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Switch-Toolbox/File_Format_Library/GUI/BFLYT/LayoutViewer.cs

654 lines
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C#
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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Data;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using OpenTK.Graphics.OpenGL;
using OpenTK;
using Toolbox.Library;
using Toolbox.Library.Rendering;
using Toolbox.Library.IO;
using LayoutBXLYT.Cafe;
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namespace LayoutBXLYT
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{
public partial class LayoutViewer : LayoutControlDocked
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{
public List<BasePane> SelectedPanes = new List<BasePane>();
public Camera2D Camera = new Camera2D();
public class Camera2D
{
public Matrix4 ModelViewMatrix = Matrix4.Identity;
public float Zoom = 1;
public Vector2 Position;
}
private LayoutEditor ParentEditor;
private RenderableTex backgroundTex;
public BxlytHeader LayoutFile;
public List<BxlytHeader> LayoutFiles = new List<BxlytHeader>();
private Dictionary<string, STGenericTexture> Textures;
private void glControl1_Load(object sender, EventArgs e)
{
}
public void ResetCamera()
{
Camera = new Camera2D();
}
public void ResetLayout(BxlytHeader bxlyt)
{
LayoutFile = bxlyt;
UpdateViewport();
}
public GLControl GetGLControl() => glControl1;
public LayoutViewer(LayoutEditor editor, BxlytHeader bxlyt, Dictionary<string, STGenericTexture> textures)
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{
InitializeComponent();
ParentEditor = editor;
Text = bxlyt.FileName;
Textures = textures;
LoadLayout(bxlyt);
}
public void LoadLayout(BxlytHeader bxlyt)
{
LayoutFile = bxlyt;
LayoutFiles.Add(bxlyt);
if (bxlyt.Textures.Count > 0)
{
var textures = bxlyt.GetTextures;
foreach (var tex in textures)
if (!Textures.ContainsKey(tex.Key))
Textures.Add(tex.Key, tex.Value);
}
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}
public override void OnControlClosing()
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{
foreach (var tex in LayoutFile.Textures)
{
if (Textures.ContainsKey(tex))
{
Textures[tex].DisposeRenderable();
Textures.Remove(tex);
}
}
}
public void UpdateViewport()
{
glControl1.Invalidate();
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}
private void glControl1_Paint(object sender, PaintEventArgs e)
{
if (!Runtime.OpenTKInitialized)
return;
glControl1.Context.MakeCurrent(glControl1.WindowInfo);
OnRender();
}
private BxlytShader GlobalShader;
public bool GameWindow = false;
public bool UseOrtho => Runtime.LayoutEditor.UseOrthographicView;
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private Color BackgroundColor => Runtime.LayoutEditor.BackgroundColor;
private void OnRender()
{
if (LayoutFile == null) return;
if (!GameWindow)
{
if (ParentEditor != null)
ParentEditor.GamePreviewWindow?.UpdateViewport();
}
if (GameWindow)
RenderGameWindow();
else
RenderEditor();
}
private void RenderGameWindow()
{
int WindowWidth = (int)LayoutFile.RootPane.Width;
int WindowHeight = (int)LayoutFile.RootPane.Height;
GL.Viewport(0, 0, glControl1.Width, glControl1.Height);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
if (UseOrtho)
{
float halfW = WindowWidth, halfH = WindowHeight;
var orthoMatrix = Matrix4.CreateOrthographic(halfW, halfH, -10000, 10000);
GL.LoadMatrix(ref orthoMatrix);
