- added exception to skip preview of unsupported audio clips

- fixed a feature that automatically resizes asset Type and Size columns by content
- fixed sorting issue when loading a new file/folder
- asset list is now sorted by 2 columns, first by the column you click, then by the column you previously clicked
This commit is contained in:
RaduMCosma 2015-11-04 14:16:03 +02:00
parent 5ba447aba2
commit 2c94852939
3 changed files with 125 additions and 97 deletions

View File

@ -105,6 +105,10 @@ namespace Unity_Studio
extension = ".fsb";
preloadData.InfoText += "FSB";
break;
case 2://FSB5
extension = ".fsb";
preloadData.InfoText += "FSB";
break;
case 13:
extension = ".mp3";
preloadData.InfoText += "MP3";

View File

@ -62,7 +62,6 @@
this.splitContainer1 = new System.Windows.Forms.SplitContainer();
this.tabControl1 = new System.Windows.Forms.TabControl();
this.tabPage1 = new System.Windows.Forms.TabPage();
this.sceneTreeView = new Unity_Studio.GOHierarchy();
this.treeSearch = new System.Windows.Forms.TextBox();
this.tabPage2 = new System.Windows.Forms.TabPage();
this.assetListView = new System.Windows.Forms.ListView();
@ -75,6 +74,7 @@
this.previewPanel = new System.Windows.Forms.Panel();
this.assetInfoLabel = new System.Windows.Forms.Label();
this.FMODpanel = new System.Windows.Forms.Panel();
this.FMODcopyright = new System.Windows.Forms.Label();
this.FMODinfoLabel = new System.Windows.Forms.Label();
this.FMODtimerLabel = new System.Windows.Forms.Label();
this.FMODstatusLabel = new System.Windows.Forms.Label();
@ -100,7 +100,7 @@
this.saveFileDialog1 = new System.Windows.Forms.SaveFileDialog();
this.saveFolderDialog1 = new System.Windows.Forms.SaveFileDialog();
this.treeTip = new System.Windows.Forms.ToolTip(this.components);
this.FMODcopyright = new System.Windows.Forms.Label();
this.sceneTreeView = new Unity_Studio.GOHierarchy();
this.menuStrip1.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).BeginInit();
this.splitContainer1.Panel1.SuspendLayout();
@ -391,8 +391,6 @@
this.splitContainer1.SplitterDistance = 420;
this.splitContainer1.TabIndex = 2;
this.splitContainer1.TabStop = false;
this.splitContainer1.SplitterMoved += new System.Windows.Forms.SplitterEventHandler(this.splitContainer1_SplitterMoved);
this.splitContainer1.Resize += new System.EventHandler(this.splitContainer1_Resize);
//
// tabControl1
//
@ -419,17 +417,6 @@
this.tabPage1.Text = "Scene Hierarchy";
this.tabPage1.UseVisualStyleBackColor = true;
//
// sceneTreeView
//
this.sceneTreeView.CheckBoxes = true;
