mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-10 15:14:55 +00:00
04eec01042
- 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.
157 lines
No EOL
5.2 KiB
C#
157 lines
No EOL
5.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Drawing;
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//Thanks EFE!
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//https://github.com/Gericom/EveryFileExplorer/blob/f9f00d193c9608d71c9a23d9f3ab7e752f4ada2a/LibEveryFileExplorer/GFX/BitmapFont.cs
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namespace LibEveryFileExplorer.GFX
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{
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public class BitmapFont : IDisposable
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{
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public BitmapFont()
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{
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Characters = new Dictionary<char, Character>();
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}
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public Dictionary<char, Character> Characters { get; private set; }
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public int LineHeight { get; set; }
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public int GetLineWidth(String Text, FontRenderSettings Settings, out int LineEnd)
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{
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LineEnd = -1;
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int result = 0;
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int i = 0;
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foreach (char c in Text)
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{
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if (c == '\n')
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{
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if (Text.Length > i + 1) LineEnd = i + 1;
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break;
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}
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else if (c == '\r') { i++; continue; }
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if (!Characters.ContainsKey(c)) result += Settings.CharSpacing * 4;
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else
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{
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Character info = Characters[c];
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result += (int)(info.CharWidth * Settings.XScale) + Settings.CharSpacing;
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}
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i++;
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}
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if (result > 0) result -= Settings.CharSpacing;
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return result;
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}
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public Bitmap PrintToBitmap(String Text, FontRenderSettings Settings)
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{
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int Width = 0;
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int Height = 0;
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int linestart = 0;
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do
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{
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int lns;
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int linewidth = GetLineWidth(Text.Substring(linestart), Settings, out lns);
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if (lns != -1) linestart += lns;
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else linestart = -1;
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if (linewidth > Width) Width = linewidth;
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Height += (int)(LineHeight * Settings.YScale) + Settings.LineSpacing;
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}
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while (linestart != -1);
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if (Width == 0 || Height == 0) return null;
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Height -= Settings.LineSpacing;
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Width += 2;
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Bitmap b = new Bitmap(Width, Height);
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using (Graphics g = Graphics.FromImage(b))
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{
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g.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
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g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.None;
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g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Default;
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int X = 0;
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int Y = 0;
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foreach (char c in Text)
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{
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if (c == '\n')
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{
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X = 0;
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Y += (int)(LineHeight * Settings.YScale) + Settings.LineSpacing;
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continue;
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}
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else if (c == '\r') continue;
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if (!Characters.ContainsKey(c)) X += Settings.CharSpacing * 4;
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else
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{
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Character info = Characters[c];
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g.DrawImage(info.CharBitmap,
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new RectangleF(X + info.LeftOffset, Y, info.GlyphWidth * Settings.XScale, LineHeight * Settings.YScale),
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new Rectangle(0, 0, info.GlyphWidth, LineHeight),
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GraphicsUnit.Pixel);
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X += (int)(info.CharWidth * Settings.XScale) + Settings.CharSpacing;
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}
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}
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}
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return b;
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}
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public void Dispose()
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{
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if (Characters == null) return;
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foreach (var character in Characters.Values)
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character.CharBitmap?.Dispose();
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Characters.Clear();
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GC.SuppressFinalize(this);
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}
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public class Character
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{
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public Character(Bitmap CharBitmap, int LeftOffset, int GlyphWidth, int CharWidth)
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{
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this.CharBitmap = CharBitmap;
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this.LeftOffset = LeftOffset;
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this.GlyphWidth = GlyphWidth;
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this.CharWidth = CharWidth;
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}
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public Bitmap CharBitmap { get; set; }
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public int LeftOffset { get; set; }
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public int GlyphWidth { get; set; }
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public int CharWidth { get; set; }
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}
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public class FontRenderSettings
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{
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public FontRenderSettings()
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{
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CharSpacing = 3;
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XScale = YScale = 1;
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HAlignment = XAlignment.Left;
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VAlignment = YAlignment.Top;
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}
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public Color BottomColor;
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public Color TopColor;
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public int CharSpacing { get; set; }
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public int LineSpacing { get; set; }
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public float XScale { get; set; }
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public float YScale { get; set; }
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public XAlignment HAlignment { get; set; }
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public YAlignment VAlignment { get; set; }
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public enum XAlignment
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{
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Left, Center, Right
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}
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public enum YAlignment
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{
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Top, Center, Bottom
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}
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}
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}
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} |