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mirror of synced 2024-12-12 07:41:11 +01:00
Switch-Toolbox/File_Format_Library/GUI/BFLYT/LayoutViewer.Designer.cs
KillzXGaming 04eec01042 Tons more layout editor improvements.
- The UI has been completely redone. It's far much more clean and intuitive to edit with.
- All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with.
- Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions.
- Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once).
- Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor.
- Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine.
- Fixed many flags for properties which didn't get set correctly if edited.
- Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes.
- Text panes now auto calculate the text length and allow restricted lengths to be edited.
- Properties can now be scrolled down, and kept at that state when refocused.
- Add a selection box for selecting multiple panes at once
- Textures can be added, removed and edited in editor. Make sure these are in the same archive!!!
 Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come
 - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes.
 - Fixed window pane rendering with 1 frame and flipping textures.
 - Materials can add textures, and have new custom blend and alpha modes.
 when i finish the new layout export dialog.
- Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-13 21:02:39 -04:00

78 lines
3.3 KiB
C#

namespace LayoutBXLYT
{
partial class LayoutViewer
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Component Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.glControl1 = new OpenTK.GLControl();
this.stContextMenuStrip1 = new Toolbox.Library.Forms.STContextMenuStrip(this.components);
this.SuspendLayout();
//
// glControl1
//
this.glControl1.AllowDrop = true;
this.glControl1.BackColor = System.Drawing.Color.Black;
this.glControl1.Dock = System.Windows.Forms.DockStyle.Fill;
this.glControl1.Location = new System.Drawing.Point(0, 0);
this.glControl1.Name = "glControl1";
this.glControl1.Size = new System.Drawing.Size(609, 375);
this.glControl1.TabIndex = 0;
this.glControl1.VSync = false;
this.glControl1.Load += new System.EventHandler(this.glControl1_Load);
this.glControl1.DragDrop += new System.Windows.Forms.DragEventHandler(this.glControl1_DragDrop);
this.glControl1.DragEnter += new System.Windows.Forms.DragEventHandler(this.glControl1_DragEnter);
this.glControl1.Paint += new System.Windows.Forms.PaintEventHandler(this.glControl1_Paint);
this.glControl1.KeyDown += new System.Windows.Forms.KeyEventHandler(this.glControl1_KeyDown);
this.glControl1.MouseDown += new System.Windows.Forms.MouseEventHandler(this.glControl1_MouseDown);
this.glControl1.MouseMove += new System.Windows.Forms.MouseEventHandler(this.glControl1_MouseMove);
this.glControl1.MouseUp += new System.Windows.Forms.MouseEventHandler(this.glControl1_MouseUp);
this.glControl1.Resize += new System.EventHandler(this.glControl1_Resize);
//
// stContextMenuStrip1
//
this.stContextMenuStrip1.Name = "stContextMenuStrip1";
this.stContextMenuStrip1.Size = new System.Drawing.Size(61, 4);
//
// LayoutViewer
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.Controls.Add(this.glControl1);
this.Name = "LayoutViewer";
this.Size = new System.Drawing.Size(609, 375);
this.ResumeLayout(false);
}
#endregion
private OpenTK.GLControl glControl1;
private Toolbox.Library.Forms.STContextMenuStrip stContextMenuStrip1;
}
}