1
0
mirror of synced 2024-12-04 20:08:00 +01:00
Switch-Toolbox/Toolbox/MainForm.cs

886 lines
30 KiB
C#
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Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading;
using System.Windows.Forms;
using Switch_Toolbox.Library.IO;
using Switch_Toolbox.Library;
using Switch_Toolbox.Library.Forms;
using System.IO;
using System.Runtime.InteropServices;
using System.Reflection;
using OpenTK.Graphics.OpenGL;
namespace Toolbox
{
public partial class MainForm : Form
{
private static MainForm _instance;
public static MainForm Instance { get { return _instance == null ? _instance = new MainForm() : _instance; } }
IFileFormat[] SupportedFormats;
IFileMenuExtension[] FileMenuExtensions;
public MainForm()
{
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FormThemes.ActivePreset = FormThemes.Preset.Dark;
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
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Runtime.MainForm = this;
LoadConfig();
InitializeComponent();
compressionToolStripMenuItem.DropDownItems.AddRange(CompressionMenus.GetMenuItems().ToArray());
//Redo setting this since designer keeps resetting this
tabForms.myBackColor = FormThemes.BaseTheme.FormBackColor;
}
public void Reload()
{
SupportedFormats = FileManager.GetFileFormats();
FileMenuExtensions = FileManager.GetMenuExtensions();
}
//Use for files opened with program
public List<string> openedFiles = new List<string>();
private void Form1_Load(object sender, EventArgs e)
{
var viewport = new Viewport();
VersionCheck version = new VersionCheck();
Runtime.ProgramVersion = version.ProgramVersion;
Runtime.CommitInfo = version.CommitInfo;
Runtime.CompileDate = version.CompileDate;
ThreadStart t = new ThreadStart(UpdateProgram.CheckLatest);
Thread thread = new Thread(t);
thread.Start();
Application.Idle += Application_Idle;
if (OpenTK.Graphics.GraphicsContext.CurrentContext != null)
{
Runtime.OpenTKInitialized = true;
Runtime.renderer = GL.GetString(StringName.Renderer);
Runtime.openGLVersion = GL.GetString(StringName.Version);
Runtime.GLSLVersion = GL.GetString(StringName.ShadingLanguageVersion);
ParseGLVersion();
}
LoadPLugins();
UpdateToolbar();
Reload();
LoadMDITheme();
LoadRecentList();
LoadPluginFileContextMenus();
foreach (string file in openedFiles)
{
if (File.Exists(file))
OpenFile(file);
}
openedFiles.Clear();
}
private void ParseGLVersion()
{
char[] Version = Runtime.openGLVersion.ToCharArray();
char Major = Version[0];
char Minor = Version[2];
char Minor2 = Version[4];
int major;
if (int.TryParse(Version[0].ToString(), out major))
{
if (major <= 2)
{
Runtime.UseLegacyGL = true;
}
}
}
#region Updater
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bool UsePrompt = true;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
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private void Application_Idle(object sender, EventArgs e)
{
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if (UpdateProgram.CanUpdate && Runtime.EnableVersionCheck && UsePrompt)
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
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{
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//Prompt once for the user to update the tool.
