Switch-Toolbox/File_Format_Library/FileFormats/Texture/TXE.cs

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C#
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using System;
using System.Collections.Generic;
using System.Windows.Forms;
using Toolbox.Library;
using Toolbox.Library.Forms;
using Toolbox.Library.IO;
namespace FirstPlugin
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{
class TXE : STGenericTexture, IFileFormat, ISingleTextureIconLoader
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{
public STGenericTexture IconTexture { get { return this; } }
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public FileType FileType { get; set; } = FileType.Image;
public bool CanSave { get; set; }
public string[] Description { get; set; } = new string[] { "Pikmin 1 Proprietary Texture" };
public string[] Extension { get; set; } = new string[] { "*.txe" };
public string FileName { get; set; }
public string FilePath { get; set; }
//Stores compression info from being opened (done automaitcally)
public IFileInfo IFileInfo { get; set; }
//Check how the file wil be opened
public bool Identify(System.IO.Stream stream)
{
return Utils.HasExtension(FileName, ".txe");
}
//A Type list for custom types
//With this you can add in classes with IFileMenuExtension to add menus for this format
public Type[] Types
{
get
{
List<Type> types = new List<Type>();
return types.ToArray();
}
}
public static Dictionary<ushort, TEX_FORMAT> FormatsTXE = new Dictionary<ushort, TEX_FORMAT>()
{
[0] = TEX_FORMAT.RGB5A3,
[1] = TEX_FORMAT.CMPR,
[2] = TEX_FORMAT.RGB565,
[3] = TEX_FORMAT.I4,
[4] = TEX_FORMAT.I8,
[5] = TEX_FORMAT.IA4,
[6] = TEX_FORMAT.IA8,
[7] = TEX_FORMAT.RGBA32,
};
public void Load(System.IO.Stream stream)
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{
Text = FileName;
//Set this if you want to save the file format
CanSave = false;
ImageKey = "Texture";
SelectedImageKey = "Texture";
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//You can add a FileReader with Toolbox.Library.IO namespace
using (var reader = new FileReader(stream))
{
reader.SetByteOrder(true);
Width = reader.ReadUInt16();
Height = reader.ReadUInt16();
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_ = reader.ReadInt16();
//Turn this format into a common format used by this tool
ushort texFormat = reader.ReadUInt16();
Format = FormatsTXE[texFormat];
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//Lets set our method of decoding
PlatformSwizzle = PlatformSwizzle.Platform_Gamecube;
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int imageDataSize = reader.ReadInt32();
reader.SeekBegin(32);
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ImageData = reader.ReadBytes(imageDataSize);
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Text = FileName;
}
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}
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public byte[] Save()
{
return null;
}
public void Unload()
{
}
public byte[] ImageData { get; set; }
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//A list of supported formats
//This gets used in the re encode option
public override TEX_FORMAT[] SupportedFormats
{
get
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{
return new TEX_FORMAT[]
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{
TEX_FORMAT.I4,
TEX_FORMAT.I8,
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TEX_FORMAT.IA4,
TEX_FORMAT.IA8,
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TEX_FORMAT.RGB565,
TEX_FORMAT.RGB5A3,
TEX_FORMAT.RGBA32,
TEX_FORMAT.C4,
TEX_FORMAT.C8,
TEX_FORMAT.C14X2,
TEX_FORMAT.CMPR,
};
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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
//This wll not be ran if "CanEdit" is set to false!
public override void SetImageData(System.Drawing.Bitmap bitmap, int ArrayLevel)
{
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}
//Gets the raw image data in bytes
//Gets decoded automatically
public override byte[] GetImageData(int ArrayLevel = 0, int MipLevel = 0)
{
return ImageData;
}
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//This is an event for when the tree is clicked on
//Load our editor
public override void OnClick(TreeView treeView)
{
//Here we check for an active editor and load a new one if not found
//This is used when a tree/object editor is used
ImageEditorBase editor = (ImageEditorBase)LibraryGUI.GetActiveContent(typeof(ImageEditorBase));
if (editor == null)
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{
editor = new ImageEditorBase();
editor.Dock = DockStyle.Fill;
LibraryGUI.LoadEditor(editor);
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}
//Load our image and any properties
//If you don't make a class for properties you can use a generic class provided in STGenericTexture
editor.LoadProperties(GenericProperties);
editor.LoadImage(this);
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}
}
}