mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-22 10:53:08 +00:00
196 lines
6.8 KiB
C#
196 lines
6.8 KiB
C#
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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 Switch_Toolbox.Library.Forms;
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using System.Windows.Forms;
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using System.Drawing;
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using System.Drawing.Imaging;
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using Switch_Toolbox.Library.Animations;
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using Switch_Toolbox.Library;
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using Bfres.Structs;
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using Syroot.NintenTools.NSW.Bfres;
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using ResU = Syroot.NintenTools.Bfres;
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namespace FirstPlugin.Forms
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{
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public class GifToTexturePatternAnimation
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{
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public GifToTexturePatternAnimation(string FileName, BFRESGroupNode TargetFTEXFolder, FTXP ftxp)
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{
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string TextureName = System.IO.Path.GetFileNameWithoutExtension(FileName);
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string ext = Utils.GetExtension(FileName);
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ImageKeyFrame[] Images = new ImageKeyFrame[0];
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if (ext == ".gif")
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{
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Image gifImg = Image.FromFile(FileName);
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//Add all the images
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Images = GetImages(gifImg);
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}
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if (ext == ".png" || ext == ".apng")
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{
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APNG png = new APNG();
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png.Load(FileName);
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for (int i = 0; i < png.NumEmbeddedPNG; i++)
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{
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Images[i] = new ImageKeyFrame()
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{
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Frame = i,
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Image = png.ToBitmap(i)
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};
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}
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}
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TargetFTEXFolder.ImportTexture(Images, TextureName);
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//Now load the key data to the animation
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ftxp.TexPatternAnim = new ResU.TexPatternAnim();
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ftxp.TexPatternAnim.Name = ftxp.Text;
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ftxp.TexPatternAnim.Path = "";
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ftxp.TexPatternAnim.FrameCount = Images.Length;
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ftxp.TexPatternAnim.TextureRefs = new ResU.ResDict<ResU.TextureRef>();
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foreach (ImageKeyFrame key in Images)
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{
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string name = $"{TextureName}{key.Frame}";
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ftxp.TexPatternAnim.TextureRefs.Add($"{TextureName}{key.Frame}",
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new ResU.TextureRef()
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{
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Name = $"{name}",
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Texture = ((FTEX)TargetFTEXFolder.ResourceNodes[name]).texture,
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});
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}
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var material = new ResU.TexPatternMatAnim();
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material.Name = "NewMaterial";
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material.PatternAnimInfos = new List<ResU.PatternAnimInfo>();
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material.BaseDataList.Add(0);
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ResU.PatternAnimInfo info = new ResU.PatternAnimInfo();
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info.CurveIndex = 0;
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info.SubBindIndex = -1;
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info.Name = "_a0";
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material.PatternAnimInfos.Add(info);
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ftxp.TexPatternAnim.TexPatternMatAnims.Add(material);
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ResU.AnimCurve curve = new ResU.AnimCurve();
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curve.AnimDataOffset = 0;
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curve.CurveType = ResU.AnimCurveType.StepInt;
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curve.Delta = 0;
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curve.EndFrame = Images.Length;
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curve.StartFrame = 0;
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curve.FrameType = ResU.AnimCurveFrameType.Byte;
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curve.Scale = 1;
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curve.Offset = 0;
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curve.Frames = new float[(int)curve.EndFrame];
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for (int i = 0; i < curve.EndFrame; i++)
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{
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curve.Frames[i] = Images[i].Frame;
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}
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curve.Keys = new float[(int)curve.Frames.Length, 1];
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for (int i = 0; i < (ushort)curve.Keys.Length; i++)
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{
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int index = ftxp.TexPatternAnim.TextureRefs.IndexOf($"{TextureName}{Images[i].Frame}");
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curve.Keys[i, 0] = index;
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}
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material.Curves.Add(curve);
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ftxp.UpdateMaterialBinds();
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}
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public GifToTexturePatternAnimation(string FileName, BNTX TargetBNTX, FMAA fmaa)
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{
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string TextureName = System.IO.Path.GetFileNameWithoutExtension(FileName);
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Image gifImg = Image.FromFile(FileName);
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//Add all the images
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var images = GetImages(gifImg);
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TargetBNTX.ImportTexture(images, TextureName);
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//Now load the key data to the animation
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fmaa.MaterialAnim = new Syroot.NintenTools.NSW.Bfres.MaterialAnim();
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fmaa.MaterialAnim.Name = fmaa.Text;
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fmaa.MaterialAnim.Path = "";
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fmaa.MaterialAnim.Loop = true;
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fmaa.MaterialAnim.FrameCount = images.Length;
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fmaa.MaterialAnim.TextureNames = new List<string>();
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foreach (ImageKeyFrame key in images)
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{
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fmaa.MaterialAnim.TextureNames.Add($"{TextureName}{key.Frame}");
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}
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var material = new MaterialAnimData();
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material.Name = "NewMaterial";
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material.TexturePatternAnimInfos = new List<TexturePatternAnimInfo>();
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material.TexturePatternCurveIndex = 0;
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material.BeginVisalConstantIndex = 0;
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TexturePatternAnimInfo info = new TexturePatternAnimInfo();
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info.CurveIndex = 0;
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info.SubBindIndex = -1;
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info.BeginConstant = ushort.MaxValue;
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info.Name = "_a0";
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material.TexturePatternAnimInfos.Add(info);
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fmaa.MaterialAnim.MaterialAnimDataList.Add(material);
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AnimCurve curve = new AnimCurve();
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curve.AnimDataOffset = 0;
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curve.CurveType = AnimCurveType.StepInt;
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curve.Delta = 0;
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curve.EndFrame = images.Length;
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curve.StartFrame = 0;
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curve.FrameType = AnimCurveFrameType.Byte;
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curve.Scale = 1;
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curve.Offset = 0;
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curve.Frames = new float[(int)curve.EndFrame];
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for (int i = 0; i < curve.EndFrame; i++)
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{
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curve.Frames[i] = images[i].Frame;
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}
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curve.Keys = new float[(int)curve.Frames.Length, 1];
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for (int i = 0; i < (ushort)curve.Keys.Length; i++)
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{
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int index = fmaa.MaterialAnim.TextureNames.IndexOf($"{TextureName}{images[i].Frame}");
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curve.Keys[i, 0] = index;
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}
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material.Curves.Add(curve);
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fmaa.UpdateMaterialBinds();
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}
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private ImageKeyFrame[] GetImages(Image image)
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{
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FrameDimension dimension = new FrameDimension(image.FrameDimensionsList[0]);
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// Number of frames
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int frameCount = image.GetFrameCount(dimension);
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// Return an Image at a certain index
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ImageKeyFrame[] images = new ImageKeyFrame[frameCount];
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for (int frame = 0; frame < frameCount; frame++)
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{
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images[frame] = new ImageKeyFrame();
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images[frame].Image = new Bitmap(image);
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images[frame].Frame = frame;
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image.SelectActiveFrame(dimension, frame);
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}
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return images;
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}
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}
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}
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