GL.MatrixMode(MatrixMode.Modelview);
Camera.ModelViewMatrix = orthoMatrix;
}
else
{
var cameraPosition = new Vector3(0, 0, -600);
var perspectiveMatrix = Matrix4.CreateTranslation(cameraPosition) * Matrix4.CreatePerspectiveFieldOfView(1.3f, WindowWidth / WindowHeight, 0.01f, 100000);
GL.LoadMatrix(ref perspectiveMatrix);
GL.MatrixMode(MatrixMode.Modelview);
Camera.ModelViewMatrix = perspectiveMatrix;
}
RenderScene();
}
private void RenderEditor()
{
GL.Viewport(0, 0, glControl1.Width, glControl1.Height);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
if (UseOrtho)
{
float halfW = glControl1.Width / 2.0f, halfH = glControl1.Height / 2.0f;
var orthoMatrix = Matrix4.CreateOrthographic(halfW, halfH, -10000, 10000);
GL.LoadMatrix(ref orthoMatrix);
GL.MatrixMode(MatrixMode.Modelview);
Camera.ModelViewMatrix = orthoMatrix;
}
else
{
var cameraPosition = new Vector3(Camera.Position.X, Camera.Position.Y, -(Camera.Zoom * 500));
var perspectiveMatrix = Matrix4.CreateTranslation(cameraPosition) * Matrix4.CreatePerspectiveFieldOfView(1.3f, glControl1.Width / glControl1.Height, 0.01f, 100000);
GL.LoadMatrix(ref perspectiveMatrix);
GL.MatrixMode(MatrixMode.Modelview);
Camera.ModelViewMatrix = perspectiveMatrix;
}
RenderScene();
}
private void RenderScene()
{
GL.ClearColor(BackgroundColor);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
// GL.Disable(EnableCap.CullFace);
GL.Enable(EnableCap.Blend);
GL.Enable(EnableCap.AlphaTest);
GL.AlphaFunc(AlphaFunction.Always, 0f);
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
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GL.Enable(EnableCap.ColorMaterial);
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GL.Enable(EnableCap.Texture2D);
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.BlendEquation(BlendEquationMode.FuncAdd);
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if (UseOrtho && !GameWindow)
{
GL.PushMatrix();
GL.Scale(Camera.Zoom, Camera.Zoom, 1);
GL.Translate(Camera.Position.X, Camera.Position.Y, 0);
}
if (!GameWindow)
{
DrawRootPane(LayoutFile.RootPane);
DrawGrid();
DrawXyLines();
}
GL.BindTexture(TextureTarget.Texture2D, 0);
if (GlobalShader == null)
{
GlobalShader = new BxlytShader();
GlobalShader.Compile();
}
foreach (var layout in LayoutFiles)
RenderPanes(GlobalShader, layout.RootPane, true, 255, false, null, 0);
if (UseOrtho)
GL.PopMatrix();
GL.UseProgram(0);
glControl1.SwapBuffers();
}
private bool test = true;
private void RenderPanes(BxlytShader shader, BasePane pane, bool isRoot, byte parentAlpha, bool parentAlphaInfluence, BasePane partPane = null, int stage = 0)
{
if (!pane.DisplayInEditor || !pane.animController.Visibile)
return;
GL.PushMatrix();
//Check XY rotation and draw the pane before it was rotated
bool isRotatedXY = pane.Rotate.X != 0 || pane.Rotate.Y != 0;
if (isRotatedXY && SelectedPanes.Contains(pane))
{
GL.PushMatrix();
GL.Translate(pane.Translate.X, pane.Translate.Y, 0);
GL.Rotate(pane.Rotate.Z, 0, 0, 1);
GL.Scale(pane.Scale.X, pane.Scale.Y, 1);
DrawDefaultPane(shader, pane, true);
GL.PopMatrix();
}
var translate = pane.Translate;
var rotate = pane.Rotate;
var scale = pane.Scale;
foreach (var animItem in pane.animController.PaneSRT)
{
switch (animItem.Key)
{
case LPATarget.RotateX: rotate.X = animItem.Value; break;
case LPATarget.RotateY: rotate.Y = animItem.Value; break;
case LPATarget.RotateZ: rotate.Z = animItem.Value; break;
case LPATarget.ScaleX: scale.X = animItem.Value; break;
