Switch-Toolbox/Switch_FileFormatsMain/FileFormats/Archives/BEA.cs

553 lines
19 KiB
C#
Raw Normal View History

Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Switch_Toolbox;
using System.Windows.Forms;
using Switch_Toolbox.Library;
using System.IO;
using BezelEngineArchive_Lib;
using Switch_Toolbox.Library.IO;
using Switch_Toolbox.Library.Forms;
namespace FirstPlugin
{
public class BEA : TreeNode, IArchiveFile
{
public bool CanAddFiles { get; set; } = false;
public bool CanRenameFiles { get; set; } = false;
public bool CanDeleteFiles { get; set; } = false;
public bool CanReplaceFiles { get; set; } = true;
public IEnumerable<ArchiveFileInfo> Files { get; }
public bool CanSave { get; set; }
public string[] Description { get; set; } = new string[] { "Bevel Engine Archive" };
public string[] Extension { get; set; } = new string[] { "*.bea" };
public string FileName { get; set; }
public string FilePath { get; set; }
public IFileInfo IFileInfo { get; set; }
public bool Identify(Stream stream)
{
using (var reader = new FileReader(stream, true))
{
return reader.CheckSignature(4, "SCNE");
}
}
public Type[] Types
{
get
{
List<Type> types = new List<Type>();
types.Add(typeof(MenuExt));
return types.ToArray();
}
}
class MenuExt : IFileMenuExtension
{
public STToolStripItem[] NewFileMenuExtensions => null;
public STToolStripItem[] NewFromFileMenuExtensions => null;
public STToolStripItem[] ToolsMenuExtensions => null;
public STToolStripItem[] TitleBarExtensions => null;
public STToolStripItem[] CompressionMenuExtensions => null;
public STToolStripItem[] ExperimentalMenuExtensions => experimentalMenu;
STToolStripItem[] experimentalMenu = new STToolStripItem[1];
public MenuExt()
{
experimentalMenu[0] = new STToolStripItem("BEA");
STToolStripItem batchLUA = new STToolStripItem("Batch Extract LUA");
batchLUA.Click += BatchExtractLUA;
experimentalMenu[0].DropDownItems.Add(batchLUA);
}
private void BatchExtractLUA(object sender, EventArgs e)
{
FolderSelectDialog ofd = new FolderSelectDialog();
if (ofd.ShowDialog() == DialogResult.OK)
{
string folderPath = ofd.SelectedPath;
foreach (string file in Directory.GetFiles(folderPath))
{
Console.WriteLine(file);
if (Path.GetExtension(file) == ".bea")
{
BEA bea = new BEA();
bea.FileName = file;
bea.Load(new FileStream(file, FileMode.Open));
foreach (FileEntry asset in bea.Nodes)
{
if (Path.GetExtension(asset.FullName) == ".lua")
{
try
{
if (!String.IsNullOrWhiteSpace(Path.GetDirectoryName($"{folderPath}/{bea.Name}/{asset.FullName}")))
{
if (!File.Exists(asset.FullName))
{
if (!Directory.Exists($"{folderPath}/{bea.Name}/{asset.FullName}"))
{
Directory.CreateDirectory(Path.GetDirectoryName($"{folderPath}/{bea.Name}/{asset.FullName}"));
}
}
}
File.WriteAllBytes($"{folderPath}/{bea.Name}/{asset.FullName}", GetASSTData(asset));
}
catch
{
}
}
}
}
}
}
}
}
public BezelEngineArchive beaFile;
static STProgressBar progressBar;
public void Load(System.IO.Stream stream)
{
Text = FileName;
CanSave = true;
beaFile = new BezelEngineArchive(stream);
FillTreeNodes(this, beaFile.FileList);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
ContextMenu = new ContextMenu();
MenuItem save = new MenuItem("Save");
ContextMenu.MenuItems.Add(save);
save.Click += Save;
MenuItem previewFiles = new MenuItem("Preview Window");
ContextMenu.MenuItems.Add(previewFiles);
previewFiles.Click += PreviewWindow;
MenuItem exportAll = new MenuItem("Export All");
ContextMenu.MenuItems.Add(exportAll);
exportAll.Click += ExportAll;
}
public void Unload()
{
}
public bool AddFile(ArchiveFileInfo archiveFileInfo)
{
return false;
}
public bool DeleteFile(ArchiveFileInfo archiveFileInfo)
{
return false;
}
IEnumerable<TreeNode> Collect(TreeNodeCollection nodes)
{
foreach (TreeNode node in nodes)
{
yield return node;
foreach (var child in Collect(node.Nodes))
yield return child;
}
}
private void Save(object sender, EventArgs args)
{
Cursor.Current = Cursors.WaitCursor;
List<IFileFormat> formats = new List<IFileFormat>();
formats.Add(this);
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = Utils.GetAllFilters(formats);
sfd.FileName = FileName;
