mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-23 13:03:15 +00:00
260 lines
8.9 KiB
C#
260 lines
8.9 KiB
C#
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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using System.Runtime.InteropServices;
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namespace FirstPlugin
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{
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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 void Read(System.IO.Stream stream)
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{
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}
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public Header header;
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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 = true;
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CanReplace = true;
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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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reader.SetByteOrder(true);
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reader.Position = 0;
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header = reader.ReadStruct<Header>();
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//Turn this format into a common format used by this tool
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Format = Decode_Gamecube.ToGenericFormat((Decode_Gamecube.TextureFormats)header.Format);
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Width = header.Width;
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Height = header.Height;
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MipCount = header.MipCount;
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var paletteFormat = (Decode_Gamecube.PaletteFormats)header.PaletteFormat;
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reader.SeekBegin(header.DataOffset);
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uint imageDataSize = header.PaletteOffset - header.DataOffset;
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if (header.PaletteOffset == 0)
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imageDataSize = (uint)reader.BaseStream.Length - header.DataOffset;
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ImageData = reader.ReadBytes((int)imageDataSize);
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if (header.PaletteOffset != 0)
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{
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reader.SeekBegin(header.PaletteOffset);
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byte[] PaletteData = reader.ReadBytes((int)header.PaletteEntryCount * 2);
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SetPaletteData(PaletteData, Decode_Gamecube.ToGenericPaletteFormat(paletteFormat));
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}
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else
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SetPaletteData(new byte[0], PALETTE_FORMAT.RGB565);
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//Lets set our method of decoding
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PlatformSwizzle = PlatformSwizzle.Platform_Gamecube;
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}
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}
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public class Header
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{
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public byte Format;
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public byte AlphaEnabled;
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public ushort Width;
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public ushort Height;
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public byte WrapS;
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public byte WrapT;
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public byte Unknown;
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public byte PaletteFormat;
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public ushort PaletteEntryCount;
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public uint PaletteOffset;
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public uint BorderColor;
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public byte MinFilter;
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public byte MagFilter;
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public short Unknown2;
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public byte MipCount;
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public byte Unknown3;
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public short LodBias;
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public uint DataOffset = 32;
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}
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public void Save(System.IO.Stream stream)
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{
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using (var writer = new FileWriter(stream))
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{
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byte[] paletteData = GetPaletteData() != null ? GetPaletteData() : new byte[0];
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//Convert current header format and set the generic properties
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header.Format = (byte)Decode_Gamecube.FromGenericFormat(Format);
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header.PaletteFormat = (byte)Decode_Gamecube.FromGenericPaletteFormat(PaletteFormat);
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header.Width = (ushort)Width;
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header.Height = (ushort)Height;
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header.PaletteEntryCount = (ushort)(paletteData.Length / 2);
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//After header and image data
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header.PaletteOffset = header.PaletteEntryCount != 0 ? (uint)(32 + ImageData.Length) : 0;
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writer.SetByteOrder(true);
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writer.WriteStruct(header);
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writer.Write(ImageData);
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writer.Write(paletteData);
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}
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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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}
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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 Decode_Gamecube.GetMipLevel(ImageData, Width, Height, MipCount, (uint)MipLevel, Format);
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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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UpdateEditor();
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}
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public void UpdateEditor()
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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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public override void Replace(string FileName)
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{
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GamecubeTextureImporterList importer = new GamecubeTextureImporterList(SupportedFormats);
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GameCubeTextureImporterSettings settings = new GameCubeTextureImporterSettings();
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importer.ForceMipCount = true;
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importer.SelectedMipCount = 1;
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if (Utils.GetExtension(FileName) == ".dds" ||
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Utils.GetExtension(FileName) == ".dds2")
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{
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settings.LoadDDS(FileName);
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importer.LoadSettings(new List<GameCubeTextureImporterSettings>() { settings, });
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ApplySettings(settings);
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UpdateEditor();
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}
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else
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{
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settings.LoadBitMap(FileName);
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importer.LoadSettings(new List<GameCubeTextureImporterSettings>() { settings, });
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if (importer.ShowDialog() == DialogResult.OK)
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{
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if (settings.GenerateMipmaps && !settings.IsFinishedCompressing)
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settings.Compress();
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ApplySettings(settings);
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UpdateEditor();
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}
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}
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}
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private void ApplySettings(GameCubeTextureImporterSettings settings)
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{
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this.ImageData = settings.DataBlockOutput[0];
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this.Width = settings.TexWidth;
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this.Height = settings.TexHeight;
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this.Format = settings.GenericFormat;
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this.MipCount = 1; //Always 1
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this.Depth = 1;
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this.ArrayCount = (uint)settings.DataBlockOutput.Count;
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}
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}
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}
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