case LPATarget.ScaleY: scale.Y = animItem.Value; break;
case LPATarget.TranslateX: translate.X = animItem.Value; break;
case LPATarget.TranslateY: translate.Y = animItem.Value; break;
case LPATarget.TranslateZ: translate.Z = animItem.Value; break;
}
}
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if (partPane != null)
{
translate = translate + pane.Translate;
scale = scale * pane.Scale;
rotate = rotate + pane.Rotate;
}
GL.Translate(translate.X, translate.Y, 0);
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//Rotate normally unless the object uses shaders/materials
//Rotation matrix + shaders works accurately with X/Y rotation axis
//Todo, do everything by shaders
bool HasMaterials = pane is IWindowPane || pane is IPicturePane || pane is BFLYT.PRT1;
if (!HasMaterials)
{
GL.Rotate(rotate.X, 1, 0, 0);
GL.Rotate(rotate.Y, 0, 1, 0);
GL.Rotate(rotate.Z, 0, 0, 1);
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}
GL.Scale(scale.X, scale.Y, 1);
byte alpha = pane.Alpha;
if (pane.animController.PaneVertexColors.ContainsKey(LVCTarget.PaneAlpha))
alpha = (byte)pane.animController.PaneVertexColors[LVCTarget.PaneAlpha];
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byte effectiveAlpha = (byte)(parentAlpha == 255 ? alpha : (alpha * parentAlpha) / 255);
if (!parentAlphaInfluence)
effectiveAlpha = alpha;
parentAlphaInfluence = parentAlphaInfluence || pane.InfluenceAlpha;
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if (!isRoot)
{
if (pane is IPicturePane)
BxlytToGL.DrawPictureBox(pane, GameWindow, effectiveAlpha, Textures);
else if (pane is IWindowPane)
BxlytToGL.DrawWindowPane(pane, GameWindow, effectiveAlpha, Textures);
else if (pane is IBoundryPane)
BxlytToGL.DrawBoundryPane(pane, GameWindow, effectiveAlpha, SelectedPanes);
else if (pane is ITextPane && Runtime.LayoutEditor.DisplayTextPane)
{
var textPane = (ITextPane)pane;
Bitmap bitmap = null;
if (textPane.RenderableFont == null)
{
if (pane is BFLYT.TXT1)
{
foreach (var fontFile in FirstPlugin.PluginRuntime.BxfntFiles)
{
if (Utils.CompareNoExtension(fontFile.Name, textPane.FontName))
{
bitmap = fontFile.GetBitmap(textPane.Text, false, pane);
}
}
}
}
if (bitmap != null)
BxlytToGL.DrawTextbox(pane, GameWindow, bitmap, effectiveAlpha, Textures, SelectedPanes, textPane.RenderableFont == null);
else
DrawDefaultPane(shader, pane);
}
else if (pane is BFLYT.SCR1)
BxlytToGL.DrawScissorPane(pane, GameWindow, effectiveAlpha, SelectedPanes);
else if (pane is BFLYT.ALI1)
BxlytToGL.DrawAlignmentPane(pane, GameWindow, effectiveAlpha, SelectedPanes);
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else if (pane is BFLYT.PRT1)
DrawPartsPane(shader, (BFLYT.PRT1)pane, effectiveAlpha, parentAlphaInfluence);
else
DrawDefaultPane(shader, pane);
}
else
isRoot = false;
byte childAlpha = pane.InfluenceAlpha || parentAlphaInfluence ? effectiveAlpha : byte.MaxValue;
foreach (var childPane in pane.Childern)
RenderPanes(shader, childPane, isRoot, childAlpha, parentAlphaInfluence, partPane);
GL.PopMatrix();
}
private void DrawRootPane(BasePane pane)
{
Color color = Color.Black;
if (SelectedPanes.Contains(pane))
color = Color.Red;
CustomRectangle rect = pane.CreateRectangle();
//Draw a quad which is the backcolor but lighter
GL.Begin(PrimitiveType.Quads);
GL.Color3(BackgroundColor.Lighten(10));
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.End();
//Draw outline of root pane
GL.Begin(PrimitiveType.LineLoop);
GL.PolygonOffset(0.5f, 2);