DialogResult result;
using (DialogCenteringService centeringService = new DialogCenteringService(this)) // center message box
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
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{
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result = MessageBox.Show($"A new update is available {UpdateProgram.LatestRelease.TagName}!" +
$" Would you like to install it?", "Updater", MessageBoxButtons.YesNo, MessageBoxIcon.Question, MessageBoxDefaultButton.Button1);
}
if (result == DialogResult.Yes)
{
UpdateApplication();
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
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}
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else
UsePrompt = false;
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
}
}
private void UpdateApplication()
{
//Start updating while program is closed
Process proc = new Process();
proc.StartInfo.FileName = Path.Combine(Runtime.ExecutableDir, "Updater.exe");
proc.StartInfo.WorkingDirectory = Runtime.ExecutableDir;
proc.StartInfo.CreateNoWindow = false;
proc.StartInfo.Arguments = "-d -i -b";
proc.StartInfo.WindowStyle = ProcessWindowStyle.Normal;
proc.Start();
Application.Exit();
}
#endregion
#region OpenFile
private void openToolStripMenuItem_Click(object sender, EventArgs e)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = Utils.GetAllFilters(SupportedFormats);
ofd.Multiselect = true;
if (ofd.ShowDialog() == DialogResult.OK)
{
Cursor.Current = Cursors.WaitCursor;
foreach (string file in ofd.FileNames)
OpenFile(file);
Cursor.Current = Cursors.Default;
}
}
private void openActiveFileToolStripMenuItem_Click(object sender, EventArgs e)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = Utils.GetAllFilters(SupportedFormats);
ofd.Multiselect = true;
if (ofd.ShowDialog() == DialogResult.OK)
{
Cursor.Current = Cursors.WaitCursor;
foreach (string file in ofd.FileNames)
OpenFile(file, true);
Cursor.Current = Cursors.Default;
}
}
public void OpenFile(string FileName, bool InActiveEditor = false)
{
Reload();
if (File.Exists(FileName))
SaveRecentFile(FileName);
object file = STFileLoader.OpenFileFormat(FileName);
if (file == null) //File might not be supported so return
return;
Type objectType = file.GetType();
bool HasEditorActive = false;
foreach (var inter in objectType.GetInterfaces())
{
if (inter.IsGenericType && inter.GetGenericTypeDefinition() == typeof(IEditor<>))
{
MethodInfo method = objectType.GetMethod("OpenForm");
var form = (STForm)method.Invoke(file, new object[0]);
TabDupeIndex = 0;
form.Text = CheckTabDupes(((IFileFormat)file).FileName);
form.MdiParent = this;
form.Show();
HasEditorActive = true;
}
}
bool IsTreeNode = file is TreeNode;
if (!IsTreeNode || HasEditorActive)
{
SetFormatSettings(GetActiveIFileFormat());
return;
}
var node = (TreeNode)file;
//ObjectEditor is for treenode types. Editors will be on the right side, treenodes on the left
SetFormatSettings((IFileFormat)node);
ObjectEditor editor = new ObjectEditor();
if (InActiveEditor)
{
editor = (ObjectEditor)LibraryGUI.Instance.GetActiveForm();
}
TabDupeIndex = 0;
editor.MdiParent = this;
// Invoke the treeview to add the nodes
editor.treeViewCustom1.Invoke((Action)delegate ()
{
editor.treeViewCustom1.BeginUpdate(); // No visual updates until we say
editor.treeViewCustom1.Nodes.Clear(); // Remove existing nodes
editor.treeViewCustom1.Nodes.Add(node); // Add the new nodes
editor.treeViewCustom1.EndUpdate(); // Allow the treeview to update visually
});
if (file is TreeNodeFile)
{
((TreeNodeFile)file).OnAfterAdded();
}
if (!InActiveEditor)
{
editor.Text = CheckTabDupes(node.Text);
editor.Show();
}
SetFormatSettings(GetActiveIFileFormat());
}
#endregion
#region SaveFile
public void SaveActiveFile(bool UseSaveDialog = true, bool UseCompressDialog = true)
