mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-23 21:13:19 +00:00
157ff75b79
Models can be cycled in the same editor. The active one now gets properly set. You can adjust the combo box to preview multiple models in the scene. Fixed a bug where some models would project on the top of the screen as duplicates.
204 lines
5.5 KiB
C#
204 lines
5.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Drawing;
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using System.Data;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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using Switch_Toolbox.Library.Forms;
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using Switch_Toolbox.Library;
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using GL_EditorFramework.Interfaces;
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using GL_EditorFramework.EditorDrawables;
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namespace FirstPlugin.Forms
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{
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public partial class BcresEditor : STUserControl, IViewportContainer
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{
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private bool _displayViewport = true;
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public bool DisplayViewport
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{
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get
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{
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return _displayViewport;
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}
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set
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{
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_displayViewport = value;
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SetupViewport();
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}
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}
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private void SetupViewport()
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{
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if (DisplayViewport == true && Runtime.UseOpenGL)
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{
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stPanel3.Controls.Add(viewport);
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splitContainer1.Panel1Collapsed = false;
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toggleViewportToolStripBtn.Image = Properties.Resources.ViewportIcon;
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if (viewport != null)
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OnLoadedTab();
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else
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{
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viewport = new Viewport(ObjectEditor.GetDrawableContainers());
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viewport.Dock = DockStyle.Fill;
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OnLoadedTab();
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}
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}
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else
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{
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stPanel3.Controls.Clear();
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splitContainer1.Panel1Collapsed = true;
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toggleViewportToolStripBtn.Image = Properties.Resources.ViewportIconDisable;
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}
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}
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Viewport viewport
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{
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get
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{
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if (!Runtime.UseOpenGL || !DisplayViewport)
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return null;
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var editor = LibraryGUI.Instance.GetObjectEditor();
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return editor.GetViewport();
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}
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set
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{
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var editor = LibraryGUI.Instance.GetObjectEditor();
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editor.LoadViewport(value);
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}
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}
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public BcresEditor(bool HasModels)
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{
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InitializeComponent();
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//Always create an instance of the viewport unless opengl is disabled
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if (viewport == null && Runtime.UseOpenGL)
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{
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viewport = new Viewport(ObjectEditor.GetDrawableContainers());
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viewport.Dock = DockStyle.Fill;
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}
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//If the option is enabled by settings, and it has models display the viewport
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if (Runtime.UseOpenGL && Runtime.DisplayViewport && HasModels)
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{
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stPanel3.Controls.Add(viewport);
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DisplayViewport = true;
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}
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else
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{
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DisplayViewport = false;
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splitContainer1.Panel1Collapsed = true;
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}
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}
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public UserControl GetActiveEditor(Type type)
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{
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foreach (var ctrl in splitContainer1.Panel2.Controls)
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{
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if (type == null)
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{
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return (UserControl)ctrl;
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}
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if (ctrl.GetType() == type)
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{
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return (UserControl)ctrl;
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}
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}
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return null;
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}
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public void LoadEditor(UserControl Control)
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{
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Control.Dock = DockStyle.Fill;
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splitContainer1.Panel2.Controls.Clear();
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splitContainer1.Panel2.Controls.Add(Control);
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}
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public AnimationPanel GetAnimationPanel() => null;
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public Viewport GetViewport() => viewport;
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public void UpdateViewport()
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{
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if (viewport != null && Runtime.UseOpenGL && Runtime.DisplayViewport)
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viewport.UpdateViewport();
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}
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public bool IsLoaded = false;
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private BCRES ActiveBcres;
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public void LoadViewport(BCRES bcres, DrawableContainer ActiveDrawable, List<ToolStripMenuItem> customContextMenus = null)
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{
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ActiveBcres = bcres;
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if (!Runtime.UseOpenGL || !DisplayViewport)
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return;
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if (customContextMenus != null)
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{
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foreach (var menu in customContextMenus)
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viewport.LoadCustomMenuItem(menu);
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}
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viewport.ReloadDrawables(ActiveDrawable);
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OnLoadedTab();
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}
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public override void OnControlClosing()
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{
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}
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private void OnLoadedTab()
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{
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//If a model was loaded we don't need to load the drawables again
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if (IsLoaded ||!Runtime.UseOpenGL || !Runtime.DisplayViewport)
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return;
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viewport.LoadObjects();
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IsLoaded = true;
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}
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private void stTabControl1_TabIndexChanged(object sender, EventArgs e)
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{
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}
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private void stTabControl1_SelectedIndexChanged(object sender, EventArgs e)
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{
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}
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bool IsTimelineVisable = true;
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int controlHeight = 0;
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private void stPanel1_DoubleClick(object sender, EventArgs e)
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{
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}
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private void toggleViewportToolStripBtn_Click(object sender, EventArgs e)
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{
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if (Runtime.DisplayViewport)
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{
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Runtime.DisplayViewport = false;
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}
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else
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{
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Runtime.DisplayViewport = true;
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}
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DisplayViewport = Runtime.DisplayViewport;
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Config.Save();
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}
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}
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}
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