this.sceneTreeView.Dock = System.Windows.Forms.DockStyle.Fill;
this.sceneTreeView.HideSelection = false;
this.sceneTreeView.Location = new System.Drawing.Point(0, 20);
this.sceneTreeView.Name = "sceneTreeView";
this.sceneTreeView.Size = new System.Drawing.Size(410, 588);
this.sceneTreeView.TabIndex = 1;
this.sceneTreeView.AfterCheck += new System.Windows.Forms.TreeViewEventHandler(this.sceneTreeView_AfterCheck);
//
// treeSearch
//
this.treeSearch.Dock = System.Windows.Forms.DockStyle.Top;
@ -455,6 +442,7 @@
this.tabPage2.TabIndex = 1;
this.tabPage2.Text = "Asset List";
this.tabPage2.UseVisualStyleBackColor = true;
this.tabPage2.Resize += new System.EventHandler(this.tabPage2_Resize);
//
// assetListView
//
@ -491,6 +479,7 @@
// columnHeaderSize
//
this.columnHeaderSize.Text = "Size";
this.columnHeaderSize.Width = 23;
//
// listSearch
//
@ -569,6 +558,16 @@
this.FMODpanel.TabIndex = 2;
this.FMODpanel.Visible = false;
//
// FMODcopyright
//
this.FMODcopyright.AutoSize = true;
this.FMODcopyright.ForeColor = System.Drawing.SystemColors.ControlLight;
this.FMODcopyright.Location = new System.Drawing.Point(117, 187);
this.FMODcopyright.Name = "FMODcopyright";
this.FMODcopyright.Size = new System.Drawing.Size(283, 13);
this.FMODcopyright.TabIndex = 9;
this.FMODcopyright.Text = "Audio Engine supplied by FMOD by Firelight Technologies.";
//
// FMODinfoLabel
//
this.FMODinfoLabel.ForeColor = System.Drawing.SystemColors.ControlLightLight;
@ -803,15 +802,16 @@
this.saveFolderDialog1.RestoreDirectory = true;
this.saveFolderDialog1.Title = "Browse for folder";
//
// FMODcopyright
// sceneTreeView
//
this.FMODcopyright.AutoSize = true;
this.FMODcopyright.ForeColor = System.Drawing.SystemColors.ControlLight;
this.FMODcopyright.Location = new System.Drawing.Point(117, 187);
this.FMODcopyright.Name = "FMODcopyright";
this.FMODcopyright.Size = new System.Drawing.Size(283, 13);
this.FMODcopyright.TabIndex = 9;
this.FMODcopyright.Text = "Audio Engine supplied by FMOD by Firelight Technologies.";
this.sceneTreeView.CheckBoxes = true;
this.sceneTreeView.Dock = System.Windows.Forms.DockStyle.Fill;
this.sceneTreeView.HideSelection = false;
this.sceneTreeView.Location = new System.Drawing.Point(0, 20);
this.sceneTreeView.Name = "sceneTreeView";
this.sceneTreeView.Size = new System.Drawing.Size(410, 588);
this.sceneTreeView.TabIndex = 1;
this.sceneTreeView.AfterCheck += new System.Windows.Forms.TreeViewEventHandler(this.sceneTreeView_AfterCheck);
//
// UnityStudioForm
//

