Switch-Toolbox/File_Format_Library/FileFormats/Texture/BTI.cs

182 lines
6.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Windows.Forms;
using Toolbox.Library;
using Toolbox.Library.Forms;
using Toolbox.Library.IO;
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 int RoundWidth(int width, int BlockWidth)
{
return width + ((BlockWidth - (width % BlockWidth)) % BlockWidth);
}
private int RoundHeight(int height, int BlockHeight)
{
return height + ((BlockHeight - (height % BlockHeight)) % BlockHeight);
}
private void Read(System.IO.Stream stream)
{
}
public void Load(System.IO.Stream stream)
{
//Set this if you want to save the file format
CanSave = true;
CanEdit = false;
ImageKey = "Texture";
SelectedImageKey = "Texture";
Text = FileName;
//You can add a FileReader with Toolbox.Library.IO namespace
using (var reader = new FileReader(stream))
{
CanEdit = false;
reader.SetByteOrder(true);
//Turn this format into a common format used by this tool
byte texFormat = reader.ReadByte();
Format = Decode_Gamecube.ToGenericFormat((Decode_Gamecube.TextureFormats)texFormat);
reader.ReadByte(); // enable alpha
Width = reader.ReadUInt16();
Height = reader.ReadUInt16();
reader.ReadByte(); // wrap s
reader.ReadByte(); // wrap t
reader.ReadByte(); // unknown
var paletteFormat = (Decode_Gamecube.PaletteFormats)reader.ReadByte();
var paletteEntryCount = reader.ReadInt16(); // num of palette entries
uint paletteOffset = reader.ReadUInt32(); // offset to palette data
reader.ReadInt32(); // border colour
reader.ReadByte(); // min filter type
reader.ReadByte(); // mag filter type
reader.ReadInt16();
MipCount = reader.ReadByte();
reader.ReadByte();
short LODBias = reader.ReadInt16();
uint offsetToImageData = reader.ReadUInt32(); // offset to image data
//Lets set our method of decoding
PlatformSwizzle = PlatformSwizzle.Platform_Gamecube;
reader.SeekBegin(offsetToImageData);
int imageDataSize = Decode_Gamecube.GetDataSize(texFormat, Width,Height);
ImageData = reader.ReadBytes(imageDataSize);
reader.SeekBegin(paletteOffset);
byte[] PaletteData = reader.ReadBytes((int)paletteEntryCount * 2);
SetPaletteData(PaletteData, Decode_Gamecube.ToGenericPaletteFormat(paletteFormat));
}
}
public void Save(System.IO.Stream stream)
{
}
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 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);
}
}
}