mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-30 00:10:36 +00:00
285 lines
9.2 KiB
C#
285 lines
9.2 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.Threading.Tasks;
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using System.Drawing;
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using GL_EditorFramework.Interfaces;
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using GL_EditorFramework.EditorDrawables;
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using System.Windows.Forms;
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namespace Switch_Toolbox.Library
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{
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//Thanks to Smash Forge for a few of these!
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// https://github.com/jam1garner/Smash-Forge/blob/master/Smash%20Forge/Runtime.cs
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public class Runtime
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{
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public static string Mk8GamePath = "";
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public static string Mk8dGamePath = "";
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public static string SmoGamePath = "";
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public static string TpGamePath = "";
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public static string BotwGamePath = "";
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public class ImageEditor
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{
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public static bool ShowPropertiesPanel = true;
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public static bool DisplayVertical = false;
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public static bool DisplayAlpha = true;
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public static bool UseComponetSelector = true;
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public static bool EnableImageZoom = true;
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public static bool EnablePixelGrid = false;
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}
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public class ObjectEditor
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{
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public static bool OpenModelsOnOpen = false;
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public static Point Location = new Point(364, 0);
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public static int ListPanelWidth;
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}
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//Used for experimental edits
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public static bool useEditDebugMode = false;
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public static bool UseEditDebugMode
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{
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get
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{
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if (useEditDebugMode == false)
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{
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var result = MessageBox.Show("This feature is experimental and could lead to potential crashes. Are you sure you want to continue?",
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"", MessageBoxButtons.YesNo, MessageBoxIcon.Question, MessageBoxDefaultButton.Button2, MessageBoxOptions.DefaultDesktopOnly);
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if (result == DialogResult.Yes)
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useEditDebugMode = true;
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}
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return useEditDebugMode;
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}
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}
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public static int SelectedBoneIndex = -1;
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//These are so we can load multiple drawables in the viewport
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//Each viewport can carry it's own set of drawables
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//When a viewport is made it will add a ViewportEditor instance and add drawables
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//These will be switchable in settings to load specic objects in the scene or display all of them at once
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public static List<ViewportEditor> viewportEditors = new List<ViewportEditor>();
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public class ViewportEditor
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{
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public List<EditableObject> editableDrawables = new List<EditableObject>();
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public List<AbstractGlDrawable> staticDrawables = new List<AbstractGlDrawable>();
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public static int Width = 638;
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}
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public static TEX_FORMAT PreferredTexFormat = TEX_FORMAT.BC1_UNORM_SRGB;
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public static string ExecutableDir;
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public static Form MainForm;
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public static bool UseDebugDomainExceptionHandler;
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public static bool DisableUpdatePrompt;
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public static bool MaximizeMdiWindow = false;
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public static bool AddFilesToActiveObjectEditor = true;
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public class PBR
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{
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public static bool UseSkybox = false;
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public static bool UseDiffuseSkyTexture = true;
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public static string DiffuseCubeMapPath = "";
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public static string SpecularCubeMapPath = "";
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public static string BRSFMapPath = "";
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}
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public static GridSettings gridSettings = new GridSettings();
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public class GridSettings
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{
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public float CellSize = 1.0f;
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public uint CellAmount = 10;
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public Color color = Color.FromArgb(90, 90, 90);
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}
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public static float MaxCameraSpeed = 0.1f;
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public static CameraMode ViewportCameraMode = CameraMode.Perspective;
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public enum CameraMode
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{
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Perspective,
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Orthographic,
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}
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public static int Yaz0CompressionLevel = 3;
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public static bool RenderModels = true;
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public static bool RenderModelSelection = true;
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public static bool RenderModelWireframe = false;
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public static ViewportShading viewportShading;
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public static bool IsDebugMode = true; //Enables experimental features and other things to debug.