{
if (ActiveMdiChild != null)
{
if (ActiveMdiChild is ObjectEditor)
SaveNodeFormats((ObjectEditor)ActiveMdiChild, UseSaveDialog, UseCompressDialog);
else
{
var format = GetActiveIFileFormat();
if (!format.CanSave)
return;
string FileName = format.FilePath;
if (!File.Exists(FileName))
UseSaveDialog = true;
if (UseSaveDialog)
{
if (format is VGAdudioFile)
{
SaveFileDialog sfd = new SaveFileDialog();
List<IFileFormat> formats = new List<IFileFormat>();
foreach (VGAdudioFile fileFormat in FileManager.GetVGAudioFileFormats())
{
formats.Add((IFileFormat)fileFormat);
}
sfd.Filter = Utils.GetAllFilters(formats);
if (sfd.ShowDialog() != DialogResult.OK)
return;
foreach (var fileFormat in formats)
{
foreach (var ext in format.Extension)
{
if (Utils.HasExtension(sfd.FileName, ext))
{
((VGAdudioFile)format).Format = fileFormat;
}
}
}
FileName = sfd.FileName;
}
else
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = Utils.GetAllFilters(format);
sfd.FileName = format.FileName;
if (sfd.ShowDialog() != DialogResult.OK)
return;
FileName = sfd.FileName;
}
}
Cursor.Current = Cursors.WaitCursor;
STFileSaver.SaveFileFormat(format, FileName, UseCompressDialog);
Cursor.Current = Cursors.Default;
}
}
}
private void SaveNodeFormats(ObjectEditor editor, bool UseSaveDialog, bool UseCompressDialog)
{
foreach (var node in editor.treeViewCustom1.Nodes)
{
if (node is IFileFormat)
{
var format = ((IFileFormat)node);
if (!format.CanSave)
return;
string FileName = format.FilePath;
if (!File.Exists(FileName))
UseSaveDialog = true;
if (UseSaveDialog)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = Utils.GetAllFilters(format);
sfd.FileName = format.FileName;
if (sfd.ShowDialog() != DialogResult.OK)
return;
FileName = sfd.FileName;
}
Cursor.Current = Cursors.WaitCursor;
STFileSaver.SaveFileFormat(((IFileFormat)node), FileName, UseCompressDialog);
Cursor.Current = Cursors.Default;
}
}
}
#endregion
#region Recent Files
List<string> RecentFiles = new List<string>();
int TabDupeIndex = 0;
private string CheckTabDupes(string Name)
{
foreach (TabPage tab in tabForms.TabPages)
{
if (tab.Text == Name)
{
Name = Name + TabDupeIndex++;
return CheckTabDupes(Name);
}
}
return Name;
}
const int MRUnumber = 6;
private void SaveRecentFile(string path)
{
recentToolStripMenuItem.DropDownItems.Clear();
LoadRecentList(); //load list from file
if (!(RecentFiles.Contains(path))) //prevent duplication on recent list
RecentFiles.Insert(0, path); //insert given path into list
//keep list number not exceeded the given value
while (RecentFiles.Count > MRUnumber)
{
RecentFiles.RemoveAt(MRUnumber);
}
foreach (string item in RecentFiles)
{
//create new menu for each item in list
STToolStripItem fileRecent = new STToolStripItem();
fileRecent.Click += RecentFile_click;
fileRecent.Text = item;
fileRecent.Size = new System.Drawing.Size(170, 40);
fileRecent.AutoSize = true;
fileRecent.Image = null;
//add the menu to "recent" menu
recentToolStripMenuItem.DropDownItems.Add(fileRecent);
}
//writing menu list to file
//create file called "Recent.txt" located on app folder
StreamWriter stringToWrite =
new StreamWriter(Runtime.ExecutableDir + "\\Recent.txt");
foreach (string item in RecentFiles)
{
stringToWrite.WriteLine(item); //write list to stream
}
stringToWrite.Flush(); //write stream to file
stringToWrite.Close(); //close the stream and reclaim memory
}
private void LoadRecentList()
{//try to load file. If file isn't found, do nothing
RecentFiles.Clear();
if (File.Exists(Runtime.ExecutableDir + "\\Recent.txt"))
{
StreamReader listToRead = new StreamReader(Runtime.ExecutableDir + "\\Recent.txt"); //read file stream
string line;
while ((line = listToRead.ReadLine()) != null) //read each line until end of file
{
if (File.Exists(line))
RecentFiles.Add(line); //insert to list
}
listToRead.Close(); //close the stream