View File

@ -14,10 +14,9 @@ using Tao.DevIl;
using System.Web.Script.Serialization;
//Load parent nodes even if they are not selected to provide transformations?
//For extracting bundles, first check if file exists then decompress
//rigurous search for search files; look into Path.Combine
/*TODO
Load parent nodes even if they are not selected to provide transformations?
For extracting bundles, first check if file exists then decompress*/
namespace Unity_Studio
{
@ -25,8 +24,8 @@ namespace Unity_Studio
{
private List<string> unityFiles = new List<string>(); //files to load
public static List<AssetsFile> assetsfileList = new List<AssetsFile>(); //loaded files
private List<AssetPreloadData> exportableAssets = new List<AssetPreloadData>(); //used to hold all listItems while the list is being filtered
private List<AssetPreloadData> visibleAssets = new List<AssetPreloadData>(); //used to build the listView
private List<AssetPreloadData> exportableAssets = new List<AssetPreloadData>(); //used to hold all assets while the ListView is filtered
private List<AssetPreloadData> visibleAssets = new List<AssetPreloadData>(); //used to build the ListView from all or filtered assets
private AssetPreloadData lastSelectedItem = null;
private AssetPreloadData lastLoadedAsset = null;
//private AssetsFile mainDataFile = null;
@ -40,7 +39,6 @@ namespace Unity_Studio
private FMOD.Sound sound = null;
private FMOD.Channel channel = null;
private FMOD.SoundGroup masterSoundGroup = null;
private FMOD.MODE loopMode = FMOD.MODE.LOOP_OFF;
private uint FMODlenms = 0;
private float FMODVolume = 0.8f;
@ -48,10 +46,11 @@ namespace Unity_Studio
private Bitmap imageTexture = null;
private bool startFilter = false;
private bool isNameSorted = false;
private bool isTypeSorted = false;
private bool isSizeSorted = false;
//asset list sortign helpers
private int firstSortColumn = -1;
private int secondSortColumn = 0;
private bool reverseSort = false;
private bool enableFiltering = false;
//tree search
private int nextGObject = 0;
@ -753,9 +752,10 @@ namespace Unity_Studio
visibleAssets = exportableAssets;
assetListView.VirtualListSize = visibleAssets.Count;
assetListView.AutoResizeColumn(1, ColumnHeaderAutoResizeStyle.ColumnContent);
assetListView.AutoResizeColumn(2, ColumnHeaderAutoResizeStyle.ColumnContent);
resizeNameColumn();
//won't work because ListView is not visible
//assetListView.AutoResizeColumn(1, ColumnHeaderAutoResizeStyle.ColumnContent);
//assetListView.AutoResizeColumn(2, ColumnHeaderAutoResizeStyle.ColumnContent);
//resizeAssetListColumns();
assetListView.EndUpdate();
progressBar1.Value = 0;
@ -868,6 +868,7 @@ namespace Unity_Studio
{
case 0: treeSearch.Select(); break;
case 1:
resizeAssetListColumns(); //required because the ListView is not visible on app launch
classPreviewPanel.Visible = false;
previewPanel.Visible = true;
listSearch.Select();
@ -966,9 +967,62 @@ namespace Unity_Studio
}
private void resizeAssetListColumns()
{
assetListView.AutoResizeColumn(1, ColumnHeaderAutoResizeStyle.HeaderSize);
assetListView.AutoResizeColumn(1, ColumnHeaderAutoResizeStyle.ColumnContent);
assetListView.AutoResizeColumn(2, ColumnHeaderAutoResizeStyle.HeaderSize);
assetListView.AutoResizeColumn(2, ColumnHeaderAutoResizeStyle.ColumnContent);
var test = SystemInformation.VerticalScrollBarWidth;
var vscroll = ((float)visibleAssets.Count / (float)assetListView.Height) > 0.0567f;
columnHeaderName.Width = assetListView.Width - columnHeaderType.Width - columnHeaderSize.Width - (vscroll ? 25 : 5);
}
private void tabPage2_Resize(object sender, EventArgs e)
{
resizeAssetListColumns();
}
/*private void splitContainer1_Resize(object sender, EventArgs e)
{
switch (tabControl1.SelectedIndex)
{
case 1: resizeAssetListColumns(); break;
}
}
private void splitContainer1_SplitterMoved(object sender, SplitterEventArgs e)
{
switch (tabControl1.SelectedIndex)
{
case 1: resizeAssetListColumns(); break;
}
}*/
private void listSearch_Enter(object sender, EventArgs e)
{
if (listSearch.Text == " Filter ")
{
listSearch.Text = "";
listSearch.ForeColor = System.Drawing.SystemColors.WindowText;
enableFiltering = true;
}
}
private void listSearch_Leave(object sender, EventArgs e)
{
if (listSearch.Text == "")
