mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-26 14:30:26 +00:00
286 lines
9.1 KiB
C#
286 lines
9.1 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading;
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using System.Windows.Forms;
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using System.IO;
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using System.Diagnostics;
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using WeifenLuo.WinFormsUI.Docking;
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namespace Switch_Toolbox.Library
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{
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//Thanks to forge! Based on
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// https://github.com/jam1garner/Smash-Forge/blob/52844da94c7bed830d841e0d7e5d49c3f2c69471/Smash%20Forge/GUI/ModelViewport.cs
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public partial class AnimationPanel : UserControl
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{
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private static AnimationPanel _instance;
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public static AnimationPanel Instance { get { return _instance == null ? _instance = new AnimationPanel() : _instance; } }
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//Animation Functions
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public int AnimationSpeed = 60;
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public float Frame = 0;
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public bool isPlaying;
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private bool isOpen = true;
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private Thread renderThread;
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private GL_Core.GL_ControlModern gL_ControlModern1;
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private bool renderThreadIsUpdating = false;
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private Animation currentAnimation;
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public Animation CurrentAnimation
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{
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get
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{
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return currentAnimation;
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}
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set
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{
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ResetModels();
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/* currentAnimation = value;
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totalFrame.Value = value.FrameCount;
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animationTrackBar.TickFrequency = 1;
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animationTrackBar.SetRange(0, (int)value.FrameCount);
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currentFrameUpDown.Value = 1;
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currentFrameUpDown.Value = 0;*/
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}
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}
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public void ResetModels()
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{
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foreach (var drawable in Runtime.abstractGlDrawables)
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{
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if (drawable is STSkeleton)
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{
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((STSkeleton)drawable).reset();
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}
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}
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}
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public AnimationPanel()
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{
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InitializeComponent();
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}
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public static Stopwatch directUVTimeStopWatch = new Stopwatch();
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private void animationPlayBtn_Click(object sender, EventArgs e)
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{
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isPlaying = !isPlaying;
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animationPlayBtn.Text = isPlaying ? "Pause" : "Play";
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if (isPlaying)
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directUVTimeStopWatch.Start();
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else
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directUVTimeStopWatch.Stop();
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}
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private void totalFrame_ValueChanged(object sender, EventArgs e)
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{
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if (currentAnimation == null) return;
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if (totalFrame.Value < 1)
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{
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totalFrame.Value = 1;
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}
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else
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{
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if (currentAnimation.Tag is Animation)
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((Animation)currentAnimation.Tag).FrameCount = (int)totalFrame.Value;
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currentAnimation.FrameCount = (int)totalFrame.Value;
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animationTrackBar.Value = 0;
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animationTrackBar.SetRange(0, currentAnimation.FrameCount);
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}
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}
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private GL_Core.GL_ControlModern GetViewport()
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{
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Form form1 = Application.OpenForms[0];
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foreach (Control control in form1.Controls)
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{
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if (control is DockPanel)
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{
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foreach (DockContent ctrl in ((DockPanel)control).Contents)
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{
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foreach (Control controls in ctrl.Controls)
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{
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if (controls is GL_Core.GL_ControlModern)
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{
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return (GL_Core.GL_ControlModern)controls;
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}
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}
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}
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}
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}
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return null;
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}
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private void UpdateViewport()
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{
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if (Viewport.Instance.gL_ControlModern1.InvokeRequired)
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{
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Viewport.Instance.gL_ControlModern1.Invoke((MethodInvoker)delegate {
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// Running on the UI thread
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Viewport.Instance.gL_ControlModern1.Invalidate();
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});
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}
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else
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{
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Viewport.Instance.gL_ControlModern1.Invalidate();
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}
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}
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private void RenderAndAnimationLoop()
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{
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if (IsDisposed)
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return;
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// TODO: We don't really need two timers.
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Stopwatch renderStopwatch = Stopwatch.StartNew();
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Stopwatch animationStopwatch = Stopwatch.StartNew();
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// Wait for UI to load before triggering paint events.
