Switch-Toolbox/Switch_FileFormatsMain/GUI/BCRES/BcresEditor.cs
KillzXGaming 157ff75b79 Add model cycling if multiple models are active in an editor.
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.
2019-06-06 15:40:32 -04:00

204 lines
5.5 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Data;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using Switch_Toolbox.Library.Forms;
using Switch_Toolbox.Library;
using GL_EditorFramework.Interfaces;
using GL_EditorFramework.EditorDrawables;
namespace FirstPlugin.Forms
{
public partial class BcresEditor : STUserControl, IViewportContainer
{
private bool _displayViewport = true;
public bool DisplayViewport
{
get
{
return _displayViewport;
}
set
{
_displayViewport = value;
SetupViewport();
}
}
private void SetupViewport()
{
if (DisplayViewport == true && Runtime.UseOpenGL)
{
stPanel3.Controls.Add(viewport);
splitContainer1.Panel1Collapsed = false;
toggleViewportToolStripBtn.Image = Properties.Resources.ViewportIcon;
if (viewport != null)
OnLoadedTab();
else
{
viewport = new Viewport(ObjectEditor.GetDrawableContainers());
viewport.Dock = DockStyle.Fill;
OnLoadedTab();
}
}
else
{
stPanel3.Controls.Clear();
splitContainer1.Panel1Collapsed = true;
toggleViewportToolStripBtn.Image = Properties.Resources.ViewportIconDisable;
}
}
Viewport viewport
{
get
{
if (!Runtime.UseOpenGL || !DisplayViewport)
return null;
var editor = LibraryGUI.Instance.GetObjectEditor();
return editor.GetViewport();
}
set
{
var editor = LibraryGUI.Instance.GetObjectEditor();
editor.LoadViewport(value);
}
}
public BcresEditor(bool HasModels)
{
InitializeComponent();
//Always create an instance of the viewport unless opengl is disabled
if (viewport == null && Runtime.UseOpenGL)
{
viewport = new Viewport(ObjectEditor.GetDrawableContainers());
viewport.Dock = DockStyle.Fill;
}
//If the option is enabled by settings, and it has models display the viewport
if (Runtime.UseOpenGL && Runtime.DisplayViewport && HasModels)
{
stPanel3.Controls.Add(viewport);
DisplayViewport = true;
}
else
{
DisplayViewport = false;
splitContainer1.Panel1Collapsed = true;
}
}
public UserControl GetActiveEditor(Type type)
{
foreach (var ctrl in splitContainer1.Panel2.Controls)
{
if (type == null)
{
return (UserControl)ctrl;
}
if (ctrl.GetType() == type)
{
return (UserControl)ctrl;
}
}
return null;
}
public void LoadEditor(UserControl Control)
{
Control.Dock = DockStyle.Fill;
splitContainer1.Panel2.Controls.Clear();
splitContainer1.Panel2.Controls.Add(Control);
}
public AnimationPanel GetAnimationPanel() => null;
public Viewport GetViewport() => viewport;
public void UpdateViewport()
{
if (viewport != null && Runtime.UseOpenGL && Runtime.DisplayViewport)
viewport.UpdateViewport();
}
public bool IsLoaded = false;
private BCRES ActiveBcres;
public void LoadViewport(BCRES bcres, DrawableContainer ActiveDrawable, List<ToolStripMenuItem> customContextMenus = null)
{
ActiveBcres = bcres;
if (!Runtime.UseOpenGL || !DisplayViewport)
return;
if (customContextMenus != null)
{
foreach (var menu in customContextMenus)
viewport.LoadCustomMenuItem(menu);
}
viewport.ReloadDrawables(ActiveDrawable);
OnLoadedTab();
}
public override void OnControlClosing()
{
}
private void OnLoadedTab()
{
//If a model was loaded we don't need to load the drawables again
if (IsLoaded ||!Runtime.UseOpenGL || !Runtime.DisplayViewport)
return;
viewport.LoadObjects();
IsLoaded = true;
}
private void stTabControl1_TabIndexChanged(object sender, EventArgs e)
{
}
private void stTabControl1_SelectedIndexChanged(object sender, EventArgs e)
{
}
bool IsTimelineVisable = true;
int controlHeight = 0;
private void stPanel1_DoubleClick(object sender, EventArgs e)
{
}
private void toggleViewportToolStripBtn_Click(object sender, EventArgs e)
{
if (Runtime.DisplayViewport)
{
Runtime.DisplayViewport = false;
}
else
{
Runtime.DisplayViewport = true;
}
DisplayViewport = Runtime.DisplayViewport;
Config.Save();
}
}
}