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

1172 lines
42 KiB
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 Toolbox.Library.Forms;
using WeifenLuo.WinFormsUI.Docking;
using WeifenLuo.WinFormsUI.ThemeVS2015;
using Toolbox.Library.IO;
using Toolbox.Library;
using FirstPlugin;
using LayoutBXLYT.Cafe;
namespace LayoutBXLYT
{
public partial class LayoutEditor : Form
{
/// <summary>
/// Enables or disables legacy opengl support
/// Modern support is not quite finished yet so keep enabled!
/// </summary>
public static bool UseLegacyGL = true;
public LayoutViewer GamePreviewWindow;
private LayoutCustomPaneMapper CustomMapper;
private Dictionary<string, STGenericTexture> Textures;
public List<BxlytHeader> LayoutFiles = new List<BxlytHeader>();
public List<BxlanHeader> AnimationFiles = new List<BxlanHeader>();
public List<BxlanHeader> SelectedAnimations = new List<BxlanHeader>();
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public List<BasePane> SelectedPanes
{
get { return ActiveViewport?.SelectedPanes; }
}
private BxlytHeader ActiveLayout;
private BxlanHeader ActiveAnimation;
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public enum DockLayout
{
Default,
Animation,
}
public EventHandler ObjectSelected;
public EventHandler ObjectChanged;
public LayoutEditor()
{
InitializeComponent();
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chkAutoKey.Enabled = false;
chkAutoKey.ForeColor = FormThemes.BaseTheme.FormForeColor;
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CustomMapper = new LayoutCustomPaneMapper();
Textures = new Dictionary<string, STGenericTexture>();
ThemeBase theme = new VS2015DarkTheme();
if (FormThemes.ActivePreset == FormThemes.Preset.White)
theme = new VS2015LightTheme();
this.dockPanel1.Theme = theme;
this.dockPanel1.BackColor = FormThemes.BaseTheme.FormBackColor;
this.BackColor = FormThemes.BaseTheme.FormBackColor;
redoToolStripMenuItem.Enabled = false;
undoToolStripMenuItem.Enabled = false;
viewportBackColorCB.Items.Add("Back Color : Default");
viewportBackColorCB.Items.Add("Back Color : Custom");
orthographicViewToolStripMenuItem.Checked = true;
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editorModeCB.Items.Add("Normal");
editorModeCB.Items.Add("Animation");
editorModeCB.SelectedIndex = 0;
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foreach (var type in Enum.GetValues(typeof(Runtime.LayoutEditor.DebugShading)).Cast<Runtime.LayoutEditor.DebugShading>())
debugShading.Items.Add(type);
debugShading.SelectedItem = Runtime.LayoutEditor.Shading;
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displayNullPanesToolStripMenuItem.Checked = Runtime.LayoutEditor.DisplayNullPane;
displayyBoundryPanesToolStripMenuItem.Checked = Runtime.LayoutEditor.DisplayBoundryPane;
displayPicturePanesToolStripMenuItem.Checked = Runtime.LayoutEditor.DisplayPicturePane;
displayWindowPanesToolStripMenuItem.Checked = Runtime.LayoutEditor.DisplayWindowPane;
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renderInGamePreviewToolStripMenuItem.Checked = Runtime.LayoutEditor.IsGamePreview;
displayGridToolStripMenuItem.Checked = Runtime.LayoutEditor.DisplayGrid;
displayTextPanesToolStripMenuItem.Checked = Runtime.LayoutEditor.DisplayTextPane;
transformChildrenToolStripMenuItem.Checked = Runtime.LayoutEditor.TransformChidlren;
viewPartsAsNullPanesToolStripMenuItem.Checked = Runtime.LayoutEditor.PartsAsNullPanes;
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ObjectSelected += OnObjectSelected;
ObjectChanged += OnObjectChanged;
if (Runtime.LayoutEditor.BackgroundColor != Color.FromArgb(130, 130, 130))
viewportBackColorCB.SelectedIndex = 1;
else
viewportBackColorCB.SelectedIndex = 0;
}
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private List<LayoutViewer> Viewports = new List<LayoutViewer>();
private LayoutAnimEditor LayoutAnimEditor;
private LayoutViewer ActiveViewport;
private LayoutHierarchy LayoutHierarchy;
private LayoutAnimList LayoutAnimList;
private LayoutTextureList LayoutTextureList;
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private LayoutProperties LayoutProperties;
private LayoutTextDocked TextConverter;
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private LayoutPartsEditor LayoutPartsEditor;
private STAnimationPanel AnimationPanel;
