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mirror of synced 2024-12-05 12:28:02 +01:00
Switch-Toolbox/File_Format_Library/GUI/BFRES/DebugInfoBox.cs
KillzXGaming 7cf2e9c571 Cleanup
2019-07-16 17:45:10 -04:00

82 lines
3.6 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.Threading.Tasks;
using System.Windows.Forms;
using Bfres.Structs;
using Syroot.NintenTools.Bfres;
namespace FirstPlugin
{
public partial class DebugInfoBox : Form
{
public DebugInfoBox()
{
InitializeComponent();
}
public void PrintDebugInfo(string FileName)
{
ResFile resFile = new ResFile(FileName);
string txt = "";
txt += "BFRES Debug Information \n";
txt += "ResFile ======================================== \n";
txt += $"Alignment {resFile.Alignment} \n";
txt += $"Version VersionMajor {resFile.VersionMajor} \n";
txt += $"Version VersionMajor2 {resFile.VersionMajor2} \n";
txt += $"Version VersionMinor {resFile.VersionMinor} \n";
txt += $"Version VersionMinor2 {resFile.VersionMinor2} \n";
txt += $"Model Count {resFile.Models.Count} \n";
txt += $"Skeletal Anim Count {resFile.SkeletalAnims.Count} \n";
txt += $"Shader Param Anim Count {resFile.ShaderParamAnims.Count} \n";
txt += $"Color Anim Count {resFile.ColorAnims.Count} \n";
txt += $"Tex Srt Anim Count {resFile.TexSrtAnims.Count} \n";
txt += $"Tex Pattern Anim Count {resFile.TexPatternAnims.Count} \n";
txt += $"Mat Visibility Anim Count {resFile.MatVisibilityAnims.Count} \n";
txt += $"Shape Anim Count {resFile.ShapeAnims.Count} \n";
txt += $"Scene Anim Count {resFile.SceneAnims.Count} \n";
txt += $"External File Count {resFile.ExternalFiles.Count} \n";
txt += "End of ResFile ======================================== \n";
foreach (var mdl in resFile.Models.Values)
{
txt += $" FMDL {mdl.Name} \n";
txt += " ======================================== \n";
int index = 0;
foreach (var shp in mdl.Shapes.Values)
{
txt += $" FSHP {shp.Name} Index {index++} \n" +
$" Material Index {shp.MaterialIndex} \n" +
$" Bone Index {shp.BoneIndex} \n" +
$" Bone Index {shp.MaterialIndex} \n" +
$" Vertex Buffer Index {shp.VertexBufferIndex} \n" +
$" Vertex Skin Count {shp.VertexSkinCount} \n" +
$" Bone Index {shp.BoneIndex} \n" +
$" Flags {shp.Flags} \n" +
$" TargetAttribCount {shp.TargetAttribCount} \n";
txt += " ======================================== \n";
}
index = 0;
foreach (var mat in mdl.Materials.Values)
{
txt += " ======================================== \n";
txt += $" FMAT {mat.Name} Index {index++} \n";
txt += $" TextureMaps \n";
foreach (var texture in mat.TextureRefs)
{
txt += $" Texture {texture.Name} \n";
}
}
}
richTextBox1.Text = txt;
}
}
}