Пример #1
0
        private void SettingsDialog_Load(object sender, EventArgs e)
        {
            darkCheckBoxEnabled.Checked  = DataMan.Instance.Use ? true : false;
            darkCheckBoxDisabled.Checked = DataMan.Instance.Use ? false : true;
            darkCheckBoxOgg.Checked      = DataMan.Instance.AudioFileFormat == "ogg" ? true : false;
            darkCheckBoxM4a.Checked      = DataMan.Instance.AudioFileFormat == "ogg" ? false : true;
            darkCheckBoxTrue.Checked     = DataMan.Instance.RemainTree ? true : false;
            darkCheckBoxFalse.Checked    = DataMan.Instance.RemainTree ? false : true;

            // TODO: 안드로이드 SDK 경로를 출력하는 다크 트리 기능
            // 자동으로 찾아서 설정하지만 찾지 못했을 경우에는 오류가 날 수 있음.
            var parentNode = new DarkUI.Controls.DarkTreeNode("ANDROID_SDK");

            parentNode.Nodes.Add(new DarkUI.Controls.DarkTreeNode(DataManager.Instance.AndroidSDKPath));
            darkPathTree.Nodes.Add(parentNode);

            parentNode = new DarkUI.Controls.DarkTreeNode("JAVA_HOME");
            parentNode.Nodes.Add(new DarkUI.Controls.DarkTreeNode(DataManager.Instance.JDKPath));
            darkPathTree.Nodes.Add(parentNode);

            // 출력 폴더를 바꾼 적이 있다면
            if (DataMan.Instance.IsValidCustomOutputPath)
            {
                darkTextBoxOutputFolderPath.Text = DataMan.Instance.OutputPath;
            }
            else
            {
                // 출력 폴더를 바꾸지 않았다면
                darkTextBoxOutputFolderPath.Text = DataManager.Instance.GetRootDirectory();
            }
        }
Пример #2
0
 private void UpdateLightsList()
 {
     lstLights.Nodes.Clear();
     foreach (var light in _workingStatic.Lights)
     {
         var node = new DarkUI.Controls.DarkTreeNode("Light #" + _workingStatic.Lights.IndexOf(light));
         node.Tag = light;
         lstLights.Nodes.Add(node);
     }
 }
Пример #3
0
        public FormMesh(WadToolClass tool, DeviceManager deviceManager, Wad2 wad)
        {
            InitializeComponent();

            _tool          = tool;
            _wad           = wad;
            _deviceManager = deviceManager;

            panelMesh.InitializeRendering(_tool, _deviceManager);

            var moveablesNode = new DarkUI.Controls.DarkTreeNode("Moveables");

            foreach (var moveable in _wad.Moveables)
            {
                var list         = new List <DarkUI.Controls.DarkTreeNode>();
                var moveableNode = new DarkUI.Controls.DarkTreeNode(moveable.Key.ToString(_wad.GameVersion));
                for (int i = 0; i < moveable.Value.Meshes.Count(); i++)
                {
                    var wadMesh = moveable.Value.Meshes.ElementAt(i);
                    var node    = new DarkUI.Controls.DarkTreeNode(wadMesh.Name);
                    node.Tag = new MeshTreeNode(moveable.Key, wadMesh);
                    list.Add(node);
                }
                moveableNode.Nodes.AddRange(list);
                moveablesNode.Nodes.Add(moveableNode);
            }
            lstMeshes.Nodes.Add(moveablesNode);

            var staticsNode = new DarkUI.Controls.DarkTreeNode("Statics");

            foreach (var @static in _wad.Statics)
            {
                var staticNode = new DarkUI.Controls.DarkTreeNode(@static.Key.ToString(_wad.GameVersion));
                var wadMesh    = @static.Value.Mesh;
                var node       = new DarkUI.Controls.DarkTreeNode(wadMesh.Name);
                node.Tag = new MeshTreeNode(@static.Key, wadMesh);
                staticNode.Nodes.Add(node);
                staticsNode.Nodes.Add(staticNode);
            }
            lstMeshes.Nodes.Add(staticsNode);
        }