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
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private PaneEditor LayoutPaneEditor;
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private bool isLoaded = false;
public void LoadBxlyt(BxlytHeader header)
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{
/* if (PluginRuntime.BxfntFiles.Count > 0)
{
var result = MessageBox.Show("Found font files opened. Would you like to save character images to disk? " +
"(Allows for faster loading and won't need to be reopened)", "Layout Editor", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.Yes)
{
var cacheDir = $"{Runtime.ExecutableDir}/Cached/Font";
if (!System.IO.Directory.Exists(cacheDir))
System.IO.Directory.CreateDirectory(cacheDir);
foreach (var bffnt in PluginRuntime.BxfntFiles)
{
if (!System.IO.Directory.Exists($"{cacheDir}/{bffnt.Name}"))
System.IO.Directory.CreateDirectory($"{cacheDir}/{bffnt.Name}");
var fontBitmap = bffnt.GetBitmapFont(true);
foreach (var character in fontBitmap.Characters)
{
var charaMap = character.Value;
charaMap.CharBitmap.Save($"{cacheDir}/{bffnt.Name}/cmap_{Convert.ToUInt16(character.Key).ToString("x2")}_{charaMap.CharWidth}_{charaMap.GlyphWidth}_{charaMap.LeftOffset}.png");
}
fontBitmap.Dispose();
}
}
}*/
LayoutFiles.Add(header);
ActiveLayout = header;
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LayoutViewer Viewport = new LayoutViewer(this, header, Textures);
Viewport.DockContent = new DockContent();
Viewport.DockContent.Text = header.FileName;
Viewport.DockContent.Controls.Add(Viewport);
Viewport.Dock = DockStyle.Fill;
Viewport.DockContent.Show(dockPanel1, DockState.Document);
Viewport.DockContent.DockHandler.AllowEndUserDocking = false;
Viewports.Add(Viewport);
ActiveViewport = Viewport;
UpdateUndo();
/* if (ActiveViewport == null)
{
LayoutViewer Viewport = new LayoutViewer(this,header, Textures);
Viewport.DockContent = new DockContent();
Viewport.DockContent.Controls.Add(Viewport);
Viewport.Dock = DockStyle.Fill;
Viewport.DockContent.Show(dockPanel1, DockState.Document);
Viewport.DockContent.DockHandler.AllowEndUserDocking = false;
Viewports.Add(Viewport);
ActiveViewport = Viewport;
}
else
ActiveViewport.LoadLayout(header);*/
orthographicViewToolStripMenuItem.Checked = Runtime.LayoutEditor.UseOrthographicView;
if (!isLoaded)
InitializeDockPanels();
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LayoutAnimList?.SearchAnimations(header);
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CustomMapper.LoadMK8DCharaSelect(Textures, header);
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isLoaded = true;
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}
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
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public Dictionary<string, STGenericTexture> GetTextures()
{
return Textures;
}
public void LoadBxlan(BxlanHeader header)
{
AnimationFiles.Add(header);
ActiveAnimation = header;
ShowAnimationHierarchy();
ShowPropertiesPanel();
LayoutAnimList.LoadAnimation(ActiveAnimation);
isLoaded = true;
}
private void InitializeDockPanels(bool isAnimation = false)
{
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ShowAnimationHierarchy();
ShowTextureList();
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ShowPartsEditor();
ShowPaneHierarchy();
ShowPropertiesPanel();
UpdateBackColor();
ShowAnimationPanel();
}
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private void ResetEditors()
{
if (LayoutHierarchy != null)
LayoutHierarchy.Reset();
if (LayoutTextureList != null)
LayoutTextureList.Reset();
if (LayoutProperties != null)
LayoutProperties.Reset();
if (TextConverter != null)
TextConverter.Reset();
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
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if (LayoutPaneEditor != null)
LayoutPaneEditor.Reset();
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}
private void ReloadEditors(BxlytHeader activeLayout)
{
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if (!isLoaded) return;
if (LayoutProperties != null)
LayoutProperties.Reset();
if (LayoutHierarchy != null)
LayoutHierarchy.LoadLayout(activeLayout, ObjectSelected);
if (LayoutTextureList != null)
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
