mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-23 04:53:09 +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.
77 lines
3.3 KiB
C#
77 lines
3.3 KiB
C#
namespace LayoutBXLYT
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{
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partial class LayoutViewer
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Component Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent()
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{
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this.components = new System.ComponentModel.Container();
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this.glControl1 = new OpenTK.GLControl();
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this.stContextMenuStrip1 = new Toolbox.Library.Forms.STContextMenuStrip(this.components);
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this.SuspendLayout();
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//
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// glControl1
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//
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this.glControl1.AllowDrop = true;
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this.glControl1.BackColor = System.Drawing.Color.Black;
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this.glControl1.Dock = System.Windows.Forms.DockStyle.Fill;
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this.glControl1.Location = new System.Drawing.Point(0, 0);
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this.glControl1.Name = "glControl1";
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this.glControl1.Size = new System.Drawing.Size(609, 375);
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this.glControl1.TabIndex = 0;
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this.glControl1.VSync = false;
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this.glControl1.Load += new System.EventHandler(this.glControl1_Load);
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this.glControl1.DragDrop += new System.Windows.Forms.DragEventHandler(this.glControl1_DragDrop);
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this.glControl1.DragEnter += new System.Windows.Forms.DragEventHandler(this.glControl1_DragEnter);
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this.glControl1.Paint += new System.Windows.Forms.PaintEventHandler(this.glControl1_Paint);
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this.glControl1.KeyDown += new System.Windows.Forms.KeyEventHandler(this.glControl1_KeyDown);
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this.glControl1.MouseDown += new System.Windows.Forms.MouseEventHandler(this.glControl1_MouseDown);
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this.glControl1.MouseMove += new System.Windows.Forms.MouseEventHandler(this.glControl1_MouseMove);
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this.glControl1.MouseUp += new System.Windows.Forms.MouseEventHandler(this.glControl1_MouseUp);
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this.glControl1.Resize += new System.EventHandler(this.glControl1_Resize);
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//
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// stContextMenuStrip1
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//
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this.stContextMenuStrip1.Name = "stContextMenuStrip1";
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this.stContextMenuStrip1.Size = new System.Drawing.Size(61, 4);
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//
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// LayoutViewer
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//
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this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
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this.Controls.Add(this.glControl1);
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this.Name = "LayoutViewer";
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this.Size = new System.Drawing.Size(609, 375);
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this.ResumeLayout(false);
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}
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#endregion
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private OpenTK.GLControl glControl1;
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private Toolbox.Library.Forms.STContextMenuStrip stContextMenuStrip1;
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}
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}
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