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mirror of synced 2025-02-01 12:27:55 +01:00
KillzXGaming 89d5b621b2 Giant layout update. Support BRLYT and BCLYT files!
BRLYT can now be edited and saved.
BCLYT can now be edited and saved.
BRLYT shaders greatly improved using ported shaders from WiiLayoutEditor. Plan to expand upon it for more accuacte shader rendering.
Add support for saving per character transforms.
Add support for BNR files.
Fixed flags so orientation can be edited properly.
Fix issues decoding some gamecube textures.
Fix animation timeline breaking at times for multi selecting animations.
2020-02-11 19:19:23 -05:00

463 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Diagnostics;
using Toolbox.Library.Forms;
using Toolbox.Library.Animations;
namespace Toolbox.Library
{
public enum AnimPlayerState
{
Playing,
Pause,
Stop,
}
public partial class STAnimationPanel : STUserControl
{
public EventHandler OnNodeSelected
{
get { return animationTrackBar.OnNodeSelected; }
set { animationTrackBar.OnNodeSelected = value; }
}
public bool DisplayKeys
{
get { return animationTrackBar.DisplayKeys; }
set { animationTrackBar.DisplayKeys = value; }
}
private OpenTK.GLControl _viewport;
public virtual OpenTK.GLControl Viewport
{
get
{
if (_viewport == null)
_viewport = GetActiveViewport();
return _viewport;
}
}
private OpenTK.GLControl GetActiveViewport()
{
var viewport = LibraryGUI.GetActiveViewport();
if (viewport == null)
return null;
return viewport.GL_Control;
}
public void SetViewport(OpenTK.GLControl control)
{
_viewport = control;
}
public EventHandler AnimationPlaying;
public AnimPlayerState AnimationPlayerState = AnimPlayerState.Stop;
public bool IsLooping
{
get { return loopChkBox.Checked; }
set { loopChkBox.Checked = value; }
}
public bool IsPlaying
{
get
{
return AnimationPlayerState == AnimPlayerState.Playing;
}
}
private static STAnimationPanel _instance;
public static STAnimationPanel Instance { get { return _instance == null ? _instance = new STAnimationPanel() : _instance; } }
//Animation Functions
public int AnimationSpeed = 60;
public float Frame = 0;
// Frame rate control
public bool isOpen = true;
public float FrameCount;
public float StartFrame;
private List<STAnimation> currentAnimations = new List<STAnimation>();
public void AddAnimation(STAnimation animation, bool reset = true)
{
if (animation == null)
return;
if (reset)
Reset();
currentAnimations.Add(animation);
float frameCount = uint.MinValue;
float startFrame = uint.MaxValue;
for (int i = 0; i < currentAnimations.Count; i++)
{
frameCount = Math.Max(frameCount, currentAnimations[i].FrameCount);
startFrame = Math.Min(startFrame, currentAnimations[i].StartFrame);
}
if (frameCount != uint.MinValue && frameCount > startFrame)
FrameCount = frameCount;
else
FrameCount = 1;
if (startFrame != uint.MaxValue && frameCount > startFrame)
StartFrame = startFrame;
else
StartFrame = 0;
ResetModels();
animation.Reset();
totalFrame.Maximum = (decimal)FrameCount;
totalFrame.Value = (decimal)FrameCount;
currentFrameUpDown.Maximum = (decimal)FrameCount;
currentFrameUpDown.Minimum = (decimal)StartFrame;
animationTrackBar.FrameCount = (float)FrameCount;
animationTrackBar.StartTime = (int)StartFrame;
animationTrackBar.ActiveAnimation = animation;
currentFrameUpDown.Value = (decimal)StartFrame;
SetAnimationsToFrame(0);
UpdateViewport();
}
public void Reset()
{
currentAnimations.Clear();
Frame = 0;
FrameCount = 1;
StartFrame = 0;
ResetModels();
totalFrame.Maximum = (decimal)FrameCount;
totalFrame.Value = (decimal)FrameCount;