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LayoutTextureList.LoadTextures(this, activeLayout, Textures);
if (TextConverter != null)
{
if (ActiveLayout.FileInfo is BFLYT)
TextConverter.LoadLayout((BFLYT)ActiveLayout.FileInfo);
}
}
private void OnObjectChanged(object sender, EventArgs e)
{
}
private void OnProperyChanged()
{
Console.WriteLine("UpdateProperties");
if (LayoutProperties != null)
LayoutProperties.UpdateProperties();
if (ActiveViewport != null)
ActiveViewport.UpdateViewport();
}
private bool isSelectedInViewer = false;
private bool isChecked = false;
private void OnObjectSelected(object sender, EventArgs e)
{
if (isChecked) return;
if (AnimationPanel != null)
{
if (e is ListViewItemSelectionChangedEventArgs)
{
var node = ((ListViewItemSelectionChangedEventArgs)e).Item;
if (node.Tag is ArchiveFileInfo)
{
UpdateAnimationNode(node);
}
if (node.Tag is BxlanHeader)
{
AnimationPanel?.Reset();
foreach (ListViewItem item in LayoutAnimList.GetSelectedAnimations)
UpdateAnimationPlayer((BxlanHeader)item.Tag);
}
}
}
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
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if (LayoutPaneEditor != null && (string)sender == "Select")
{
if (e is TreeViewEventArgs) {
var node = ((TreeViewEventArgs)e).Node;
if (Runtime.LayoutEditor.AnimationEditMode)
OnSelectedAnimationMode();
if (!isSelectedInViewer)
ActiveViewport?.SelectedPanes.Clear();
if (node.Tag is BasePane)
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
LoadPaneEditorOnSelect(node.Tag as BasePane);
else if (node.Tag is BxlytMaterial)
{
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
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LayoutPaneEditor.Text = $"Properties [{((BxlytMaterial)node.Tag).Name}]";
LayoutPaneEditor.LoadMaterial((BxlytMaterial)node.Tag, this);
}
else
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
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{
LayoutPaneEditor.Text = $"Properties";
LayoutPaneEditor.LoadProperties(node.Tag);
}
}
}
if (ActiveViewport != null)
{
if (e is TreeViewEventArgs && (string)sender == "Checked" && !isChecked) {
isChecked = true;
var node = ((TreeViewEventArgs)e).Node;
ToggleChildern(node, node.Checked);
isChecked = false;
}
ActiveViewport.UpdateViewport();
}
}
private void OnSelectedAnimationMode()
{
if (AnimationPanel == null) return;
}
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
public void UpdateViewport() {
ActiveViewport?.UpdateViewport();
}
public void LoadPaneEditorOnSelect(BasePane pane)
{
if (pane is IPicturePane)
LayoutPaneEditor.Text = $"Properties [{pane.Name}] | (Picture Pane)";
else if (pane is ITextPane)
LayoutPaneEditor.Text = $"Properties [{pane.Name}] | (Text Box Pane)";
else if (pane is IWindowPane)
LayoutPaneEditor.Text = $"Properties [{pane.Name}] | (Window Pane)";
else if (pane is IBoundryPane)
LayoutPaneEditor.Text = $"Properties [{pane.Name}] | (Boundry Pane)";
else if (pane is IPartPane)
LayoutPaneEditor.Text = $"Properties [{pane.Name}] | (Part Pane)";
else
LayoutPaneEditor.Text = $"Properties [{pane.Name}] | (Null Pane)";
LayoutPaneEditor.LoadPane(pane, this);
if (ActiveViewport == null) return;
if (!ActiveViewport.SelectedPanes.Contains(pane))
ActiveViewport.SelectedPanes.Add(pane);
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
}
public void RefreshEditors()
{
LayoutPaneEditor?.RefreshEditor();
}
public void UpdateHiearchyNodeSelection(BasePane pane)
{
var nodeWrapper = pane.NodeWrapper;
if (nodeWrapper == null) return;
isSelectedInViewer = true;
LayoutHierarchy?.SelectNode(nodeWrapper);
isSelectedInViewer = false;
}
private void UpdateAnimationNode(ListViewItem node)
{
var archiveNode = node.Tag as ArchiveFileInfo;
var fileFormat = archiveNode.OpenFile();
//Update the tag so this doesn't run again
node.Tag = "Expanded";
if (fileFormat != null && fileFormat is BXLAN)
{
node.Tag = ((BXLAN)fileFormat).BxlanHeader;
AnimationFiles.Add(((BXLAN)fileFormat).BxlanHeader);
}
}
private void ToggleChildern(TreeNode node, bool isChecked)
{
if (node.Tag is BasePane)
((BasePane)node.Tag).DisplayInEditor = isChecked;
node.Checked = isChecked;
foreach (TreeNode child in node.Nodes)
ToggleChildern(child, isChecked);
}
private void UpdateAnimationPlayer(BxlanHeader animHeader)
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{
