mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-26 22:40:27 +00:00
260 lines
8.9 KiB
C#
260 lines
8.9 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Windows.Forms;
|
|
using Toolbox.Library;
|
|
using Toolbox.Library.Forms;
|
|
using Toolbox.Library.IO;
|
|
using System.Runtime.InteropServices;
|
|
|
|
namespace FirstPlugin
|
|
{
|
|
class BTI : STGenericTexture, IFileFormat, ISingleTextureIconLoader
|
|
{
|
|
public STGenericTexture IconTexture { get { return this; } }
|
|
|
|
public FileType FileType { get; set; } = FileType.Image;
|
|
|
|
public bool CanSave { get; set; }
|
|
|
|
public string[] Description { get; set; } = new string[] { "Binary Texture Image" };
|
|
public string[] Extension { get; set; } = new string[] { "*.bti" };
|
|
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, ".bti");
|
|
}
|
|
|
|
//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();
|
|
}
|
|
}
|
|
|
|
private void Read(System.IO.Stream stream)
|
|
{
|
|
|
|
}
|
|
|
|
public Header header;
|
|
|
|
public void Load(System.IO.Stream stream)
|
|
{
|
|
//Set this if you want to save the file format
|
|
CanSave = true;
|
|
CanEdit = true;
|
|
CanReplace = true;
|
|
|
|
ImageKey = "Texture";
|
|
SelectedImageKey = "Texture";
|
|
Text = FileName;
|
|
|
|
//You can add a FileReader with Toolbox.Library.IO namespace
|
|
using (var reader = new FileReader(stream))
|
|
{
|
|
reader.SetByteOrder(true);
|
|
|
|
reader.Position = 0;
|
|
header = reader.ReadStruct<Header>();
|
|
|
|
//Turn this format into a common format used by this tool
|
|
Format = Decode_Gamecube.ToGenericFormat((Decode_Gamecube.TextureFormats)header.Format);
|
|
Width = header.Width;
|
|
Height = header.Height;
|
|
MipCount = header.MipCount;
|
|
var paletteFormat = (Decode_Gamecube.PaletteFormats)header.PaletteFormat;
|
|
|
|
reader.SeekBegin(header.DataOffset);
|
|
uint imageDataSize = header.PaletteOffset - header.DataOffset;
|
|
if (header.PaletteOffset == 0)
|
|
imageDataSize = (uint)reader.BaseStream.Length - header.DataOffset;
|
|
|
|
ImageData = reader.ReadBytes((int)imageDataSize);
|
|
|
|
if (header.PaletteOffset != 0)
|
|
{
|
|
reader.SeekBegin(header.PaletteOffset);
|
|
byte[] PaletteData = reader.ReadBytes((int)header.PaletteEntryCount * 2);
|
|
SetPaletteData(PaletteData, Decode_Gamecube.ToGenericPaletteFormat(paletteFormat));
|
|
}
|
|
else
|
|
SetPaletteData(new byte[0], PALETTE_FORMAT.RGB565);
|
|
|
|
//Lets set our method of decoding
|
|
PlatformSwizzle = PlatformSwizzle.Platform_Gamecube;
|
|
}
|
|
}
|
|
|
|
[StructLayout(LayoutKind.Sequential, Pack = 1)]
|
|
public class Header
|
|
{
|
|
public byte Format;
|
|
public byte AlphaEnabled;
|
|
public ushort Width;
|
|
public ushort Height;
|
|
public byte WrapS;
|
|
public byte WrapT;
|
|
public byte Unknown;
|
|
public byte PaletteFormat;
|
|
public ushort PaletteEntryCount;
|
|
public uint PaletteOffset;
|
|
public uint BorderColor;
|
|
public byte MinFilter;
|
|
public byte MagFilter;
|
|
public short Unknown2;
|
|
public byte MipCount;
|
|
public byte Unknown3;
|
|
public short LodBias;
|
|
public uint DataOffset = 32;
|
|
}
|
|
|
|
public void Save(System.IO.Stream stream)
|
|
{
|
|
using (var writer = new FileWriter(stream))
|
|
{
|
|
byte[] paletteData = GetPaletteData() != null ? GetPaletteData() : new byte[0];
|
|
|
|
//Convert current header format and set the generic properties
|
|
header.Format = (byte)Decode_Gamecube.FromGenericFormat(Format);
|
|
header.PaletteFormat = (byte)Decode_Gamecube.FromGenericPaletteFormat(PaletteFormat);
|
|
header.Width = (ushort)Width;
|
|
header.Height = (ushort)Height;
|
|
header.PaletteEntryCount = (ushort)(paletteData.Length / 2);
|
|
|
|
//After header and image data
|
|
header.PaletteOffset = header.PaletteEntryCount != 0 ? (uint)(32 + ImageData.Length) : 0;
|
|
|
|
writer.SetByteOrder(true);
|
|
writer.WriteStruct(header);
|
|
writer.Write(ImageData);
|
|
writer.Write(paletteData);
|
|
}
|
|
}
|
|
|
|
public void Unload()
|
|
{
|
|
|
|
}
|
|
|
|
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 Decode_Gamecube.GetMipLevel(ImageData, Width, Height, MipCount, (uint)MipLevel, Format);
|
|
}
|
|
|
|
|
|
//This is an event for when the tree is clicked on
|
|
//Load our editor
|
|
public override void OnClick(TreeView treeView)
|
|
{
|
|
UpdateEditor();
|
|
}
|
|
|
|
public void UpdateEditor()
|
|
{
|
|
//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);
|
|
}
|
|
|
|
public override void Replace(string FileName)
|
|
{
|
|
GamecubeTextureImporterList importer = new GamecubeTextureImporterList(SupportedFormats);
|
|
GameCubeTextureImporterSettings settings = new GameCubeTextureImporterSettings();
|
|
|
|
importer.ForceMipCount = true;
|
|
importer.SelectedMipCount = 1;
|
|
|
|
if (Utils.GetExtension(FileName) == ".dds" ||
|
|
Utils.GetExtension(FileName) == ".dds2")
|
|
{
|
|
settings.LoadDDS(FileName);
|
|
importer.LoadSettings(new List<GameCubeTextureImporterSettings>() { settings, });
|
|
|
|
ApplySettings(settings);
|
|
UpdateEditor();
|
|
}
|
|
else
|
|
{
|
|
settings.LoadBitMap(FileName);
|
|
importer.LoadSettings(new List<GameCubeTextureImporterSettings>() { settings, });
|
|
|
|
if (importer.ShowDialog() == DialogResult.OK)
|
|
{
|
|
if (settings.GenerateMipmaps && !settings.IsFinishedCompressing)
|
|
settings.Compress();
|
|
|
|
ApplySettings(settings);
|
|
UpdateEditor();
|
|
}
|
|
}
|
|
}
|
|
|
|
private void ApplySettings(GameCubeTextureImporterSettings settings)
|
|
{
|
|
this.ImageData = settings.DataBlockOutput[0];
|
|
this.Width = settings.TexWidth;
|
|
this.Height = settings.TexHeight;
|
|
this.Format = settings.GenericFormat;
|
|
this.MipCount = 1; //Always 1
|
|
this.Depth = 1;
|
|
this.ArrayCount = (uint)settings.DataBlockOutput.Count;
|
|
}
|
|
}
|
|
}
|