currentFrameUpDown.Maximum = (decimal)FrameCount;
currentFrameUpDown.Minimum = (decimal)StartFrame;
animationTrackBar.FrameCount = (float)FrameCount;
animationTrackBar.StartTime = (int)StartFrame;
currentFrameUpDown.Value = (decimal)StartFrame;
}
public void ResetModels()
{
if (Viewport == null)
return;
foreach (var anim in currentAnimations) {
if (anim is STSkeletonAnimation)
{
((STSkeletonAnimation)anim).GetActiveSkeleton()?.reset();
}
}
}
public STAnimationPanel()
{
InitializeComponent();
BackColor = FormThemes.BaseTheme.FormBackColor;
ForeColor = FormThemes.BaseTheme.FormForeColor;
DisplayKeys = false;
animationTrackBar.BackColor = FormThemes.BaseTheme.FormBackColor;
animationTrackBar.ForeColor = FormThemes.BaseTheme.FormForeColor;
animationTrackBar.FrameChanged += new EventHandler(animationTrackBar_ValueChanged);
/* animationTrackBar.ThumbInnerColor = FormThemes.BaseTheme.TimelineThumbColor;
animationTrackBar.ThumbOuterColor = FormThemes.BaseTheme.TimelineThumbColor;
this.animationTrackBar.BarInnerColor = FormThemes.BaseTheme.FormBackColor;
this.animationTrackBar.BarPenColorBottom = FormThemes.BaseTheme.FormBackColor;
this.animationTrackBar.BarPenColorTop = FormThemes.BaseTheme.FormBackColor;
this.animationTrackBar.ElapsedInnerColor = FormThemes.BaseTheme.FormBackColor;
this.animationTrackBar.ElapsedPenColorBottom = FormThemes.BaseTheme.FormBackColor;
this.animationTrackBar.ElapsedPenColorTop = FormThemes.BaseTheme.FormBackColor;
*/
panel1.BackColor = FormThemes.BaseTheme.FormBackColor;
animationPlayBtn.BackColor = FormThemes.BaseTheme.FormBackColor;
button2.BackColor = FormThemes.BaseTheme.FormBackColor;
animationPlayBtn.ForeColor = FormThemes.BaseTheme.FormForeColor;
button2.ForeColor = FormThemes.BaseTheme.FormForeColor;
frameSpeedUD.ForeColor = FormThemes.BaseTheme.FormForeColor;
frameSpeedUD.BackColor = FormThemes.BaseTheme.FormBackColor;
totalFrame.ForeColor = FormThemes.BaseTheme.FormForeColor;
totalFrame.BackColor = FormThemes.BaseTheme.FormBackColor;
currentFrameUpDown.ForeColor = FormThemes.BaseTheme.FormForeColor;
currentFrameUpDown.BackColor = FormThemes.BaseTheme.FormBackColor;
frameSpeedUD.Minimum = 1;
frameSpeedUD.Value = 60;
frameSpeedUD.Maximum = 120;
SetupTimer();
this.LostFocus += new System.EventHandler(AnimationPanel_LostFocus);
}
private void Play()
{
AnimationPlayerState = AnimPlayerState.Playing;
UpdateAnimationUI();
animationTrackBar.Play();
animationTimer.Start();
}
private void Pause()
{
AnimationPlayerState = AnimPlayerState.Stop;
UpdateAnimationUI();
animationTrackBar.Stop();
animationTimer.Stop();
}
private void Stop()
{
currentFrameUpDown.Value = (decimal)StartFrame;
AnimationPlayerState = AnimPlayerState.Stop;
UpdateAnimationUI();
animationTimer.Stop();
}
private void UpdateAnimationUI()
{
animationPlayBtn.BackgroundImage = IsPlaying ? Properties.Resources.stop
: Properties.Resources.arrowR;
}
private void UpdateAnimationFrame()
{
if (IsPlaying)
{
if (currentFrameUpDown.InvokeRequired)
{
currentFrameUpDown.BeginInvoke((Action)(() =>
{
AdvanceNextFrame();
}));
}
else
{
AdvanceNextFrame();
}
}
}
private Timer animationTimer;
private void SetupTimer()
{
animationTimer = new Timer
{
Interval = (int)(1000.0f / 60.0f)
};
animationTimer.Tick += new EventHandler(animationTimer_Tick);
}
private void AdvanceNextFrame()
{
if (animationTrackBar.CurrentFrame == animationTrackBar.FrameCount - 1)
{
if (IsLooping)
{
//Reset the min setting as animations can potentically be switched
currentFrameUpDown.Minimum = (decimal)StartFrame;
currentFrameUpDown.Value = (decimal)StartFrame;
}
else
