//private void button1_Click(object sender, EventArgs e) //{ // //This code will copy the rotation/location data to another loaded file (used to copy the data from the weapon file I used to set the rotations to the character file used to preview the mesh) // for (int i = 0; i < 80; i++) // { // _selectedRefImage = _refLibrary.GetMImage(i); // _selectedHandImage = _handLibrary.GetMImage(i); // _selectedRefImage.RotationX = _selectedHandImage.RotationX; // _selectedRefImage.RotationY = _selectedHandImage.RotationY; // _selectedRefImage.RotationZ = _selectedHandImage.RotationZ; // _selectedRefImage.MoveX = _selectedHandImage.MoveX; // _selectedRefImage.MoveY = _selectedHandImage.MoveY; // } // //quick button to remove the image for frames I need to be blanked out // //_refLibrary.ReplaceImage((int)nud_frame.Value, null, 0, 0); // Render(); //} //This code will duplicate the rotation/location data from the male to female frames to save some time setting the files up (it is set as 416 for the CWeapons(Mir2 War/Wiz/Tao)) //private void button_duplicate416_Click(object sender, EventArgs e) //{ // for(int x = 0; x < 416; x++) // { // _selectedRefImage = _refLibrary.GetMImage(x); // float tmovex = _selectedRefImage.MoveX; // float tmovey = _selectedRefImage.MoveY; // float trotx = _selectedRefImage.RotationX; // float troty = _selectedRefImage.RotationY; // float trotz = _selectedRefImage.RotationZ; // _selectedRefImage = _refLibrary.GetMImage(x + 416); // _selectedRefImage.MoveX = tmovex; // _selectedRefImage.MoveY = tmovey; // _selectedRefImage.RotationX = trotx; // _selectedRefImage.RotationY = troty; // _selectedRefImage.RotationZ = trotz; // } //} private void Btn_ExportLib_Click(object sender, EventArgs e) { //Really small Images may break this as I've not added checks for creating images that are 0 pixels width or height //create a new Library to store everything as each frame is rendered and saved if (_library != null) { _library.Close(); } _library = new MLibraryV2("", false); //open saveFileDialog so the user can select a file name for the new .lib file saveFileDialog.InitialDirectory = AppDomain.CurrentDomain.BaseDirectory + "CompletedLibs"; saveFileDialog.AddExtension = true; saveFileDialog.DefaultExt = ".lib"; if (saveFileDialog.ShowDialog() != DialogResult.OK) { return; } _library.FileName = saveFileDialog.FileName; toolStripProgressBar.Maximum = Convert.ToInt16(text_test_framemax.Text); toolStripProgressBar.Step = (Convert.ToInt16(text_test_framemax.Text) - Convert.ToInt16(text_test_framemin.Text)) / 20; t1 = new Thread(ExportThread); //t1.IsBackground = true; //setting as background stops the infinite looped thread when main app is closed t1.Start(); }
private void Btn_ImportLib_Click(object sender, EventArgs e) { openFileDialog1.InitialDirectory = AppDomain.CurrentDomain.BaseDirectory + "Data"; if (openFileDialog1.ShowDialog() != DialogResult.OK) { return; } _selectedRefImage = null; //open reference file character images if (_refLibrary != null) { _refLibrary.Close(); } _refLibrary = new MLibraryV2(openFileDialog1.FileName, true); //open Library containing the hand images if file exists //I can't get this to work this way... seems access to file is denied when I check if file exists so it always returns false //string hfilename = Path.GetDirectoryName(openFileDialog1.FileName) + @"\" + Path.GetFileNameWithoutExtension(openFileDialog1.FileName) + "_Hands.Lib"; //if (_handLibrary != null) _handLibrary.Close(); //if (File.Exists(hfilename)) _handLibrary = new MLibraryV2(hfilename); //set number up down control max value and default back to frame 0 nud_frame.Maximum = _refLibrary.Count - 1; nud_frame.Value = 0; //set the min and max frames so the user does not need to render every frame each time if only editing a few frames (and importing them to another file using Library editor) text_test_framemax.Text = _refLibrary.Count.ToString(); text_test_framemin.Text = "0"; UpdateTextBoxes(); Render(); }
private void Btn_OpenHandRef_Click(object sender, EventArgs e) { openFileDialog1.InitialDirectory = AppDomain.CurrentDomain.BaseDirectory + @"Data\Hands"; if (openFileDialog1.ShowDialog() != DialogResult.OK) { return; } _selectedHandImage = null; if (_handLibrary != null) { _handLibrary.Close(); } _handLibrary = new MLibraryV2(openFileDialog1.FileName, false); Lbl_HandRefName.Text = Path.GetFileName(_handLibrary.FileName); }
private void Main_Load(object sender, EventArgs e) { //Starts a Thread that updates the DirectX panel //t1 = new Thread(Loop); //t1.IsBackground = true; //setting as background stops the infinite looped thread when main app is closed //t1.Start(); //Load Reference File for the naked character images (default to Mir2 War/WizTao) if (_refLibrary != null) { _refLibrary.Close(); } _refLibrary = new MLibraryV2(characterTypeFileName, true); nud_frame.Maximum = _refLibrary.Count - 1; //-1 as Frame number and number up down control is zero based nud_frame.Value = 0; text_test_framemax.Text = _refLibrary.Count.ToString(); text_test_framemin.Text = "0"; UpdateTextBoxes(); }