{
enableFiltering = false;
listSearch.Text = " Filter ";
listSearch.ForeColor = System.Drawing.SystemColors.GrayText;
}
}
private void ListSearchTextChanged(object sender, EventArgs e)
{
if (startFilter)
if (enableFiltering)
{
assetListView.BeginUpdate();
assetListView.SelectedIndices.Clear();
@ -979,65 +1033,49 @@ namespace Unity_Studio
}
}
private void listSearch_Enter(object sender, EventArgs e)
{
if (listSearch.Text == " Filter ")
{
listSearch.Text = "";
listSearch.ForeColor = System.Drawing.SystemColors.WindowText;
startFilter = true;
}
}
private void listSearch_Leave(object sender, EventArgs e)
{
if (listSearch.Text == "")
{
startFilter = false;
listSearch.Text = " Filter ";
listSearch.ForeColor = System.Drawing.SystemColors.GrayText;
}
}
private void assetListView_ColumnClick(object sender, ColumnClickEventArgs e)
{
if (firstSortColumn != e.Column)
{
reverseSort = false;
secondSortColumn = firstSortColumn;
}
else { reverseSort = !reverseSort; }
firstSortColumn = e.Column;
assetListView.BeginUpdate();
assetListView.SelectedIndices.Clear();
switch (e.Column)
{
case 0:
if (isNameSorted) { visibleAssets.Reverse(); }
else
visibleAssets.Sort(delegate (AssetPreloadData a, AssetPreloadData b)
{
visibleAssets.Sort((x, y) => x.Text.CompareTo(y.Text));
isNameSorted = true;
}
int xdiff = reverseSort ? b.Text.CompareTo(a.Text) : a.Text.CompareTo(b.Text);
if (xdiff != 0) return xdiff;
else return secondSortColumn == 1 ? a.TypeString.CompareTo(b.TypeString) : a.exportSize.CompareTo(b.exportSize);
});
break;
case 1:
if (isTypeSorted) { visibleAssets.Reverse(); }
else
visibleAssets.Sort(delegate (AssetPreloadData a, AssetPreloadData b)
{
visibleAssets.Sort((x, y) => x.TypeString.CompareTo(y.TypeString));
isTypeSorted = true;
}
int xdiff = reverseSort ? b.TypeString.CompareTo(a.TypeString) : a.TypeString.CompareTo(b.TypeString);
if (xdiff != 0) return xdiff;
else return secondSortColumn == 2 ? a.exportSize.CompareTo(b.exportSize) : a.Text.CompareTo(b.Text);
});
break;
case 2:
if (isSizeSorted) { visibleAssets.Reverse(); }
else
visibleAssets.Sort(delegate (AssetPreloadData a, AssetPreloadData b)
{
visibleAssets.Sort((x, y) => x.exportSize.CompareTo(y.exportSize));
isSizeSorted = true;
}
int xdiff = reverseSort ? b.exportSize.CompareTo(a.exportSize) : a.exportSize.CompareTo(b.exportSize);
if (xdiff != 0) return xdiff;
else return secondSortColumn == 1 ? a.TypeString.CompareTo(b.TypeString) : a.Text.CompareTo(b.Text);
});
break;
}
assetListView.EndUpdate();
}
private void resizeNameColumn()
{
var vscroll = ((float)assetListView.VirtualListSize / (float)assetListView.Height) > 0.0567f;
columnHeaderName.Width = assetListView.Width - columnHeaderType.Width - columnHeaderSize.Width - (vscroll ? 25 : 5);
resizeAssetListColumns();
}
private void selectAsset(object sender, ListViewItemSelectionChangedEventArgs e)
@ -1090,23 +1128,6 @@ namespace Unity_Studio
}
private void splitContainer1_Resize(object sender, EventArgs e)
{
switch (tabControl1.TabIndex)
{
case 1: resizeNameColumn(); break;
}
}
private void splitContainer1_SplitterMoved(object sender, SplitterEventArgs e)
{
switch (tabControl1.TabIndex)
{
case 1: resizeNameColumn(); break;
}
}
private void PreviewAsset(AssetPreloadData asset)
{
switch (asset.Type2)
@ -1158,7 +1179,7 @@ namespace Unity_Studio
{
AudioClip m_AudioClip = new AudioClip(asset, true);
if (m_AudioClip.m_Type != 22 && m_AudioClip.m_Type != 1)
if (m_AudioClip.m_Type == 13 && m_AudioClip.m_Type == 14 && m_AudioClip.m_Type == 20)
{
//MemoryStream memoryStream = new MemoryStream(m_AudioData, true);
//System.Media.SoundPlayer soundPlayer = new System.Media.SoundPlayer(memoryStream);
@ -3030,7 +3051,6 @@ namespace Unity_Studio
enablePreview.Checked = (bool)Properties.Settings.Default["enablePreview"];
openAfterExport.Checked = (bool)Properties.Settings.Default["openAfterExport"];
assetGroupOptions.SelectedIndex = (int)Properties.Settings.Default["assetGroupOption"];
resizeNameColumn();
}
private void resetForm()
@ -3064,6 +3084,10 @@ namespace Unity_Studio
fontPreviewBox.Visible = false;
lastSelectedItem = null;
lastLoadedAsset = null;
firstSortColumn = -1;
secondSortColumn = 0;
reverseSort = false;
enableFiltering = false;
FMODinit();