Stop();
}
else if (!animationTrackBar.Locked)
{
if (currentFrameUpDown.Value < totalFrame.Value)
currentFrameUpDown.Value++;
}
currentFrameUpDown.Refresh();
totalFrame.Refresh();
}
private void animationPlayBtn_Click(object sender, EventArgs e)
{
if (currentAnimations.Count == 0 || FrameCount <= StartFrame)
return;
if (AnimationPlayerState == AnimPlayerState.Playing)
Pause();
else
Play();
}
private void totalFrame_ValueChanged(object sender, EventArgs e)
{
if (currentAnimations.Count == 0) return;
if (totalFrame.Value < (decimal)StartFrame + 1)
{
totalFrame.Value = (decimal)StartFrame + 1;
}
else
{
animationTrackBar.CurrentFrame = StartFrame;
animationTrackBar.FrameCount = FrameCount;
}
}
private void UpdateViewport()
{
if (IsDisposed || Viewport == null || Viewport.IsDisposed || Viewport.Disposing)
return;
if (Viewport.InvokeRequired) {
Viewport.Invoke((MethodInvoker)delegate {
// Running on the UI thread
Viewport.Invalidate();
});
}
else
Viewport.Invalidate();
}
private void nextButton_Click(object sender, EventArgs e) {
if (animationTrackBar.CurrentFrame < animationTrackBar.FrameCount)
animationTrackBar.CurrentFrame++;
}
private void prevButton_Click(object sender, EventArgs e) {
if (animationTrackBar.CurrentFrame > 0)
animationTrackBar.CurrentFrame--;
}
private void animationTrackBar_Scroll(object sender, EventArgs e)
{
}
private void animationTrackBar_ValueChanged(object sender, EventArgs e) {
if (currentAnimations.Count == 0 || totalFrame.Value <= (decimal)StartFrame)
return;
currentFrameUpDown.Value = (decimal)animationTrackBar.CurrentFrame;
}
private void OnFrameAdvanced()
{
UpdateViewport();
SetAnimationsToFrame(animationTrackBar.CurrentFrame);
if (!IsPlaying)
UpdateViewport();
}
private void animationTimer_Tick(object sender, EventArgs e)
{
UpdateAnimationFrame();
}
private void SetAnimationsToFrame(float frameNum)
{
if (Viewport == null || currentAnimations.Count == 0)
return;
foreach (var anim in currentAnimations)
{
if (frameNum > anim.FrameCount)
continue;
float animFrameNum = frameNum;
anim.SetFrame(animFrameNum);
AnimationPlaying?.Invoke(anim, new EventArgs());
anim.NextFrame();
//Add frames to the playing animation
anim.Frame += frameNum;
//Reset it when it reaches the total frame count
if (anim.Frame >= anim.FrameCount && anim.Loop)
{
anim.Frame = anim.StartFrame;
}
}
}
private void currentFrameUpDown_ValueChanged(object sender, EventArgs e)
{
if (currentFrameUpDown.Value > totalFrame.Value)
currentFrameUpDown.Value = totalFrame.Value;
//Check locked state current frame will change during playing
if (!animationTrackBar.Locked)
{
animationTrackBar.CurrentFrame = (int)currentFrameUpDown.Value;
}
OnFrameAdvanced();
}
public override void OnControlClosing()
{
isOpen = false;
Dispose();
ClosePanel();
}
private void AnimationPanel_Load(object sender, EventArgs e)
{
if (Viewport != null)
Viewport.VSync = Runtime.enableVSync;
}
private void AnimationPanel_Enter(object sender, EventArgs e)
{
}
private void AnimationPanel_LostFocus(object sender, EventArgs e)
{
}
private void AnimationPanel_Click(object sender, EventArgs e)
{
}
private void AnimationPanel_Leave(object sender, EventArgs e)
{
}
public void ClosePanel()
{
ResetModels();
currentAnimations.Clear();
isOpen = false;
Dispose();
}
private void panel1_Paint(object sender, PaintEventArgs e)
{
}
private void colorSlider1_Scroll(object sender, ScrollEventArgs e)
{
}
private void frameSpeedUD_ValueChanged(object sender, EventArgs e) {
if (animationTimer != null)
animationTimer.Interval = (int)(1000.0f / (float)frameSpeedUD.Value);
}
}
}