if (AnimationPanel == null) return;
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if (ActiveLayout != null)
{
AnimationPanel.AddAnimation(animHeader.ToGenericAnimation(ActiveLayout), false);
// foreach (var anim in AnimationFiles)
// AnimationPanel.AddAnimation(anim.ToGenericAnimation(ActiveLayout), false);
}
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}
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private void LayoutEditor_ParentChanged(object sender, EventArgs e)
{
if (this.ParentForm == null) return;
}
private void textureListToolStripMenuItem_Click(object sender, EventArgs e) {
ShowTextureList();
}
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private void ShowPartsEditor()
{
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if (LayoutPartsEditor != null)
return;
2019-09-05 22:24:03 +02:00
LayoutPartsEditor = new LayoutPartsEditor();
LayoutPartsEditor.Text = "Parts Editor";
LayoutPartsEditor.Show(dockPanel1, DockState.DockLeft);
}
public void ShowBxlanEditor(BxlanHeader bxlan)
{
LayoutDocked dock = new LayoutDocked();
LayoutAnimEditorBasic editor = new LayoutAnimEditorBasic();
editor.LoadAnim(bxlan, ActiveLayout);
editor.OnPropertyChanged += AnimPropertyChanged;
editor.Dock = DockStyle.Fill;
dock.Controls.Add(editor);
dock.Show(this);
/* if (LayoutAnimEditor != null) {
LayoutAnimEditor.LoadFile(bxlan.GetGenericAnimation());
return;
}
LayoutAnimEditor = new LayoutAnimEditor();
AnimationPanel.OnNodeSelected = LayoutAnimEditor.OnNodeSelected;
LayoutAnimEditor.LoadFile(bxlan.GetGenericAnimation());
if (LayoutHierarchy != null)
LayoutAnimEditor.Show(LayoutHierarchy.Pane, DockAlignment.Bottom, 0.5);
else
LayoutAnimEditor.Show(dockPanel1, DockState.DockRight);*/
}
private void AnimPropertyChanged(object sender, EventArgs e)
{
ActiveViewport?.UpdateViewport();
}
private void ShowPropertiesPanel()
{
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
if (LayoutPaneEditor == null)
LayoutPaneEditor = new PaneEditor();
LayoutPaneEditor.Text = "Properties";
LayoutPaneEditor.PropertyChanged += OnPanePropertyChanged;
2019-09-24 00:16:50 +02:00
if (LayoutHierarchy != null)
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
LayoutPaneEditor.Show(LayoutHierarchy.Pane, DockAlignment.Bottom, 0.5);
else
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
LayoutPaneEditor.Show(dockPanel1, DockState.DockRight);
/* if (LayoutProperties != null)
return;
LayoutProperties = new LayoutProperties();
LayoutProperties.Text = "Properties";
if (LayoutHierarchy != null)
LayoutProperties.Show(LayoutHierarchy.Pane, DockAlignment.Bottom, 0.5);
else
LayoutProperties.Show(dockPanel1, DockState.DockRight);*/
}
public void ShowPaneEditor(BasePane pane)
{
/* if (LayoutPaneEditor == null)
LayoutPaneEditor = new PaneEditor();
LayoutPaneEditor.PropertyChanged += OnPanePropertyChanged;
LayoutPaneEditor.LoadPane(pane);
LayoutPaneEditor.Show();*/
}
public void ShowAnimationHierarchy()
{
if (LayoutAnimList != null)
2019-09-24 00:16:50 +02:00
return;
LayoutAnimList = new LayoutAnimList(this, ObjectSelected);
LayoutAnimList.Text = "Animation Hierarchy";
LayoutAnimList.Show(dockPanel1, DockState.DockLeft);
}
private void ShowPaneHierarchy()
{
2019-09-24 00:16:50 +02:00
if (LayoutHierarchy != null)
return;
LayoutHierarchy = new LayoutHierarchy(this);
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LayoutHierarchy.Text = "Hierarchy";
LayoutHierarchy.LoadLayout(ActiveLayout, ObjectSelected);
2019-08-30 01:01:47 +02:00
LayoutHierarchy.Show(dockPanel1, DockState.DockLeft);
}
private void ShowTextureList()
2019-08-28 03:14:37 +02:00
{
2019-09-24 00:16:50 +02:00
if (LayoutTextureList != null)
return;
LayoutTextureList = new LayoutTextureList();
2019-08-30 01:01:47 +02:00
LayoutTextureList.Text = "Texture List";
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
LayoutTextureList.LoadTextures(this, ActiveLayout, Textures);
2019-08-30 01:01:47 +02:00
LayoutTextureList.Show(dockPanel1, DockState.DockRight);
}
public void ShowAnimationPanel()
{
DockContent dockContent = new DockContent();
AnimationPanel = new STAnimationPanel();
AnimationPanel.Dock = DockStyle.Fill;
AnimationPanel.AnimationPlaying += OnAnimationPlaying;
AnimationPanel.SetViewport(ActiveViewport.GetGLControl());
dockContent.Controls.Add(AnimationPanel);
