using System; using System.Collections.Generic; using System.Windows.Forms; using Toolbox.Library; using Toolbox.Library.Forms; using Toolbox.Library.IO; namespace AmbrosiaPikmin1.FileFormats.TXE { class TXE : TreeNodeFile, IFileFormat { 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 types = new List(); return types.ToArray(); } } private void SkipPadding(FileReader stream, int offset) { stream.Seek((~(offset - 1) & (stream.Position + offset - 1)) - stream.Position); } public void Load(System.IO.Stream stream) { //Set this if you want to save the file format CanSave = true; //You can add a FileReader with Toolbox.Library.IO namespace using (var reader = new FileReader(stream)) { Texture tex = new Texture(); tex.CanEdit = false; reader.SetByteOrder(true); tex.Width = reader.ReadUInt16(); tex.Height = reader.ReadUInt16(); _ = reader.ReadInt16(); //Turn this format into a common format used by this tool short texFormat = reader.ReadInt16(); tex.Format = Decode_Gamecube.ToGenericFormat((Decode_Gamecube.TextureFormats)texFormat); //Lets set our method of decoding tex.PlatformSwizzle = PlatformSwizzle.Platform_Gamecube; int imageDataSize = reader.ReadInt32(); SkipPadding(reader, 0x20); tex.ImageData = reader.ReadBytes(imageDataSize); tex.Name = FileName; tex.ToolTipText = "Binary Texture Image, used for 2D textures like fonts"; _ = Nodes.Add(tex); } } public byte[] Save() { return null; } public void Unload() { } public class Texture : STGenericTexture { public byte[] ImageData { get; set; } //A list of supported formats //This gets used in the re encode option public override TEX_FORMAT[] SupportedFormats { get { return new TEX_FORMAT[] { TEX_FORMAT.I4, TEX_FORMAT.I8, TEX_FORMAT.I4, TEX_FORMAT.I8, TEX_FORMAT.RGB565, TEX_FORMAT.RGB5A3, TEX_FORMAT.RGBA32, TEX_FORMAT.C4, TEX_FORMAT.C8, TEX_FORMAT.C14X2, TEX_FORMAT.CMPR, }; } } public override bool CanEdit { get; set; } = false; //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) { } //Gets the raw image data in bytes //Gets decoded automatically public override byte[] GetImageData(int ArrayLevel = 0, int MipLevel = 0) { return ImageData; } //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) { editor = new ImageEditorBase(); editor.Dock = DockStyle.Fill; LibraryGUI.LoadEditor(editor); } //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); } } } }