GL.LineWidth(33);
GL.Color3(color);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.End();
}
private void DrawDefaultPane(BxlytShader shader, BasePane pane, bool isSelectionBox = false)
{
if (!Runtime.LayoutEditor.DisplayNullPane && !isSelectionBox || GameWindow || Runtime.LayoutEditor.IsGamePreview)
return;
Vector2[] TexCoords = new Vector2[] {
new Vector2(1,1),
new Vector2(0,1),
new Vector2(0,0),
new Vector2(1,0)
};
Color color = Color.White;
if (SelectedPanes.Contains(pane))
color = Color.Red;
Color[] Colors = new Color[] {
color,
color,
color,
color,
};
BxlytToGL.DrawRectangle(pane, GameWindow, pane.Rectangle, TexCoords, Colors);
}
private void DrawPartsPane(BxlytShader shader, BFLYT.PRT1 pane, byte effectiveAlpha, bool parentInfluenceAlpha)
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{
pane.UpdateTextureData(this.Textures);
var partPane = pane.GetExternalPane();
if (partPane != null)
RenderPanes(shader,partPane, true, effectiveAlpha, parentInfluenceAlpha);
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else
DrawDefaultPane(shader, pane);
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if (pane.Properties != null)
{
foreach (var prop in pane.Properties)
{
if (prop.Property != null)
{
RenderPanes(shader,prop.Property, false, effectiveAlpha, parentInfluenceAlpha || pane.InfluenceAlpha);
}
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}
}
}
private void DrawBackground()
{
if (backgroundTex == null)
{
/* backgroundTex = RenderableTex.FromBitmap(Properties.Resources.GridBackground);
backgroundTex.TextureWrapR = TextureWrapMode.Repeat;
backgroundTex.TextureWrapT = TextureWrapMode.Repeat;
GL.Enable(EnableCap.Texture2D);
GL.BindTexture(TextureTarget.Texture2D, backgroundTex.TexID);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (float)backgroundTex.TextureWrapR);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (float)backgroundTex.TextureWrapT);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (float)backgroundTex.TextureMagFilter);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (float)backgroundTex.TextureMinFilter);
float UVscale = 15;
int PanelWidth = 9000;
int PanelWHeight = 9000;
Vector2 scaleCenter = new Vector2(0.5f, 0.5f);
Vector2[] TexCoords = new Vector2[] {
new Vector2(1,1),
new Vector2(0,1),
new Vector2(0,0),
new Vector2(1,0),
};
for (int i = 0; i < TexCoords.Length; i++)
TexCoords[i] = (TexCoords[i] - scaleCenter) * 20 + scaleCenter;
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
GL.PushMatrix();
GL.Scale(1, 1, 1);
GL.Translate(0, 0, 0);
GL.Color4(Color.White);
GL.Begin(PrimitiveType.Quads);
GL.TexCoord2(TexCoords[0]);
GL.Vertex3(PanelWidth, PanelWHeight, 0);
GL.TexCoord2(TexCoords[1]);
GL.Vertex3(-PanelWidth, PanelWHeight, 0);
GL.TexCoord2(TexCoords[2]);
GL.Vertex3(-PanelWidth, -PanelWHeight, 0);
GL.TexCoord2(TexCoords[3]);
GL.Vertex3(PanelWidth, -PanelWHeight, 0);
GL.End();
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.PopMatrix();*/
}
}
public void UpdateBackgroundColor(Color color)
{
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Runtime.LayoutEditor.BackgroundColor = color;
glControl1.Invalidate();
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Config.Save();
}
private void DrawXyLines()
{
if (GameWindow || Runtime.LayoutEditor.IsGamePreview)
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return;
int lineLength = 20;
GL.Color3(Color.Green);
GL.Begin(PrimitiveType.Lines);