}
foreach (string item in RecentFiles)
{
STToolStripItem fileRecent = new STToolStripItem();
fileRecent.Click += RecentFile_click;
fileRecent.Text = item;
fileRecent.Size = new System.Drawing.Size(170, 40);
fileRecent.AutoSize = true;
fileRecent.Image = null;
recentToolStripMenuItem.DropDownItems.Add(fileRecent); //add the menu to "recent" menu
}
}
private void RecentFile_click(object sender, EventArgs e)
{
Cursor.Current = Cursors.WaitCursor;
OpenFile(sender.ToString());
Cursor.Current = Cursors.Default;
}
#endregion
#region Form Settings and plugin menus
private void LoadConfig()
{
try
{
Config.StartupFromFile(Runtime.ExecutableDir + "\\config.xml");
}
catch (Exception ex)
{
MessageBox.Show($"Failed to load config file! {ex}");
}
}
private void UpdateToolbar()
{
string commit = $"Commit: {Runtime.CommitInfo}";
Text = $"Switch Toolbox | Version: {Runtime.ProgramVersion} | {commit} | Compile Date: {Runtime.CompileDate}";
}
private void LoadPLugins()
{
GenericPluginLoader.LoadPlugin();
foreach (var plugin in GenericPluginLoader._Plugins)
{
plugin.Value.Load();
LoadPluginContextMenus(plugin.Value.Types);
}
}
private List<IMenuExtension> menuExtentions = new List<IMenuExtension>();
private void LoadPluginContextMenus(Type[] types)
{
foreach (Type T in types)
{
Type[] interfaces_array = T.GetInterfaces();
for (int i = 0; i < interfaces_array.Length; i++)
{
if (interfaces_array[i] == typeof(IMenuExtension))
{
menuExtentions.Add((IMenuExtension)Activator.CreateInstance(T));
}
}
}
foreach (IMenuExtension ext in menuExtentions)
{
if (ext.FileMenuExtensions != null)
RegisterMenuExtIndex(fileToolStripMenuItem, ext.FileMenuExtensions, fileToolStripMenuItem.DropDownItems.Count); //last items are separator and settings
if (ext.ToolsMenuExtensions != null)
RegisterMenuExtIndex(toolsToolStripMenuItem, ext.ToolsMenuExtensions);
if (ext.TitleBarExtensions != null)
RegisterMenuExtIndex(menuStrip1, ext.TitleBarExtensions, menuStrip1.Items.Count);
}
}
private void LoadPluginFileContextMenus()
{
foreach (IFileMenuExtension ext in FileMenuExtensions)
{
if (ext.NewFileMenuExtensions != null)
RegisterMenuExtIndex(newToolStripMenuItem, ext.NewFileMenuExtensions, newToolStripMenuItem.DropDownItems.Count);
if (ext.NewFromFileMenuExtensions != null)
RegisterMenuExtIndex(newFromFileToolStripMenuItem, ext.NewFromFileMenuExtensions, newFromFileToolStripMenuItem.DropDownItems.Count);
if (ext.ToolsMenuExtensions != null)
RegisterMenuExtIndex(toolsToolStripMenuItem, ext.ToolsMenuExtensions);
if (ext.TitleBarExtensions != null)
RegisterMenuExtIndex(menuStrip1, ext.TitleBarExtensions, menuStrip1.Items.Count);
if (ext.ExperimentalMenuExtensions != null)
RegisterMenuExtIndex(experimentalToolStripMenuItem, ext.ExperimentalMenuExtensions, experimentalToolStripMenuItem.DropDownItems.Count);
if (ext.CompressionMenuExtensions != null)
RegisterMenuExtIndex(compressionToolStripMenuItem, ext.CompressionMenuExtensions, compressionToolStripMenuItem.DropDownItems.Count);
}
}
void RegisterMenuExtIndex(ToolStripMenuItem target, STToolStripItem[] list, int index = 0)
{
foreach (var i in list)
target.DropDownItems.Insert(index++, i);
}
void RegisterMenuExtIndex(ToolStrip target, STToolStripItem[] list, int index = 0)
{
foreach (var i in list)
target.Items.Insert(index++, i);
}
private void LoadMDITheme()
{
MDIController.MDIClientSupport.SetBevel(this, false);
MdiClient ctlMDI;
// Loop through all of the form's controls looking
// for the control of type MdiClient.
foreach (Control ctl in this.Controls)
{
try
{
// Attempt to cast the control to type MdiClient.
ctlMDI = (MdiClient)ctl;
// Set the BackColor of the MdiClient control.
ctlMDI.BackColor = FormThemes.BaseTheme.MDIParentBackColor;
}
catch (InvalidCastException exc)
{
// Catch and ignore the error if casting failed.
