50ea4183ef
- Compress BC1 with alpha. - Add GFPAK rebuilding. - Fix some lag issues with bntx textures loading - Fix saving multiple files. - Support DDS cubemap importing - Support rigged DAE/FBX files. - Support animation playing thanks to smash forge. - Some minor stuff to prepare custom animations. - Many bug fixes.
177 lines
6.3 KiB
C#
177 lines
6.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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using System.Drawing;
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using System.Runtime.InteropServices;
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namespace Switch_Toolbox.Library
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{
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public abstract class TreeNodeCustom : TreeNode
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{
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public virtual void OnClick(TreeView treeview) { }
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public virtual void OnMouseLeftClick(TreeView treeview) { }
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public virtual void OnMouseRightClick(TreeView treeview) { }
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public virtual void OnDoubleMouseClick(TreeView treeview) { }
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public TreeNodeCustom()
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{
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}
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}
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public class TreeNodeFile : TreeNodeCustom
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{
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public IFileFormat FileHandler;
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public TreeNodeFile()
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{
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}
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public TreeNodeFile(IFileFormat handler)
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{
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}
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public TreeNodeFile(string text, IFileFormat handler)
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{
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Text = text;
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FileHandler = handler;
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}
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}
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public class TreeViewCustom : TreeView
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{
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private readonly Dictionary<int, TreeNode> _treeNodes = new Dictionary<int, TreeNode>();
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public TreeViewCustom()
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{
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ReloadImages();
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this.ForeColor = Color.White;
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}
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public int ImageWidth = 21;
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public int ImageHeight = 21;
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public void ReloadImages()
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{
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ImageList imgList = new ImageList();
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imgList.ColorDepth = ColorDepth.Depth32Bit;
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imgList.ImageSize = new Size(ImageWidth, ImageHeight);
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imgList.Images.Add("folder", Properties.Resources.Folder);
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imgList.Images.Add("resource", Properties.Resources.Folder);
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imgList.Images.Add("Texture", Properties.Resources.Texture);
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imgList.Images.Add("fileBlank", Properties.Resources.FileBlank);
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imgList.Images.Add("bfres", Properties.Resources.Bfres);
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imgList.Images.Add("byaml", Properties.Resources.Byaml);
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imgList.Images.Add("aamp", Properties.Resources.Aamp);
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imgList.Images.Add("bntx", Properties.Resources.Bntx);
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imgList.Images.Add("bfsha", Properties.Resources.Bfsha);
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imgList.Images.Add("bnsh", Properties.Resources.Bnsh);
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imgList.Images.Add("mesh", Properties.Resources.mesh);
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imgList.Images.Add("skeletonAnimation", Properties.Resources.skeletonAnimation);
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imgList.Images.Add("bone", Properties.Resources.Bone);
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imgList.Images.Add("bfwav", Properties.Resources.Music1);
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imgList.Images.Add("bfstp", Properties.Resources.Music2);
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imgList.Images.Add("material", Properties.Resources.materialSphere);
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imgList.Images.Add("model", Properties.Resources.model);
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imgList.Images.Add("folder", Properties.Resources.skeleton);
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this.ImageList = imgList;
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}
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/// <summary>
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/// Load the TreeView with items.
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/// </summary>
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/// <typeparam name="T">Item type</typeparam>
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/// <param name="items">Collection of items</param>
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/// <param name="getId">Function to parse Id value from item object</param>
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/// <param name="getParentId">Function to parse parentId value from item object</param>
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/// <param name="getDisplayName">Function to parse display name
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/// value from item object. This is used as node text.</param>
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public void LoadItems<T>(IEnumerable<T> items, Func<T, int> getId,
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Func<T, int?> getParentId, Func<T, string> getDisplayName)
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{
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// Clear view and internal dictionary
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Nodes.Clear();
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_treeNodes.Clear();
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// Load internal dictionary with nodes
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foreach (var item in items)
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{
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var id = getId(item);
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var displayName = getDisplayName(item);
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var node = new TreeNode
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{
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Name = id.ToString(),
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Text = displayName,
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Tag = item
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};
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_treeNodes.Add(getId(item), node);
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}
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// Create hierarchy and load into view
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foreach (var id in _treeNodes.Keys)
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{
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var node = GetNode(id);
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var obj = (T)node.Tag;
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var parentId = getParentId(obj);
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if (parentId.HasValue)
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{
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var parentNode = GetNode(parentId.Value);
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parentNode.Nodes.Add(node);
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}
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else
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{
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Nodes.Add(node);
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}
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}
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}
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/// <summary>
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/// Retrieve TreeNode by Id.
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/// Useful when you want to select a specific node.
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/// </summary>
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/// <param name="id">Item id</param>
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public TreeNode GetNode(int id)
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{
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return _treeNodes[id];
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}
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}
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public static class TreeViewExtensions
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{
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private const int TVIF_STATE = 0x8;
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private const int TVIS_STATEIMAGEMASK = 0xF000;
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private const int TV_FIRST = 0x1100;
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private const int TVM_SETITEM = TV_FIRST + 63;
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[StructLayout(LayoutKind.Sequential, Pack = 8, CharSet = CharSet.Auto)]
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private struct TVITEM
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{
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public int mask;
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public IntPtr hItem;
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public int state;
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public int stateMask;
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[MarshalAs(UnmanagedType.LPTStr)]
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public string lpszText;
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public int cchTextMax;
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public int iImage;
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public int iSelectedImage;
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public int cChildren;
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public IntPtr lParam;
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}
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[DllImport("user32.dll", CharSet = CharSet.Auto)]
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private static extern IntPtr SendMessage(IntPtr hWnd, int Msg, IntPtr wParam,
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ref TVITEM lParam);
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/// <summary>
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/// Hides the checkbox for the specified node on a TreeView control.
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/// </summary>
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public static void HideCheckBox(this TreeNode node)
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{
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TVITEM tvi = new TVITEM();
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tvi.hItem = node.Handle;
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tvi.mask = TVIF_STATE;
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tvi.stateMask = TVIS_STATEIMAGEMASK;
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tvi.state = 0;
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SendMessage(node.TreeView.Handle, TVM_SETITEM, IntPtr.Zero, ref tvi);
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}
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}
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}
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