LayoutTextureList.Show(dockPanel1, DockState.DockRight);
if (ActiveViewport != null)
dockContent.Show(ActiveViewport.Pane, DockAlignment.Bottom, 0.2);
else
dockContent.Show(dockPanel1, DockState.DockBottom);
}
public void UpdateHiearchyTree()
{
LayoutHierarchy?.UpdateTree();
}
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
public void UpdateLayoutTextureList()
{
LayoutTextureList?.LoadTextures(this, ActiveLayout, Textures);
}
private void OnAnimationPlaying(object sender, EventArgs e)
{
if (LayoutAnimEditor != null)
LayoutAnimEditor.OnAnimationPlaying();
2019-10-20 02:32:44 +02:00
if (Runtime.LayoutEditor.AnimationEditMode && LayoutPaneEditor != null)
LayoutPaneEditor.ReloadEditor();
}
private void stComboBox1_MouseDoubleClick(object sender, MouseEventArgs e)
{
2019-08-28 03:14:37 +02:00
}
private bool isBGUpdating = false;
private void viewportBackColorCB_SelectedIndexChanged(object sender, EventArgs e)
{
if (ActiveViewport == null || isBGUpdating) return;
UpdateBackColor();
}
private void UpdateBackColor()
{
if (viewportBackColorCB.SelectedIndex == 0)
{
ActiveViewport.UpdateBackgroundColor(Color.FromArgb(130, 130, 130));
backColorDisplay.BackColor = Color.FromArgb(130, 130, 130);
}
else if (!isLoaded)
{
ActiveViewport.UpdateBackgroundColor(Runtime.LayoutEditor.BackgroundColor);
backColorDisplay.BackColor = Runtime.LayoutEditor.BackgroundColor;
}
2019-08-28 03:14:37 +02:00
else
{
ColorDialog dlg = new ColorDialog();
if (dlg.ShowDialog() == DialogResult.OK)
{
ActiveViewport.UpdateBackgroundColor(dlg.Color);
backColorDisplay.BackColor = dlg.Color;
}
else
viewportBackColorCB.SelectedIndex = 0;
}
}
private void backColorDisplay_Click(object sender, EventArgs e)
{
isBGUpdating = true;
ColorDialog dlg = new ColorDialog();
if (dlg.ShowDialog() == DialogResult.OK)
{
ActiveViewport.UpdateBackgroundColor(dlg.Color);
backColorDisplay.BackColor = dlg.Color;
if (viewportBackColorCB.SelectedIndex == 0)
viewportBackColorCB.SelectedIndex = 1;
}
isBGUpdating = false;
2019-08-28 03:14:37 +02:00
}
private void dockPanel1_ActiveDocumentChanged(object sender, EventArgs e)
{
var dockContent = dockPanel1.ActiveDocument as DockContent;
if (dockContent == null) return;
LayoutViewer viewer = null;
foreach (var control in dockContent.Controls)
if (control is LayoutViewer)
viewer = control as LayoutViewer;
if (viewer != null)
{
var file = viewer.LayoutFile;
ActiveLayout = file;
ReloadEditors(file);
ActiveViewport = viewer;
UpdateUndo();
viewer.UpdateViewport();
Console.WriteLine("changed " + ActiveLayout.FileName);
}
}
private void LayoutEditor_DragDrop(object sender, DragEventArgs e)
{
Cursor.Current = Cursors.WaitCursor;
string[] files = (string[])e.Data.GetData(DataFormats.FileDrop);
foreach (string filename in files)
OpenFile(filename);
Cursor.Current = Cursors.Default;
}
private void OpenFile(string fileName)
{
//Todo if an image is dropped, we should make a picture pane if a viewer is active
var file = STFileLoader.OpenFileFormat(fileName);
if (file == null) return;
if (file is BFLYT)
LoadBxlyt(((BFLYT)file).header);
else if (file is BCLYT)
LoadBxlyt(((BCLYT)file).header);
else if (file is BRLYT)
LoadBxlyt(((BRLYT)file).header);
else if (file is IArchiveFile)
{
var layouts = SearchLayoutFiles((IArchiveFile)file);
if (layouts.Count > 1)
{
var form = new FileSelector();
form.LoadLayoutFiles(layouts);
if (form.ShowDialog() == DialogResult.OK)
{
2019-08-30 01:48:07 +02:00
foreach (var layout in form.SelectedLayouts())
{
if (layout is BFLYT)
LoadBxlyt(((BFLYT)layout).header);
if (layout is BCLYT)
LoadBxlyt(((BCLYT)layout).header);
if (layout is BRLYT)
LoadBxlyt(((BRLYT)layout).header);
}
2019-09-01 19:29:24 +02:00
}
}
else if (layouts.Count > 0)
{
if (layouts[0] is BFLYT)
LoadBxlyt(((BFLYT)layouts[0]).header);
if (layouts[0] is BCLYT)
LoadBxlyt(((BCLYT)layouts[0]).header);
if (layouts[0] is BRLYT)
LoadBxlyt(((BRLYT)layouts[0]).header);
}
}
else if (file is BFLAN)
LoadBxlan(((BFLAN)file).BxlanHeader);
else if (file is BRLAN)
LoadBxlan(((BRLAN)file).BxlanHeader);
else if (file is BNTX)
{
}
}
private List<IFileFormat> SearchLayoutFiles(IArchiveFile archiveFile)
{
List<IFileFormat> layouts = new List<IFileFormat>();
foreach (var file in archiveFile.Files)
{
2019-08-30 01:01:47 +02:00
var fileFormat = STFileLoader.OpenFileFormat(file.FileName,
