AssetStudio/AssetStudioGUI/ExportOptions.cs
VaDiM ea09a8de64 Add support for sprites with alpha mask
- Sprites with alpha mask can now be viewed and exported with transparency
- Added hotkeys to control display of an alpha mask  on the preview tab
- Added an option to the export settings to enable/disable export with alpha mask as well
- Prevented texture2D preview options from being changed with hotkeys outside of texture preview (e.g. when some other asset is selected)
2022-11-21 01:59:16 +03:00

82 lines
4.1 KiB
C#

using AssetStudio;
using System;
using System.Windows.Forms;
namespace AssetStudioGUI
{
public partial class ExportOptions : Form
{
public ExportOptions()
{
InitializeComponent();
assetGroupOptions.SelectedIndex = Properties.Settings.Default.assetGroupOption;
restoreExtensionName.Checked = Properties.Settings.Default.restoreExtensionName;
converttexture.Checked = Properties.Settings.Default.convertTexture;
exportSpriteWithAlphaMask.Checked = Properties.Settings.Default.exportSpriteWithMask;
convertAudio.Checked = Properties.Settings.Default.convertAudio;
var str = Properties.Settings.Default.convertType.ToString();
foreach (Control c in panel1.Controls)
{
if (c.Text == str)
{
((RadioButton)c).Checked = true;
break;
}
}
openAfterExport.Checked = Properties.Settings.Default.openAfterExport;
eulerFilter.Checked = Properties.Settings.Default.eulerFilter;
filterPrecision.Value = Properties.Settings.Default.filterPrecision;
exportAllNodes.Checked = Properties.Settings.Default.exportAllNodes;
exportSkins.Checked = Properties.Settings.Default.exportSkins;
exportAnimations.Checked = Properties.Settings.Default.exportAnimations;
exportBlendShape.Checked = Properties.Settings.Default.exportBlendShape;
castToBone.Checked = Properties.Settings.Default.castToBone;
exportAllUvsAsDiffuseMaps.Checked = Properties.Settings.Default.exportAllUvsAsDiffuseMaps;
boneSize.Value = Properties.Settings.Default.boneSize;
scaleFactor.Value = Properties.Settings.Default.scaleFactor;
fbxVersion.SelectedIndex = Properties.Settings.Default.fbxVersion;
fbxFormat.SelectedIndex = Properties.Settings.Default.fbxFormat;
}
private void OKbutton_Click(object sender, EventArgs e)
{
Properties.Settings.Default.assetGroupOption = assetGroupOptions.SelectedIndex;
Properties.Settings.Default.restoreExtensionName = restoreExtensionName.Checked;
Properties.Settings.Default.convertTexture = converttexture.Checked;
Properties.Settings.Default.exportSpriteWithMask = exportSpriteWithAlphaMask.Checked;
Properties.Settings.Default.convertAudio = convertAudio.Checked;
foreach (Control c in panel1.Controls)
{
if (((RadioButton)c).Checked)
{
Properties.Settings.Default.convertType = (ImageFormat)Enum.Parse(typeof(ImageFormat), c.Text);
break;
}
}
Properties.Settings.Default.openAfterExport = openAfterExport.Checked;
Properties.Settings.Default.eulerFilter = eulerFilter.Checked;
Properties.Settings.Default.filterPrecision = filterPrecision.Value;
Properties.Settings.Default.exportAllNodes = exportAllNodes.Checked;
Properties.Settings.Default.exportSkins = exportSkins.Checked;
Properties.Settings.Default.exportAnimations = exportAnimations.Checked;
Properties.Settings.Default.exportBlendShape = exportBlendShape.Checked;
Properties.Settings.Default.castToBone = castToBone.Checked;
Properties.Settings.Default.exportAllUvsAsDiffuseMaps = exportAllUvsAsDiffuseMaps.Checked;
Properties.Settings.Default.boneSize = boneSize.Value;
Properties.Settings.Default.scaleFactor = scaleFactor.Value;
Properties.Settings.Default.fbxVersion = fbxVersion.SelectedIndex;
Properties.Settings.Default.fbxFormat = fbxFormat.SelectedIndex;
Properties.Settings.Default.Save();
DialogResult = DialogResult.OK;
Close();
}
private void Cancel_Click(object sender, EventArgs e)
{
DialogResult = DialogResult.Cancel;
Close();
}
}
}