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public static bool EnableVersionCheck = true;
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public static bool EnablePBR = true;
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public static bool enableVSync = false;
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public static float floorSize = 30f;
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public static Color floorColor = Color.Gray;
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public static FloorStyle floorStyle = FloorStyle.WireFrame;
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public static PictureBoxBG pictureBoxStyle = PictureBoxBG.Checkerboard;
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public static float previewScale = 1.0f;
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public static bool renderFloorLines = true;
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public static bool UseOpenGL = true; //Removes all acess to opengl functionality. Useful for old PCs
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public static bool DisplayViewport = true; //Only displays it in editors if true
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//Viewport Background
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public static BackgroundStyle backgroundStyle = BackgroundStyle.Gradient;
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public static bool renderBackGround = true;
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public static string backgroundTexFilePath = "";
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public static Color backgroundGradientTop = Color.FromArgb(255, 26, 26, 26);
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public static Color backgroundGradientBottom = Color.FromArgb(255, 77, 77, 77);
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public static float zoomspeed = 1.25f;
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public static float zoomModifierScale = 2.0f;
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public static bool cameraLight = false;
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public static bool DisplayPolyCount = true;
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public static float PolyCount = 0;
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public static float VertCount = 0;
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public static bool enableOpenTKDebugOutput = false;
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public static bool OpenStartupWindow = false;
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// Toggle Render Passes
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public static bool renderDiffuse = true;
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public static bool renderFresnel = true;
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public static bool renderSpecular = true;
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public static bool renderReflection = true;
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public static bool renderBoundingBoxes = false;
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public static bool renderNormalMap = true;
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public static bool renderVertColor = true;
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public static bool renderBfresPbr = false;
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public static bool renderNormalsPoints = false;
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public static bool renderBones = true;
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public static bool renderFog = true;
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public static float bonePointSize = 0.2f;
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public static bool boneXrayDisplay = false;
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public static float normalsLineLength = 1;
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public static bool stereoscopy = false;
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public static bool UseLegacyGL = false;
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public static bool OpenTKInitialized = false;
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public static bool useNormalMap = true;
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public static CameraMovement cameraMovement;
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public static CameraView cameraView;
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public static ThumbnailSize thumbnailSize = ThumbnailSize.Small;
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public static float CameraNear = 0.1f;
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public static float CameraFar = 100000.0f;
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public static ActiveGame activeGame = ActiveGame.SMO;
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public static string ProgramVersion = "0.0.0";
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public static string CompileDate = "0/0/0000";
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public static string CommitInfo = "";
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public enum ActiveGame
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{
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SMO,
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MK8D,
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ARMs,
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Splatoon2,
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BOTW,
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KSA,
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}
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public enum PictureBoxBG
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{
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Checkerboard,
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Black,
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White,
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}
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public enum CameraMovement
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{
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Inspect,
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Walk,
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}
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public enum CameraView
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{
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Perspective,
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Orthographic,
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}
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public enum ThumbnailSize
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{
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Small,
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Medium,
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Large
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}
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public enum BackgroundStyle
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{
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Gradient = 0,
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UserTexture = 1,
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Solid = 2,
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}
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public enum FloorStyle
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{
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WireFrame = 0,
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UserTexture = 1,
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Solid = 2,
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}
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public enum ViewportShading
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{
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Default = 0,
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Normal = 1,
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Lighting = 2,
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Diffuse = 3,
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NormalMap = 4,
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VertColor = 5,
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AmbientOcclusion = 6,
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UVCoords = 7,
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UVTestPattern = 8,
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Tangents = 9,
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Bitangents = 10,
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LightMap = 11,
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SelectedBoneWeights = 12,
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SpecularMap = 13,
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ShadowMap = 14,
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MetalnessMap = 15,
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RoughnessMap = 16,
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SubSurfaceScatteringMap = 17,
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EmmissionMap = 18,
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}
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public enum UVChannel
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{
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Channel1 = 1,
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Channel2 = 2,
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Channel3 = 3
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}
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// Debug Shading
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public static bool renderR = true;
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public static bool renderG = true;
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public static bool renderB = true;
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public static bool renderAlpha = true;
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public static UVChannel uvChannel = UVChannel.Channel1;
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// OpenGL System Information
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public static string renderer = "";
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public static string openGLVersion = "";
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public static string GLSLVersion = "";
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}
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}
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