GL.Vertex2(0, 0);
GL.Vertex2(0, lineLength);
GL.End();
GL.Color3(Color.Red);
GL.Begin(PrimitiveType.Lines);
GL.Vertex2(0, 0);
GL.Vertex2(lineLength, 0);
GL.End();
}
private void DrawGrid()
{
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if (!Runtime.LayoutEditor.DisplayGrid)
return;
var size = 40;
var amount = 300;
GL.LineWidth(0.001f);
GL.Color3(BackgroundColor.Darken(20));
GL.Begin(PrimitiveType.Lines);
int squareGridCounter = 0;
for (var i = -amount; i <= amount; i++)
{
if (squareGridCounter > 5)
{
squareGridCounter = 0;
GL.LineWidth(33f);
}
else
{
GL.LineWidth(0.001f);
}
GL.Vertex2(new Vector2(-amount * size, i * size));
GL.Vertex2(new Vector2(amount * size, i * size));
GL.Vertex2(new Vector2(i * size, -amount * size));
GL.Vertex2(new Vector2(i * size, amount * size));
squareGridCounter++;
}
GL.End();
GL.Color3(Color.Transparent);
GL.PopAttrib();
}
private bool mouseHeldDown = false;
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private bool isPicked = false;
private Point originMouse;
private void glControl1_MouseDown(object sender, MouseEventArgs e)
{
SelectedPanes.Clear();
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//Pick an object for moving
if (Control.ModifierKeys == Keys.Alt && e.Button == MouseButtons.Left)
{
BasePane hitPane = null;
SearchHit(LayoutFile.RootPane, e.X, e.Y, ref hitPane);
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if (hitPane != null)
{
SelectedPanes.Add(hitPane);
UpdateViewport();
isPicked = true;
}
}
else if (e.Button == MouseButtons.Left)
{
mouseHeldDown = true;
originMouse = e.Location;
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BasePane hitPane = null;
foreach (var child in LayoutFile.RootPane.Childern)
SearchHit(child, e.X, e.Y, ref hitPane);
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Console.WriteLine($"Has Hit " + hitPane != null);
if (hitPane != null)
{
SelectedPanes.Add(hitPane);
UpdateViewport();
}
glControl1.Invalidate();
}
Console.WriteLine("SelectedPanes " + SelectedPanes.Count);
}
private void SearchHit(BasePane pane, int X, int Y, ref BasePane SelectedPane)
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{
if (pane.IsHit(X, Y))
{
SelectedPane = pane;
return;
}
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foreach (var childPane in pane.Childern)
SearchHit(childPane, X, Y, ref SelectedPane);
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}
private void glControl1_MouseUp(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
mouseHeldDown = false;
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isPicked = false;
glControl1.Invalidate();
}
}
private void glControl1_MouseMove(object sender, MouseEventArgs e)
{
if (mouseHeldDown)
{
var pos = new Vector2(e.Location.X - originMouse.X, e.Location.Y - originMouse.Y);
Camera.Position.X += pos.X;
Camera.Position.Y -= pos.Y;
originMouse = e.Location;
glControl1.Invalidate();
}
}
protected override void OnMouseWheel(MouseEventArgs e)
{
base.OnMouseWheel(e);
if (UseOrtho)
{
if (e.Delta > 0 && Camera.Zoom > 0)
Camera.Zoom += 0.1f;
if (e.Delta < 0 && Camera.Zoom < 100 && Camera.Zoom > 0.1)
Camera.Zoom -= 0.1f;
}
else
{
if (e.Delta > 0 && Camera.Zoom > 0.1)
Camera.Zoom -= 0.1f;
if (e.Delta < 0 && Camera.Zoom < 100 && Camera.Zoom > 0)
Camera.Zoom += 0.1f;
}
glControl1.Invalidate();
}
private void glControl1_Resize(object sender, EventArgs e)
{
glControl1.Invalidate();
}
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}
}