mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-26 06:20:24 +00:00
9e3556a5f9
Basic NCCH support, only romfs previewing for easy ripping and testing for file formats. Writing back and more improvements planned soon. Save BTI files back. Add structure based parsing from Kuriimu's IO extension. This will be expanded upon later to parse offsets and other things easier.
252 lines
8.4 KiB
C#
252 lines
8.4 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 - 32;
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ImageData = reader.ReadBytes((int)imageDataSize);
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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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//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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//After header and image data
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header.PaletteOffset = (uint)(32 + ImageData.Length);
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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)(GetPaletteData().Length / 2);
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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(GetPaletteData());
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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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