using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Drawing; using GL_EditorFramework.Interfaces; using GL_EditorFramework.EditorDrawables; using System.Windows.Forms; namespace Switch_Toolbox.Library { //Thanks to Smash Forge for a few of these! // https://github.com/jam1garner/Smash-Forge/blob/master/Smash%20Forge/Runtime.cs public class Runtime { public static string Mk8GamePath = ""; public static string Mk8dGamePath = ""; public static string SmoGamePath = ""; public static string TpGamePath = ""; public static string BotwGamePath = ""; public class ImageEditor { public static bool ShowPropertiesPanel = true; public static bool DisplayVertical = false; public static bool DisplayAlpha = true; public static bool UseComponetSelector = true; public static bool EnableImageZoom = true; public static bool EnablePixelGrid = false; } public class ObjectEditor { public static bool OpenModelsOnOpen = false; public static Point Location = new Point(364, 0); public static int ListPanelWidth; } //Used for experimental edits public static bool useEditDebugMode = false; public static bool UseEditDebugMode { get { if (useEditDebugMode == false) { var result = MessageBox.Show("This feature is experimental and could lead to potential crashes. Are you sure you want to continue?", "", MessageBoxButtons.YesNo, MessageBoxIcon.Question, MessageBoxDefaultButton.Button2, MessageBoxOptions.DefaultDesktopOnly); if (result == DialogResult.Yes) useEditDebugMode = true; } return useEditDebugMode; } } public static int SelectedBoneIndex = -1; //These are so we can load multiple drawables in the viewport //Each viewport can carry it's own set of drawables //When a viewport is made it will add a ViewportEditor instance and add drawables //These will be switchable in settings to load specic objects in the scene or display all of them at once public static List viewportEditors = new List(); public class ViewportEditor { public List editableDrawables = new List(); public List staticDrawables = new List(); public static int Width = 638; } public static TEX_FORMAT PreferredTexFormat = TEX_FORMAT.BC1_UNORM_SRGB; public static string ExecutableDir; public static Form MainForm; public static bool UseDebugDomainExceptionHandler; public static bool DisableUpdatePrompt; public static bool MaximizeMdiWindow = false; public static bool AddFilesToActiveObjectEditor = true; public class PBR { public static bool UseSkybox = false; public static string CubeMapPath = ""; } public static GridSettings gridSettings = new GridSettings(); public class GridSettings { public float CellSize = 1.0f; public uint CellAmount = 10; public Color color = Color.FromArgb(90, 90, 90); } public static float MaxCameraSpeed = 0.1f; public static int Yaz0CompressionLevel = 3; public static bool RenderModels = true; public static bool RenderModelSelection = true; public static bool RenderModelWireframe = false; public static ViewportShading viewportShading; public static bool IsDebugMode = true; //Enables experimental features and other things to debug. public static bool EnableVersionCheck = true; public static bool EnablePBR = true; public static bool enableVSync = false; public static float floorSize = 30f; public static Color floorColor = Color.Gray; public static FloorStyle floorStyle = FloorStyle.WireFrame; public static PictureBoxBG pictureBoxStyle = PictureBoxBG.Checkerboard; public static float previewScale = 1.0f; public static bool renderFloorLines = true; public static bool UseOpenGL = true; //Removes all acess to opengl functionality. Useful for old PCs public static bool DisplayViewport = true; //Only displays it in editors if true //Viewport Background public static BackgroundStyle backgroundStyle = BackgroundStyle.Gradient; public static bool renderBackGround = true; public static string backgroundTexFilePath = ""; public static Color backgroundGradientTop = Color.FromArgb(255, 26, 26, 26); public static Color backgroundGradientBottom = Color.FromArgb(255, 77, 77, 77); public static float zoomspeed = 1.25f; public static float zoomModifierScale = 2.0f; public static bool cameraLight = false; public static bool DisplayPolyCount = true; public static float PolyCount = 0; public static float VertCount = 0; public static bool enableOpenTKDebugOutput = false; public static bool OpenStartupWindow = false; // Toggle Render Passes public static bool renderDiffuse = true; public static bool renderFresnel = true; public static bool renderSpecular = true; public static bool renderReflection = true; public static bool renderBoundingBoxes = false; public static bool renderNormalMap = true; public static bool renderVertColor = true; public static bool renderBfresPbr = false; public static bool renderNormalsPoints = false; public static bool renderBones = true; public static bool renderFog = true; public static float bonePointSize = 0.2f; public static bool boneXrayDisplay = false; public static float normalsLineLength = 1; public static bool stereoscopy = false; public static bool UseLegacyGL = false; public static bool OpenTKInitialized = false; public static bool useNormalMap = true; public static CameraMovement cameraMovement; public static CameraView cameraView; public static ThumbnailSize thumbnailSize = ThumbnailSize.Small; public static float CameraNear = 0.1f; public static float CameraFar = 100000.0f; public static ActiveGame activeGame = ActiveGame.SMO; public static string ProgramVersion = "0.0.0"; public static string CompileDate = "0/0/0000"; public static string CommitInfo = ""; public enum ActiveGame { SMO, MK8D, ARMs, Splatoon2, BOTW, KSA, } public enum PictureBoxBG { Checkerboard, Black, White, } public enum CameraMovement { Inspect, Walk, } public enum CameraView { Perspective, Orthographic, } public enum ThumbnailSize { Small, Medium, Large } public enum BackgroundStyle { Gradient = 0, UserTexture = 1, Solid = 2, } public enum FloorStyle { WireFrame = 0, UserTexture = 1, Solid = 2, } public enum ViewportShading { Default = 0, Normal = 1, Lighting = 2, Diffuse = 3, NormalMap = 4, VertColor = 5, AmbientOcclusion = 6, UVCoords = 7, UVTestPattern = 8, Tangents = 9, Bitangents = 10, LightMap = 11, SelectedBoneWeights = 12, SpecularMap = 13, ShadowMap = 14, MetalnessMap = 15, RoughnessMap = 16, SubSurfaceScatteringMap = 17, EmmissionMap = 18, } public enum UVChannel { Channel1 = 1, Channel2 = 2, Channel3 = 3 } // Debug Shading public static bool renderR = true; public static bool renderG = true; public static bool renderB = true; public static bool renderAlpha = true; public static UVChannel uvChannel = UVChannel.Channel1; // OpenGL System Information public static string renderer = ""; public static string openGLVersion = ""; public static string GLSLVersion = ""; } }