new Type[] { typeof(BFLYT), typeof(BCLYT), typeof(BRLYT), typeof(SARC) }, file.FileData);
2019-08-30 01:01:47 +02:00
if (fileFormat is BFLYT)
{
fileFormat.IFileInfo.ArchiveParent = archiveFile;
layouts.Add(fileFormat);
}
else if (fileFormat is BCLYT)
{
fileFormat.IFileInfo.ArchiveParent = archiveFile;
layouts.Add(fileFormat);
}
else if (Utils.GetExtension(file.FileName) == ".bntx")
{
2019-09-01 19:29:24 +02:00
}
else if (Utils.GetExtension(file.FileName) == ".bflim")
{
}
2019-08-30 01:01:47 +02:00
else if (fileFormat is SARC)
{
fileFormat.IFileInfo.ArchiveParent = archiveFile;
if (fileFormat is IArchiveFile)
return SearchLayoutFiles((IArchiveFile)fileFormat);
}
}
return layouts;
}
private void LayoutEditor_DragEnter(object sender, DragEventArgs e)
{
if (e.Data.GetDataPresent(DataFormats.FileDrop))
e.Effect = DragDropEffects.All;
else
{
String[] strGetFormats = e.Data.GetFormats();
e.Effect = DragDropEffects.None;
}
}
2019-08-30 01:01:47 +02:00
private void clearWorkspaceToolStripMenuItem_Click(object sender, EventArgs e)
{
2019-08-30 02:51:41 +02:00
var docs = dockPanel1.DocumentsToArray();
for (int i = 0; i < docs.Length; i++)
docs[i].DockHandler.DockPanel = null;
2019-08-30 01:01:47 +02:00
ResetEditors();
2019-08-30 02:51:41 +02:00
GC.Collect();
2019-08-30 01:01:47 +02:00
}
private void openToolStripMenuItem_Click(object sender, EventArgs e)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Multiselect = true;
if (ofd.ShowDialog() == DialogResult.OK)
{
foreach (string filename in ofd.FileNames)
OpenFile(filename);
}
}
private void textConverterToolStripMenuItem_Click(object sender, EventArgs e)
{
if (!textConverterToolStripMenuItem.Checked)
{
if (ActiveLayout.FileInfo is BFLYT)
{
if (TextConverter == null)
TextConverter = new LayoutTextDocked();
TextConverter.Text = "Text Converter";
TextConverter.TextCompiled += OnTextCompiled;
TextConverter.LoadLayout((BFLYT)ActiveLayout.FileInfo);
if (ActiveViewport != null)
TextConverter.Show(ActiveViewport.Pane, DockAlignment.Bottom, 0.4);
else
TextConverter.Show(dockPanel1, DockState.DockLeft);
}
textConverterToolStripMenuItem.Checked = true;
}
else
{
textConverterToolStripMenuItem.Checked = false;
TextConverter?.Hide();
}
}
private void OnTextCompiled(object sender, EventArgs e)
{
var layout = TextConverter.GetLayout();
ActiveLayout = layout.header;
ReloadEditors(layout.header);
if (ActiveViewport != null)
ActiveViewport.ResetLayout(ActiveLayout);
}
private void saveToolStripMenuItem_Click(object sender, EventArgs e)
{
2019-09-11 03:25:30 +02:00
if (ActiveAnimation != null && ActiveAnimation.FileInfo.CanSave)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = Utils.GetAllFilters(ActiveAnimation.FileInfo);
sfd.FileName = ActiveAnimation.FileInfo.FileName;
if (sfd.ShowDialog() == DialogResult.OK)
{
STFileSaver.SaveFileFormat(ActiveAnimation.FileInfo, sfd.FileName);
}
}
if (ActiveLayout != null && ActiveLayout.FileInfo.CanSave)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = Utils.GetAllFilters(ActiveLayout.FileInfo);
sfd.FileName = ActiveLayout.FileInfo.FileName;
if (sfd.ShowDialog() == DialogResult.OK)
{
STFileSaver.SaveFileFormat(ActiveLayout.FileInfo, sfd.FileName);
}
}
}
2019-09-01 19:29:24 +02:00
private void saveToolStripMenuItem1_Click(object sender, EventArgs e) {
if (ActiveLayout != null)
SaveActiveFile(ActiveLayout.FileInfo);
}
private void saveAnimationToolStripMenuItem_Click(object sender, EventArgs e) {
if (ActiveAnimation != null)
SaveActiveFile(ActiveAnimation.FileInfo);
2019-09-01 19:29:24 +02:00
}
private void SaveActiveFile(IFileFormat fileFormat, bool ForceDialog = false)
2019-09-01 19:29:24 +02:00
{
if (fileFormat.CanSave)
2019-09-01 19:29:24 +02:00
{
if (fileFormat.IFileInfo != null &&
fileFormat.IFileInfo.ArchiveParent != null && !ForceDialog)
2019-09-01 19:29:24 +02:00
{
if (fileFormat is IEditorFormParameters)
((IEditorFormParameters)fileFormat).OnSave.Invoke(fileFormat, new EventArgs());
MessageBox.Show($"Saved {fileFormat.FileName} to archive!");
2019-09-01 19:29:24 +02:00
}
else
{
STFileSaver.SaveFileFormat(fileFormat, fileFormat.FilePath);
2019-09-01 19:29:24 +02:00
}
}
}
private void LayoutEditor_KeyDown(object sender, KeyEventArgs e)
{
if (e.Control && e.Alt && e.KeyCode == Keys.S) // Ctrl + Alt + S Save As
{
e.SuppressKeyPress = true;
if (ActiveLayout != null)