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int waitTimeMs = 500;
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Thread.Sleep(waitTimeMs);
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UpdateViewport();
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int frameUpdateInterval = 5;
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int animationUpdateInterval = 16;
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while (isOpen)
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{
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// Always refresh the viewport when animations are playing.
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if (renderThreadIsUpdating || isPlaying)
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{
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if (renderStopwatch.ElapsedMilliseconds > frameUpdateInterval)
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{
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UpdateViewport();
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renderStopwatch.Restart();
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}
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if (animationStopwatch.ElapsedMilliseconds > animationUpdateInterval)
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{
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UpdateAnimationFrame();
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animationStopwatch.Restart();
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}
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}
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else
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{
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// Avoid wasting the CPU if we don't need to render anything.
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Thread.Sleep(1);
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}
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}
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}
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private void UpdateAnimationFrame()
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{
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if (isPlaying)
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{
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if (currentFrameUpDown.InvokeRequired)
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{
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this.currentFrameUpDown.Invoke((MethodInvoker)delegate {
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// Running on the UI thread
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if (currentFrameUpDown.Value == totalFrame.Value)
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currentFrameUpDown.Value = 0;
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else
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currentFrameUpDown.Value++;
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});
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}
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else
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{
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if (currentFrameUpDown.Value == totalFrame.Value)
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currentFrameUpDown.Value = 0;
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else
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currentFrameUpDown.Value++;
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}
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}
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}
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private void nextButton_Click(object sender, EventArgs e)
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{
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// Loop the animation.
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if (currentFrameUpDown.Value == totalFrame.Value)
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currentFrameUpDown.Value = 0;
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else
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currentFrameUpDown.Value++;
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}
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private void prevButton_Click(object sender, EventArgs e)
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{
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if (currentFrameUpDown.Value != 0)
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currentFrameUpDown.Value--;
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}
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private void animationTrackBar_Scroll(object sender, EventArgs e)
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{
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}
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private void animationTrackBar_ValueChanged(object sender, EventArgs e)
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{
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if (animationTrackBar.Value > (int)totalFrame.Value)
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animationTrackBar.Value = 0;
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if (animationTrackBar.Value < 0)
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animationTrackBar.Value = (int)totalFrame.Value;
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currentFrameUpDown.Value = animationTrackBar.Value;
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int currentFrame = animationTrackBar.Value;
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SetAnimationsToFrame(currentFrame);
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UpdateViewport();
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}
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private void SetAnimationsToFrame(int frameNum)
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{
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if (currentAnimation == null)
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return;
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float animFrameNum = frameNum;
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foreach (var drawable in Runtime.abstractGlDrawables)
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{
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if (drawable is STSkeleton)
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{
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currentAnimation.SetFrame(animFrameNum);
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currentAnimation.NextFrame((STSkeleton)drawable);
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}
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}
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}
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private void currentFrameUpDown_ValueChanged(object sender, EventArgs e)
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{
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if (currentFrameUpDown.Value > totalFrame.Value)
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currentFrameUpDown.Value = totalFrame.Value;
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animationTrackBar.Value = (int)currentFrameUpDown.Value;
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}
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private void AnimationPanel_FormClosed(object sender, FormClosedEventArgs e)
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{
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isOpen = false;
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Dispose();
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}
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private void AnimationPanel_Shown(object sender, EventArgs e)
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{
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// if (Viewport.Instance.gL_ControlModern1 != null)
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// Viewport.Instance.gL_ControlModern1.VSync = Runtime.enableVSync;
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// renderThread = new Thread(new ThreadStart(RenderAndAnimationLoop));
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// renderThread.Start();
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}
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private void AnimationPanel_Enter(object sender, EventArgs e)
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{
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}
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private void AnimationPanel_Click(object sender, EventArgs e)
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{
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renderThreadIsUpdating = true;
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}
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private void AnimationPanel_Leave(object sender, EventArgs e)
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{
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renderThreadIsUpdating = false;
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}
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}
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}
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