Switch-Toolbox/Switch_Toolbox_Library/Runtime.cs
KillzXGaming 61550ac786 Alot of Pokemon additions.
Redid gfmdl parser completely. This allows the file to be rebuilt for custom models which will be coming soon.
Textures now load in the gfmdl section to easily edit without touching bntx.
Added a basic material editor (more like a viewer atm) for gfbmdl.
Added a Pokemon viewer (requires game path to be set). This shows icons of all the pokemon and opens the archive they are located in.
Start to parse GFBANIM. Not previewable yet because of rotations breaking. If anyone wants to help though be my guest :)
Basic GFBANIMCFG support. It can be used to view animation file names.
2019-11-26 19:54:59 -05:00

384 lines
13 KiB
C#

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 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
{
//Disable loading 3k and higher texture res to prevent slowdown and memory issues
public static bool DisableLoadingGLHighResTextures = true;
public static bool EnableDragDrop = true;
public static bool UseSingleInstance = true;
public static bool UseDirectXTexDecoder = true;
public static bool DEVELOPER_DEBUG_MODE = false;
public static bool AlwaysCompressOnSave = false;
public static class ResourceTables
{
public static bool TpTable = false;
public static bool BotwTable = false;
}
public static string PkSwShGamePath = "";
public static string Mk8GamePath = "";
public static string Mk8dGamePath = "";
public static string SmoGamePath = "";
public static string TpGamePath = "";
public static string BotwGamePath = "";
public class SwitchKeys
{
public static string SwitchFolder = System.IO.Path.Combine(Environment.GetFolderPath(
Environment.SpecialFolder.UserProfile), ".switch");
public static string TitleKeys = System.IO.Path.Combine(SwitchFolder, "title.keys");
public static string ProdKeys = System.IO.Path.Combine(SwitchFolder, "prod.keys");
public static bool HasKeys()
{
Console.WriteLine($"ProdKeys {ProdKeys} Exists? {System.IO.File.Exists(ProdKeys)}");
Console.WriteLine($"TitleKeys {TitleKeys} Exists? {System.IO.File.Exists(TitleKeys)}");
return System.IO.File.Exists(ProdKeys) &&
System.IO.File.Exists(TitleKeys);
}
}
public class MessageEditor
{
public static FontFamily FontFamily = new FontFamily("Arial");
public static int FontSize = 12;
}
public class MuuntEditor
{
public static bool Enable3DViewport = false;
}
public class LayoutEditor
{
public static bool AnimationEditMode = false;
public static bool TransformChidlren = false;
public static bool PartsAsNullPanes = false;
public static bool IsGamePreview = false;
public static bool DisplayNullPane = true;
public static bool DisplayTextPane = true;
public static bool DisplayBoundryPane = true;
public static bool DisplayPicturePane = true;
public static bool DisplayWindowPane = true;
public static bool DisplayAlignmentPane = true;
public static bool DisplayScissorPane = true;
//Index for which tab to choose when selected
//Defaults to last tab used
public static int PicturePaneTabIndex = 0;
public static int NullPaneTabIndex = 0;
public static int WindowPaneTabIndex = 0;
public static int TextPaneTabIndex = 0;
public static int MaterialTabIndex = 0;
public static bool DisplayGrid = true;
public static bool UseOrthographicView = true;
public static Color BackgroundColor = Color.FromArgb(130, 130, 130);
public static DebugShading Shading = DebugShading.Default;
public enum DebugShading
{
Default,
VertexColor,
WhiteColor,
BlackColor,
UVTestPattern,
}
}
public class ImageEditor
{
public static bool PreviewGammaFix = false;
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 EditorDiplayIndex = 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<ViewportEditor> viewportEditors = new List<ViewportEditor>();
public class ViewportEditor
{
public List<EditableObject> editableDrawables = new List<EditableObject>();
public List<AbstractGlDrawable> staticDrawables = new List<AbstractGlDrawable>();
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 bool UseDiffuseSkyTexture = true;
public static string DiffuseCubeMapPath = "";
public static string SpecularCubeMapPath = "";
public static string BRSFMapPath = "";
}
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 CameraMode ViewportCameraMode = CameraMode.Perspective;
public enum CameraMode
{
Perspective,
Orthographic,
}
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 Color CustomPicureBoxBGColor = Color.DarkCyan;
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 bool FrameCamera = false;
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,
Bezel,
}
public enum PictureBoxBG
{
Checkerboard,
Black,
White,
Custom,
}
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 = "";
}
}