if (sfd.ShowDialog() == DialogResult.OK)
{
STFileSaver.SaveFileFormat(this, sfd.FileName);
}
GC.Collect();
}
public byte[] Save()
{
beaFile.FileList.Clear();
beaFile.FileDictionary.Clear();
foreach (TreeNode node in Collect(Nodes))
{
if (node is TreeNodeFile && node != this)
{
IFileFormat fileFormat = (IFileFormat)node;
if (fileFormat != null && fileFormat.CanSave)
{
byte[] uncomrompressedData = new byte[0];
//Save any active files in the editor if supported
if (fileFormat.CanSave)
uncomrompressedData = fileFormat.Save();
//Create a new asset entry
ASST asset = new ASST();
asset.unk = 2;
asset.unk2 = 2;
asset.UncompressedSize = uncomrompressedData.LongLength;
if (fileFormat.IFileInfo.FileIsCompressed)
asset.FileData = STLibraryCompression.ZSTD.Compress(uncomrompressedData);
else
asset.FileData = uncomrompressedData;
asset.FileName = fileFormat.FilePath;
beaFile.FileList.Add(fileFormat.FilePath, asset);
beaFile.FileDictionary.Add(fileFormat.FilePath);
}
}
else if (node is FileEntry)
{
ASST asset = new ASST();
asset.unk = ((FileEntry)node).unk1;
asset.unk2 = ((FileEntry)node).unk2;
asset.FileName = ((FileEntry)node).FullName;
asset.FileData = ((FileEntry)node).data;
byte[] uncomp = GetASSTData((FileEntry)node);
asset.UncompressedSize = uncomp.Length;
beaFile.FileList.Add(asset.FileName, asset);
beaFile.FileDictionary.Add(asset.FileName);
}
}
MemoryStream mem = new MemoryStream();
beaFile.Save(mem);
return mem.ToArray();
}
private void ExportAll(object sender, EventArgs args)
{
FolderSelectDialog fsd = new FolderSelectDialog();
if (fsd.ShowDialog() == DialogResult.OK)
{
progressBar = new STProgressBar();
progressBar.Task = "Extracing Files...";
progressBar.Refresh();
progressBar.Value = 0;
progressBar.StartPosition = FormStartPosition.CenterScreen;
progressBar.Show();
ExportAll(fsd.SelectedPath, progressBar);
}
}
private void ExportAll(string Folder, STProgressBar progressBar)
{
int Curfile = 0;
foreach (FileEntry asst in Nodes)
{
int value = (Curfile * 100) / beaFile.FileList.Count;
progressBar.Value = value;
progressBar.Refresh();
try
{
if (!String.IsNullOrWhiteSpace(Path.GetDirectoryName($"{Folder}/{beaFile.Name}/{asst.FullName}")))
{
if (!File.Exists(asst.FullName))
{
if (!Directory.Exists($"{Folder}/{beaFile.Name}/{asst.FullName}"))
{
Directory.CreateDirectory(Path.GetDirectoryName($"{Folder}/{beaFile.Name}/{asst.FullName}"));
}
}
}
File.WriteAllBytes($"{Folder}/{beaFile.Name}/{asst.FullName}", GetASSTData(asst));
}
catch
{
}
Curfile++;
if (value == 99)
value = 100;
progressBar.Value = value;
progressBar.Refresh();
}
}
private void CallRecursive(TreeView treeView)
{
// Print each node recursively.
TreeNodeCollection nodes = treeView.Nodes;
foreach (TreeNode n in nodes)
{
PrintRecursive(n);
}
}
private void PrintRecursive(TreeNode treeNode)
{
// Print each node recursively.
foreach (TreeNode tn in treeNode.Nodes)
{
PrintRecursive(tn);
}
}
public void PreviewWindow(object sender, EventArgs args)
{
PreviewFormatList previewFormatList = new PreviewFormatList();
if (previewFormatList.ShowDialog() == DialogResult.OK)
{
CallRecursive(TreeView);
Console.WriteLine("Loaded files");
Console.WriteLine(PluginRuntime.bntxContainers.Count);
PreviewEditor previewWindow = new PreviewEditor();
previewWindow.Show();
}
}
public bool Compressed;
public class FolderEntry : TreeNode
{
public FolderEntry()
{
ImageKey = "folder";
SelectedImageKey = "folder";
}
public FolderEntry(string Name)
{
Text = Name;
}
}
public class FileEntry : TreeNodeCustom
{
public FileEntry()
{
ImageKey = "fileBlank";
SelectedImageKey = "fileBlank";
ContextMenu = new ContextMenu();
MenuItem export = new MenuItem("Export");
ContextMenu.MenuItems.Add(export);
export.Click += Export;
MenuItem replace = new MenuItem("Replace");
ContextMenu.MenuItems.Add(replace);
replace.Click += Replace;
}
public string FullName;
public IFileFormat FileHandle; //Load file instance to save later if possible
public byte[] data;
public ushort unk1;
public ushort unk2;
public bool IsCompressed;
private void Export(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.FileName = Text;
sfd.DefaultExt = Path.GetExtension(Text);