SaveActiveFile(ActiveLayout.FileInfo, true);
if (ActiveAnimation != null)
SaveActiveFile(ActiveAnimation.FileInfo, true);
2019-09-01 19:29:24 +02:00
}
else if (e.Control && e.KeyCode == Keys.S) // Ctrl + S Save
{
e.SuppressKeyPress = true;
if (ActiveLayout != null)
SaveActiveFile(ActiveLayout.FileInfo, false);
if (ActiveAnimation != null)
SaveActiveFile(ActiveAnimation.FileInfo, false);
2019-09-01 19:29:24 +02:00
}
}
2019-09-06 00:14:15 +02:00
private void debugShading_SelectedIndexChanged(object sender, EventArgs e)
{
if (debugShading.SelectedIndex < 0) return;
Runtime.LayoutEditor.Shading = (Runtime.LayoutEditor.DebugShading)debugShading.SelectedItem;
if (ActiveViewport != null)
ActiveViewport.UpdateViewport();
}
private void orthographicViewToolStripMenuItem_Click(object sender, EventArgs e) {
ToggleOrthMode();
}
private void toolstripOrthoBtn_Click(object sender, EventArgs e) {
if (orthographicViewToolStripMenuItem.Checked)
orthographicViewToolStripMenuItem.Checked = false;
else
orthographicViewToolStripMenuItem.Checked = true;
ToggleOrthMode();
}
private void ToggleOrthMode()
{
if (ActiveViewport != null)
{
if (!orthographicViewToolStripMenuItem.Checked)
toolstripOrthoBtn.Image = BitmapExtension.GrayScale(FirstPlugin.Properties.Resources.OrthoView);
else
toolstripOrthoBtn.Image = FirstPlugin.Properties.Resources.OrthoView;
Runtime.LayoutEditor.UseOrthographicView = orthographicViewToolStripMenuItem.Checked;
ActiveViewport.ResetCamera();
ActiveViewport.UpdateViewport();
}
}
private void toolStripButton1_Click(object sender, EventArgs e) {
if (ActiveLayout != null)
SaveActiveFile(ActiveLayout.FileInfo, false);
if (ActiveAnimation != null)
SaveActiveFile(ActiveAnimation.FileInfo, false);
}
2019-09-12 01:52:57 +02:00
private void displayPanesToolStripMenuItem_Click(object sender, EventArgs e)
{
Runtime.LayoutEditor.DisplayNullPane = displayNullPanesToolStripMenuItem.Checked;
Runtime.LayoutEditor.DisplayBoundryPane = displayyBoundryPanesToolStripMenuItem.Checked;
Runtime.LayoutEditor.DisplayPicturePane = displayPicturePanesToolStripMenuItem.Checked;
Runtime.LayoutEditor.DisplayWindowPane = displayWindowPanesToolStripMenuItem.Checked;
Runtime.LayoutEditor.DisplayTextPane = displayTextPanesToolStripMenuItem.Checked;
2019-09-12 01:52:57 +02:00
2019-09-17 03:02:00 +02:00
ActiveViewport?.UpdateViewport();
}
private void renderInGamePreviewToolStripMenuItem_Click(object sender, EventArgs e)
{
Runtime.LayoutEditor.IsGamePreview = renderInGamePreviewToolStripMenuItem.Checked;
ActiveViewport?.UpdateViewport();
}
private void displayGridToolStripMenuItem_Click(object sender, EventArgs e)
{
Runtime.LayoutEditor.DisplayGrid = displayGridToolStripMenuItem.Checked;
ActiveViewport?.UpdateViewport();
2019-09-12 01:52:57 +02:00
}
private void resetToolStripMenuItem_Click(object sender, EventArgs e)
{
AnimationPanel?.Reset();
ActiveViewport?.UpdateViewport();
}
private void showGameWindowToolStripMenuItem_Click(object sender, EventArgs e)
{
if (GamePreviewWindow == null || GamePreviewWindow.Disposing || GamePreviewWindow.IsDisposed)
{
GamePreviewWindow = new LayoutViewer(this,ActiveLayout, Textures);
GamePreviewWindow.GameWindow = true;
GamePreviewWindow.Dock = DockStyle.Fill;
STForm form = new STForm();
form.Text = "Game Preview";
form.AddControl(GamePreviewWindow);
form.Show(this);
}
}
private void LayoutEditor_FormClosed(object sender, FormClosedEventArgs e)
{
AnimationPanel?.OnControlClosing();
GamePreviewWindow?.OnControlClosing();
GamePreviewWindow?.Dispose();
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
LayoutPaneEditor?.Close();
LayoutAnimEditor?.Close();
LayoutHierarchy?.Close();
}
private void undoToolStripMenuItem_Click(object sender, EventArgs e) {
ActiveViewport?.UndoManger.Undo();
ActiveViewport?.UpdateViewport();
UpdateUndo();
}
private void redoToolStripMenuItem_Click(object sender, EventArgs e) {
ActiveViewport?.UndoManger.Redo();
ActiveViewport?.UpdateViewport();
UpdateUndo();
}
public void UpdateUndo()
{
if (ActiveViewport == null)
return;
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
RefreshEditors();
redoToolStripMenuItem.Enabled = false;
undoToolStripMenuItem.Enabled = false;
if (ActiveViewport.UndoManger.HasUndo)
undoToolStripMenuItem.Enabled = true;
if (ActiveViewport.UndoManger.HasRedo)