}
}
}
private void exitToolStripMenuItem_Click(object sender, EventArgs e)
{
Application.Exit();
}
#endregion
private IFileFormat GetActiveIFileFormat()
{
if (ActiveMdiChild is ObjectEditor)
{
return ((ObjectEditor)ActiveMdiChild).GetActiveFile();
}
if (ActiveMdiChild is IFIleEditor)
{
if (((IFIleEditor)ActiveMdiChild).GetFileFormats().Count > 0)
return ((IFIleEditor)ActiveMdiChild).GetFileFormats()[0];
}
else if (ActiveMdiChild is ImageEditorForm)
{
return ((ImageEditorForm)ActiveMdiChild).GetActiveFile();
}
else if (ActiveMdiChild is AudioPlayer)
{
if (((AudioPlayer)ActiveMdiChild).AudioFileFormats.Count > 0)
return ((AudioPlayer)ActiveMdiChild).AudioFileFormats[0];
}
return null;
}
private void SetFormatSettings(IFileFormat format)
{
ResetMenus();
if (format == null)
return;
if (format.CanSave)
{
saveAsToolStripMenuItem.Enabled = true;
saveToolStripMenuItem.Enabled = true;
}
else
{
saveAsToolStripMenuItem.Enabled = false;
saveToolStripMenuItem.Enabled = false;
}
if (format.IFileInfo.UseEditMenu)
editToolStripMenuItem.Enabled = true;
else
editToolStripMenuItem.Enabled = false;
}
private void ResetMenus()
{
editToolStripMenuItem.Enabled = false;
saveAsToolStripMenuItem.Enabled = false;
saveToolStripMenuItem.Enabled = false;
}
#region Events
private void MainForm_KeyDown(object sender, KeyEventArgs e)
{
if (e.Control && e.KeyCode == Keys.S) // Ctrl + S Save
{
e.SuppressKeyPress = true;
SaveActiveFile(false);
}
}
private void saveAsToolStripMenuItem_Click(object sender, EventArgs e)
{
SaveActiveFile();
}
private void saveToolStripMenuItem_Click(object sender, EventArgs e)
{
SaveActiveFile(false);
}
private void cascadeToolStripMenuItem_Click(object sender, EventArgs e)
{
LayoutMdi(MdiLayout.Cascade);
foreach (STForm frm in this.MdiChildren) frm.MDIWindowed();
}
private void tileHorizontalToolStripMenuItem_Click(object sender, EventArgs e)
{
this.SuspendLayout();
foreach (Form frm in this.MdiChildren) frm.FormBorderStyle = FormBorderStyle.FixedSingle;
LayoutMdi(MdiLayout.TileHorizontal);
foreach (Form frm in this.MdiChildren) frm.FormBorderStyle = FormBorderStyle.None;
this.ResumeLayout();
}
private void tileVerticleToolStripMenuItem_Click(object sender, EventArgs e)
{
LayoutMdi(MdiLayout.TileVertical);
}
private void arrangeIconsToolStripMenuItem_Click(object sender, EventArgs e)
{
LayoutMdi(MdiLayout.ArrangeIcons);
}
private void closeToolStripMenuItem_Click(object sender, EventArgs e)
{
if (ActiveMdiChild != null)
ActiveMdiChild.Close();
//Force garbage collection.
GC.Collect();
// Wait for all finalizers to complete before continuing.
GC.WaitForPendingFinalizers();
}
private void closeAllToolStripMenuItem_Click(object sender, EventArgs e)
{
foreach (Form frm in this.MdiChildren) frm.Close();
Switch_Toolbox.Library.RenderTools.DisposeTextures();
//Force garbage collection.
GC.Collect();
// Wait for all finalizers to complete before continuing.
