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mirror of synced 2024-12-03 19:47:29 +01:00
Switch-Toolbox/File_Format_Library/PluginRuntime.cs
KillzXGaming 644d94090f A big layout editor update.
Added support for previewing layout animations.
This includes pane SRT, tex SRT, material color (white/black blending), texture patterns, pane visibilty, and vertex colors.
Added textbox previewing.  The scaling will be off, and more features is planned (caching font data to disk for faster loading, improve rendering, etc).
Rotations now render correctly for X/Y axis.
Added game window preview. This removes any editor only drawn objects and also fits the layout to the screen (aka root pane) size.
Add support for rendering custom blending with layout materials.
Add support for loading character icons for mk8d. These are hardcoded and have been manually set. Note these will only load if within the menu.szs.
2019-09-28 17:27:48 -04:00

37 lines
1.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Bfres.Structs;
namespace FirstPlugin
{
public class PluginRuntime
{
public static List<BXFNT> BxfntFiles = new List<BXFNT>();
public static List<SARC> SarcArchives = new List<SARC>();
public class MaterialReplace
{
public static bool SwapShaderParams = true;
public static bool SwapTextures = false;
public static bool SwapShaderOptions = true;
public static bool SwapRenderInfos = true;
public static bool SwapUserData = true;
}
public static bool UseSimpleBfresEditor = false;
public static Dictionary<string, BFLIM> bflimTextures = new Dictionary<string, BFLIM>();
public static List<BNTX> bntxContainers = new List<BNTX>();
public static List<BFRESGroupNode> ftexContainers = new List<BFRESGroupNode>();
public static List<BCRESGroupNode> bcresTexContainers = new List<BCRESGroupNode>();
public static string ExternalFMATPath = "";
public static string OdysseyGamePath = "";
public static string Mk8GamePath = "";
public static List<string> SarcHashes = new List<string>(); //Each sarc has their own hash
}
}