redoToolStripMenuItem.Enabled = true;
}
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
private void OnPanePropertyChanged(object sender, EventArgs e)
{
ActiveViewport?.UpdateViewport();
}
private void viewPartsAsNullPanesToolStripMenuItem_Click(object sender, EventArgs e)
{
Runtime.LayoutEditor.PartsAsNullPanes = viewPartsAsNullPanesToolStripMenuItem.Checked;
ActiveViewport?.UpdateViewport();
}
#region Pane Adding
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
public BasePane AddNewTextPane()
{
NewTextboxDialog newTextDlg = new NewTextboxDialog();
newTextDlg.LoadFonts(ActiveLayout.Fonts);
if (newTextDlg.ShowDialog() == DialogResult.OK)
{
string font = newTextDlg.GetFont();
int fontIndex = ActiveLayout.AddFont(font);
string text = newTextDlg.GetText();
BasePane pane = null;
if (ActiveLayout is BFLYT.Header)
pane = new BFLYT.TXT1((BFLYT.Header)ActiveLayout, RenamePane("T_text"));
if (pane != null)
{
((ITextPane)pane).FontIndex = (ushort)fontIndex;
((ITextPane)pane).FontName = font;
((ITextPane)pane).Text = text;
pane.NodeWrapper = LayoutHierarchy.CreatePaneWrapper(pane);
((ITextPane)pane).MaterialIndex = (ushort)ActiveLayout.AddMaterial(((ITextPane)pane).Material);
ActiveLayout.AddPane(pane, ActiveLayout.RootPane);
}
return pane;
}
else return null;
}
public BasePane AddNewBoundryPane()
{
BasePane pane = null;
if (ActiveLayout is BFLYT.Header)
pane = new BFLYT.BND1((BFLYT.Header)ActiveLayout, RenamePane("B_bound"));
if (pane != null)
{
pane.NodeWrapper = LayoutHierarchy.CreatePaneWrapper(pane);
ActiveLayout.AddPane(pane, ActiveLayout.RootPane);
}
return pane;
}
public BasePane AddNewWindowPane()
{
BasePane pane = null;
if (ActiveLayout is BFLYT.Header)
pane = new BFLYT.WND1((BFLYT.Header)ActiveLayout, RenamePane("W_window"));
if (pane != null)
{
pane.NodeWrapper = LayoutHierarchy.CreatePaneWrapper(pane);
ActiveLayout.AddPane(pane, ActiveLayout.RootPane);
}
return pane;
}
public BasePane AddNewPicturePane()
{
BasePane pane = null;
if (ActiveLayout is BFLYT.Header)
pane = new BFLYT.PIC1((BFLYT.Header)ActiveLayout, RenamePane("P_pict"));
if (pane != null)
{
pane.NodeWrapper = LayoutHierarchy.CreatePaneWrapper(pane);
((IPicturePane)pane).MaterialIndex = (ushort)ActiveLayout.AddMaterial(((IPicturePane)pane).Material);
ActiveLayout.AddPane(pane, ActiveLayout.RootPane);
}
return pane;
}
public void AddNewPastedPane(BasePane pane)
{
string name = pane.Name;
string numberedEnd = pane.Name.Split('_').LastOrDefault().Replace("_", string.Empty);
if (numberedEnd.All(char.IsDigit))
name = name.Replace(numberedEnd, string.Empty);
pane.Name = RenamePane(name);
pane.NodeWrapper = LayoutHierarchy.CreatePaneWrapper(pane);
ActiveLayout.AddPane(pane, pane.Parent);
}
public BasePane AddNewPartPane()
{
BasePane pane = null;
if (ActiveLayout is BFLYT.Header)
pane = new BFLYT.PRT1((BFLYT.Header)ActiveLayout, RenamePane("N_part"));
if (pane != null)
{
pane.NodeWrapper = LayoutHierarchy.CreatePaneWrapper(pane);
ActiveLayout.AddPane(pane, ActiveLayout.RootPane);
}
return pane;
}
public BasePane AddNewNullPane()
{
BasePane pane = null;
if (ActiveLayout is BFLYT.Header)
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
pane = new BFLYT.PAN1((BFLYT.Header)ActiveLayout, RenamePane("N_null"));
if (pane != null)
{
pane.NodeWrapper = LayoutHierarchy.CreatePaneWrapper(pane);
ActiveLayout.AddPane(pane, ActiveLayout.RootPane);
}
return pane;
}
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
private string RenamePane(string name)
{
List<string> names = ActiveLayout.PaneLookup.Keys.ToList();
return Utils.RenameDuplicateString(names, name, 0, 2);
Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
}
#endregion
private void transformChildrenToolStripMenuItem_Click(object sender, EventArgs e) {
Runtime.LayoutEditor.TransformChidlren = transformChildrenToolStripMenuItem.Checked;
}
2019-10-19 21:48:18 +02:00
private void editorModeCB_SelectedIndexChanged(object sender, EventArgs e)
{
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Runtime.LayoutEditor.AnimationEditMode = editorModeCB.SelectedIndex == 1;
if (Runtime.LayoutEditor.AnimationEditMode)
{
chkAutoKey.Enabled = true;
}
2019-10-19 21:48:18 +02:00
else
chkAutoKey.Enabled = false;
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if (LayoutPaneEditor != null)
LayoutPaneEditor.ReloadEditor();
}
}
}