sfd.Filter = "All files(*.*)|*.*";
if (sfd.ShowDialog() == DialogResult.OK)
{
File.WriteAllBytes(sfd.FileName, GetASSTData(this));
}
}
private void Replace(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.FileName = Text;
ofd.DefaultExt = Path.GetExtension(Text);
ofd.Filter = "All files(*.*)|*.*";
if (ofd.ShowDialog() == DialogResult.OK)
{
SetASST(this, File.ReadAllBytes(ofd.FileName));
}
}
public override void OnDoubleMouseClick(TreeView treeview)
{
if (GetASSTData(this) != null)
{
TreeNode node = STFileLoader.GetNodeFileFormat(FullName, GetASSTData(this), true, this, true, IsCompressed, CompressionType.Zstb);
if (node != null)
ReplaceNode(this.Parent, this, node);
}
}
}
public static void ReplaceNode(TreeNode node, TreeNode replaceNode, TreeNode NewNode)
{
int index = node.Nodes.IndexOf(replaceNode);
node.Nodes.RemoveAt(index);
node.Nodes.Insert(index, NewNode);
}
public static byte[] GetASSTData(FileEntry entry)
{
if (entry.IsCompressed)
return STLibraryCompression.ZSTD.Decompress(entry.data);
else
return entry.data;
}
public static void SetASST(FileEntry fileEntry, byte[] data)
{
if (fileEntry.IsCompressed)
fileEntry.data = STLibraryCompression.ZSTD.Compress(data);
else
fileEntry.data = data;
}
void FillTreeNodes(TreeNode root, Dictionary<string, ASST> files)
{
var rootText = root.Text;
var rootTextLength = rootText.Length;
var nodeStrings = files;
foreach (var node in nodeStrings)
{
string nodeString = node.Key;
var roots = nodeString.Split(new char[] { '/' },
StringSplitOptions.RemoveEmptyEntries);
// The initial parent is the root node
TreeNode parentNode = root;
var sb = new StringBuilder(rootText, nodeString.Length + rootTextLength);
for (int rootIndex = 0; rootIndex < roots.Length; rootIndex++)
{
// Build the node name
var parentName = roots[rootIndex];
sb.Append("/");
sb.Append(parentName);
var nodeName = sb.ToString();
// Search for the node
var index = parentNode.Nodes.IndexOfKey(nodeName);
if (index == -1)
{
// Node was not found, add it
var temp = new TreeNode(parentName, 0, 0);
if (rootIndex == roots.Length - 1)
temp = SetupFileEntry(node.Value,parentName, node.Value.FileName, node.Value.IsCompressed);
else
temp = SetupFolderEntry(temp);
temp.Name = nodeName;
parentNode.Nodes.Add(temp);
parentNode = temp;
}
else
{
// Node was found, set that as parent and continue
parentNode = parentNode.Nodes[index];
}
}
}
}
public FolderEntry SetupFolderEntry(TreeNode node)
{
FolderEntry folder = new FolderEntry();
folder.Text = node.Text;
return folder;
}
List<string> BuildFinalList(List<string> paths)
{
var finalList = new List<string>();
foreach (var path in paths)
{
bool found = false;
foreach (var item in finalList)
{
if (item.StartsWith(path, StringComparison.Ordinal))
{
found = true;
break;
}
}
if (!found)
{
finalList.Add(path);
}
}
return finalList;
}
public FileEntry SetupFileEntry(ASST asset,string name, string fullName, bool IsCompressed)
{
FileEntry fileEntry = new FileEntry();
fileEntry.FullName = fullName;
fileEntry.Name = name;
fileEntry.Text = name;
fileEntry.unk1 = asset.unk;
fileEntry.unk2 = asset.unk2;
fileEntry.IsCompressed = IsCompressed;
// fileEntry.data = asset.FileData;
//Now check magic
//Todo clean this part up
byte[] data = asset.FileData;
if (IsCompressed)
{
try
{
data = STLibraryCompression.ZSTD.Decompress(asset.FileData);
}
catch
{
Console.WriteLine("Unkwon compression for file " + fileEntry.Name);
}
}
string ext = Path.GetExtension(name);
string SarcEx = SARCExt.SARC.GuessFileExtension(data);
if (name.EndsWith("bfres") || name.EndsWith("fmdb") || name.EndsWith("fskb") ||
name.EndsWith("ftsb") || name.EndsWith("fvmb") || name.EndsWith("fvbb") ||
name.EndsWith("fspb") || name.EndsWith("fsnb"))
{
fileEntry.ImageKey = "bfres";
fileEntry.SelectedImageKey = "bfres";
}
if (SarcEx == ".bntx")
{
fileEntry.ImageKey = "bntx";
fileEntry.SelectedImageKey = "bntx";
}
if (SarcEx == ".byaml")
{
fileEntry.ImageKey = "byaml";
fileEntry.SelectedImageKey = "byaml";
}
if (SarcEx == ".aamp")
{
fileEntry.ImageKey = "aamp";
fileEntry.SelectedImageKey = "aamp";
}
if (ext == ".lua")
{
}
data = new byte[0];
return fileEntry;
}
}
}