GC.WaitForPendingFinalizers();
}
private void minimizeToolStripMenuItem_Click(object sender, EventArgs e)
{
if (ActiveMdiChild != null)
ActiveMdiChild.WindowState = FormWindowState.Minimized;
}
private void maximizeToolStripMenuItem_Click(object sender, EventArgs e)
{
if (ActiveMdiChild != null)
ActiveMdiChild.WindowState = FormWindowState.Maximized;
}
private void settingsToolStripMenuItem_Click(object sender, EventArgs e)
{
}
private void MainForm_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;
}
}
private void MainForm_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;
}
#endregion
#region TabMdiWindows
private void TabControlMouseDown(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Right && tabForms.SelectedTab != null)
{
tabControlContextMenuStrip.Show(Cursor.Position);
}
}
private void CloseTab(object sender, EventArgs e)
{
foreach (var child in this.MdiChildren)
{
if (child == tabForms.SelectedTab.Tag)
{
child.Close();
return;
}
}
}
private void MainForm_MdiChildActivate(object sender, EventArgs e)
{
if (this.ActiveMdiChild == null)
{
tabForms.Visible = false;
ResetMenus();
}
// If no any child form, hide tabControl
else
{
// If child form is new and no has tabPage,
// create new tabPage
if (this.ActiveMdiChild.Tag == null)
{
if (Runtime.MaximizeMdiWindow && ActiveMdiChild.WindowState != FormWindowState.Maximized)
((STForm)this.ActiveMdiChild).Maximize();
int tpIndex = 0;
foreach (TabPage tpCheck in tabForms.TabPages)
{
if (tpCheck.Text == this.ActiveMdiChild.Text)
{
tabForms.SelectedIndex = tpIndex;
return;
}
tpIndex++;
}
// Add a tabPage to tabControl with child
// form caption
TabPage tp = new TabPage(this.ActiveMdiChild.Text);
tp.BackColor = FormThemes.BaseTheme.TabPageInactive;
tp.ForeColor = FormThemes.BaseTheme.FormContextMenuForeColor;
tp.Tag = this.ActiveMdiChild;
tp.Parent = tabForms;
tabForms.SelectedTab = tp;
tabForms.SelectedTab.BackColor = FormThemes.BaseTheme.TabPageActive;
this.ActiveMdiChild.Tag = tp;
this.ActiveMdiChild.FormClosed +=
new FormClosedEventHandler(ActiveMdiChild_FormClosed);
}
else
{
//Select a tab if it has a tag
int tpIndex = 0;
foreach (TabPage tpCheck in tabForms.TabPages)
{
if (tpCheck.Tag == this.ActiveMdiChild)
{
tabForms.SelectedIndex = tpIndex;
if (ActiveMdiChild is STForm) {
if (ActiveMdiChild.WindowState == FormWindowState.Maximized) {
((STForm)ActiveMdiChild).MDIMaximized();
}
}
return;
}
tpIndex++;
}
}
if (!tabForms.Visible) tabForms.Visible = true;
}
}
private const int WM_SETREDRAW = 11;
[DllImport("user32.dll")]
public static extern int SendMessage(IntPtr hWnd, Int32 wMsg, bool wParam, Int32 lParam);
private void ActiveMdiChild_FormClosed(object sender,
FormClosedEventArgs e)
{
((sender as Form).Tag as TabPage).Dispose();
}
private void tabForms_SelectedIndexChanged(object sender, EventArgs e)
{
foreach (TabPage tpCheck in tabForms.TabPages)
tpCheck.BackColor = FormThemes.BaseTheme.TabPageInactive;
SetFormatSettings(GetActiveIFileFormat());
if (tabForms.SelectedTab != null)
{
tabForms.SelectedTab.BackColor = FormThemes.BaseTheme.TabPageActive;
}
if ((tabForms.SelectedTab != null) &&
(tabForms.SelectedTab.Tag != null))
{
SendMessage(this.Handle, WM_SETREDRAW, false, 0);
(tabForms.SelectedTab.Tag as Form).Select();
SendMessage(this.Handle, WM_SETREDRAW, true, 0);
this.Refresh();
}
}
#endregion
private void mainSettingsToolStripMenuItem_Click(object sender, EventArgs e)
{
Settings settings = new Settings();
settings.Show(this);
}
private void fileAssociationsToolStripMenuItem_Click(object sender, EventArgs e)
{
FileAssociationForm form = new FileAssociationForm();
form.ShowDialog();
}
}
}