the window. If this flag is not set, the window is activated and moved to the top of either the topmost or non-topmost group (depending on the setting of the hWndInsertAfter parameter).
/// </summary>
SWP_NOACTIVATE = 0x0010,
/// <summary>
/// Discards the entire contents of the client area. If this flag is not specified, the valid contents of the client area are saved and copied back into the client area after the window is sized or repositioned.
/// </summary>
SWP_NOCOPYBITS = 0x0100,
/// <summary>
/// Retains the current position (ignores X and Y parameters).
/// </summary>
SWP_NOMOVE = 0x0002,
/// <summary>
/// Does not change the owner window's position in the Z order.
/// </summary>
SWP_NOOWNERZORDER = 0x0200,
/// <summary>
/// Does not redraw changes. If this flag is set, no repainting of any kind occurs. This applies to the client area, the nonclient area (including the title bar and scroll bars), and any part of the parent window uncovered as a result of the window being moved. When this flag is set, the application must explicitly invalidate or redraw any parts of the window and parent window that need redrawing.
/// </summary>
SWP_NOREDRAW = 0x0008,
/// <summary>
/// Same as the SWP_NOOWNERZORDER flag.
/// </summary>
SWP_NOREPOSITION = 0x0200,
/// <summary>
/// Prevents the window from receiving the WM_WINDOWPOSCHANGING message.
/// </summary>
SWP_NOSENDCHANGING = 0x0400,
/// <summary>
/// Retains the current size (ignores the cx and cy parameters).
/// </summary>
SWP_NOSIZE = 0x0001,
/// <summary>
/// Retains the current Z order (ignores the hWndInsertAfter parameter).
/// </summary>
SWP_NOZORDER = 0x0004,
/// <summary>
/// Displays the window.
/// </summary>
SWP_SHOWWINDOW = 0x0040,
// ReSharper restore InconsistentNaming
}
}