Switch-Toolbox/File_Format_Library/FileFormats/Texture/BTI.cs
2019-08-12 15:59:45 -04:00

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;
}
}
}