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mirror of synced 2024-12-02 19:17:24 +01:00
Switch-Toolbox/Switch_Toolbox_Library/GUI Custom/TreeViewCustom.cs
KillzXGaming 50ea4183ef Tons of stuff!
- 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.
2018-11-22 10:20:12 -05:00

177 lines
6.3 KiB
C#

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