mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-19 09:23:12 +00:00
103 lines
2.8 KiB
C#
103 lines
2.8 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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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 System.Windows.Forms;
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using Switch_Toolbox.Library;
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using BcresLibrary;
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using Switch_Toolbox.Library.Forms;
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namespace FirstPlugin
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{
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public class TXOBWrapper : STGenericTexture
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{
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public TXOBWrapper()
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{
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ImageKey = "Texture";
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SelectedImageKey = "Texture";
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}
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public TXOBWrapper(Texture texture) : base() { LoadTexture(texture); }
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internal Texture Texture;
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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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};
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}
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}
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public override void OnClick(TreeView treeview)
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{
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UpdateEditor();
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}
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private void UpdateEditor()
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{
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ImageEditorBase editor = (ImageEditorBase)LibraryGUI.Instance.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.Instance.LoadEditor(editor);
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}
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Properties prop = new Properties();
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prop.Width = Width;
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prop.Height = Height;
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prop.Depth = Depth;
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prop.MipCount = MipCount;
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prop.ArrayCount = ArrayCount;
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prop.ImageSize = (uint)Texture.Images[0].ImageData.Length;
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prop.Format = Format;
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editor.Text = Text;
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editor.LoadProperties(prop);
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editor.LoadImage(this);
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}
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public void LoadTexture(Texture texture)
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{
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ImageKey = "Texture";
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SelectedImageKey = "Texture";
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Texture = texture;
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Text = texture.Name;
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//Cube maps will use multiple images
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//Break at the end as we only need the first part for generic things
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foreach (var image in texture.Images)
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{
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Width = image.Width;
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Height = image.Height;
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MipCount = image.MipCount;
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Format = CTR_3DS.ConvertPICAToGenericFormat(
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(CTR_3DS.PICASurfaceFormat)image.ImageFormat);
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break;
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}
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}
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public override bool CanEdit { get; set; } = false;
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public override void SetImageData(Bitmap bitmap, int ArrayLevel)
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{
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throw new NotImplementedException();
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}
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public override byte[] GetImageData(int ArrayLevel = 0, int MipLevel = 0)
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{
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PlatformSwizzle = PlatformSwizzle.Platform_3DS;
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return Texture.Images[ArrayLevel].ImageData;
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}
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}
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}
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