2019-08-04 13:15:34 +00:00
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using System;
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using System.Collections.Generic;
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using System.Windows.Forms;
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using Toolbox.Library;
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using Toolbox.Library.Forms;
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using Toolbox.Library.IO;
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2019-08-04 14:27:00 +00:00
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namespace FirstPlugin
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2019-08-04 13:15:34 +00:00
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{
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2019-08-04 14:27:00 +00:00
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class BTI : STGenericTexture, IFileFormat, ISingleTextureIconLoader
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{
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public STGenericTexture IconTexture { get { return this; } }
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public FileType FileType { get; set; } = FileType.Image;
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public bool CanSave { get; set; }
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public string[] Description { get; set; } = new string[] { "Binary Texture Image" };
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public string[] Extension { get; set; } = new string[] { "*.bti" };
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public string FileName { get; set; }
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public string FilePath { get; set; }
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//Stores compression info from being opened (done automaitcally)
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public IFileInfo IFileInfo { get; set; }
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//Check how the file wil be opened
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public bool Identify(System.IO.Stream stream)
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{
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return Utils.HasExtension(FileName, ".bti");
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}
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//A Type list for custom types
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//With this you can add in classes with IFileMenuExtension to add menus for this format
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public Type[] Types
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{
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get
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{
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List<Type> types = new List<Type>();
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return types.ToArray();
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}
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}
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private int RoundWidth(int width, int BlockWidth)
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{
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return width + ((BlockWidth - (width % BlockWidth)) % BlockWidth);
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}
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private int RoundHeight(int height, int BlockHeight)
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{
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return height + ((BlockHeight - (height % BlockHeight)) % BlockHeight);
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}
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private void Read(System.IO.Stream stream)
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{
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}
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public void Load(System.IO.Stream stream)
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{
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//Set this if you want to save the file format
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CanSave = true;
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CanEdit = false;
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ImageKey = "Texture";
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SelectedImageKey = "Texture";
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Text = FileName;
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//You can add a FileReader with Toolbox.Library.IO namespace
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using (var reader = new FileReader(stream))
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{
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CanEdit = false;
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reader.SetByteOrder(true);
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//Turn this format into a common format used by this tool
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byte texFormat = reader.ReadByte();
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Format = Decode_Gamecube.ToGenericFormat((Decode_Gamecube.TextureFormats)texFormat);
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reader.ReadByte(); // enable alpha
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Width = reader.ReadUInt16();
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Height = reader.ReadUInt16();
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reader.ReadByte(); // wrap s
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reader.ReadByte(); // wrap t
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PaletteFormat = (PALETTE_FORMAT)reader.ReadInt16();
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reader.ReadInt16(); // num of palette entries
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reader.ReadInt32(); // offset to palette data
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reader.ReadInt32(); // border colour
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reader.ReadByte(); // min filter type
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reader.ReadByte(); // mag filter type
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reader.ReadInt16();
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MipCount = reader.ReadByte();
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reader.ReadByte();
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reader.ReadInt16();
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uint offsetToImageData = reader.ReadUInt32(); // offset to image data
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//Lets set our method of decoding
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PlatformSwizzle = PlatformSwizzle.Platform_Gamecube;
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reader.Seek(offsetToImageData, System.IO.SeekOrigin.Begin);
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int imageDataSize = RoundWidth((int)Width, (int)GetBlockWidth(Format)) *
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RoundHeight((int)Height, (int)GetBlockHeight(Format)) * (int)GetBytesPerPixel(Format) >> 3;
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ImageData = reader.ReadBytes(imageDataSize);
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}
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}
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public byte[] Save()
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{
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return null;
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}
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public void Unload()
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{
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}
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public byte[] ImageData { get; set; }
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//A list of supported formats
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//This gets used in the re encode option
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public override TEX_FORMAT[] SupportedFormats
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{
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get
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{
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return new TEX_FORMAT[]
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{
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TEX_FORMAT.I4,
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TEX_FORMAT.I8,
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TEX_FORMAT.I4,
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TEX_FORMAT.I8,
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TEX_FORMAT.RGB565,
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TEX_FORMAT.RGB5A3,
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TEX_FORMAT.RGBA32,
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TEX_FORMAT.C4,
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TEX_FORMAT.C8,
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TEX_FORMAT.C14X2,
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TEX_FORMAT.CMPR,
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};
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}
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}
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public override bool CanEdit { get; set; } = false;
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//This gets used in the image editor if the image gets edited
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//This wll not be ran if "CanEdit" is set to false!
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public override void SetImageData(System.Drawing.Bitmap bitmap, int ArrayLevel)
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{
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2019-08-04 14:27:00 +00:00
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}
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//Gets the raw image data in bytes
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//Gets decoded automatically
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public override byte[] GetImageData(int ArrayLevel = 0, int MipLevel = 0)
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{
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return ImageData;
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}
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//This is an event for when the tree is clicked on
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//Load our editor
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public override void OnClick(TreeView treeView)
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{
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//Here we check for an active editor and load a new one if not found
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//This is used when a tree/object editor is used
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ImageEditorBase editor = (ImageEditorBase)LibraryGUI.GetActiveContent(typeof(ImageEditorBase));
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if (editor == null)
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{
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editor = new ImageEditorBase();
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editor.Dock = DockStyle.Fill;
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LibraryGUI.LoadEditor(editor);
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}
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//Load our image and any properties
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//If you don't make a class for properties you can use a generic class provided in STGenericTexture
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editor.LoadProperties(GenericProperties);
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editor.LoadImage(this);
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}
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}
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}
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