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Switch-Toolbox/Switch_FileFormatsMain/FileFormats/Archives/SARC.cs

546 lines
19 KiB
C#
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Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using Switch_Toolbox;
using System.Windows.Forms;
using SARCExt;
using Switch_Toolbox.Library;
using Switch_Toolbox.Library.IO;
using Switch_Toolbox.Library.Forms;
namespace FirstPlugin
{
public class SARC : TreeNodeFile, IFileFormat
{
public bool CanSave { get; set; }
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public string[] Description { get; set; } = new string[] { "SARC", "SARC", "SARC", "SARC", "SARC", "SARC" };
public string[] Extension { get; set; } = new string[] { "*.pack", "*.sarc", "*.bgenv", "*.sblarc", "*.sbactorpack", ".arc" };
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
public string FileName { get; set; }
public string FilePath { get; set; }
public IFileInfo IFileInfo { get; set; }
public bool Identify(System.IO.Stream stream)
{
using (var reader = new Switch_Toolbox.Library.IO.FileReader(stream, true))
{
return reader.CheckSignature(4, "SARC");
}
}
public Type[] Types
{
get
{
List<Type> types = new List<Type>();
return types.ToArray();
}
}
public Dictionary<string, byte[]> OpenedFiles = new Dictionary<string, byte[]>();
public SarcData sarcData;
public string SarcHash;
public void Load(System.IO.Stream stream)
{
CanSave = true;
IFileInfo.UseEditMenu = true;
var SzsFiles = SARCExt.SARC.UnpackRamN(stream);
sarcData = new SarcData();
sarcData.HashOnly = false;
sarcData.Files = SzsFiles.Files;
sarcData.endianness = GetByteOrder(stream);
SarcHash = Utils.GenerateUniqueHashID();
FillTreeNodes(this, SzsFiles.Files, SarcHash);
Text = FileName;
ContextMenuStrip = new STContextMenuStrip();
ContextMenuStrip.Items.Add(new STToolStipMenuItem("Save",null, Save, Keys.Control | Keys.S));
// ContextMenuStrip.Items.Add(new STToolStipMenuItem("Unpack to Folder", null, UnpackToFolder, Keys.Control | Keys.E));
// ContextMenuStrip.Items.Add(new STToolStipMenuItem("Pack From Folder", null, PackFromFolder, Keys.Control | Keys.R));
ContextMenuStrip.Items.Add(new STToolStripSeparator());
ContextMenuStrip.Items.Add(new STToolStipMenuItem("Batch Texture Editor", null, PreviewTextures, Keys.Control | Keys.P));
ContextMenuStrip.Items.Add(new STToolStripSeparator());
ContextMenuStrip.Items.Add(new STToolStipMenuItem("Sort Childern", null, SortChildern, Keys.Control | Keys.E));
sarcData.Files.Clear();
}
private void UnpackToFolder(object sender, EventArgs args)
{
}
private void PackFromFolder(object sender, EventArgs args)
{
}
private void SortChildern(object sender, EventArgs args)
{
TreeView.TreeViewNodeSorter = new TreeChildSorter();
TreeView.Sort();
}
public class FolderEntry : TreeNode
{
public FolderEntry(string text, int imageIndex, int selectedImageIndex)
{
Text = text;
ImageIndex = imageIndex;
SelectedImageIndex = selectedImageIndex;
ContextMenu = new ContextMenu();
ContextMenu.MenuItems.Add(new MenuItem("Sort Childern", SortChildern));
}
private void SortChildern(object sender, EventArgs args)
{
TreeView.TreeViewNodeSorter = new TreeChildSorter();
TreeView.Sort();
}
}
public Syroot.BinaryData.ByteOrder GetByteOrder(System.IO.Stream data)
{
using (FileReader reader = new FileReader(data))
{
reader.ByteOrder = Syroot.BinaryData.ByteOrder.BigEndian;
reader.Seek(6);
ushort bom = reader.ReadUInt16();
reader.Close();
reader.Dispose();
if (bom == 0xFFFE)
return Syroot.BinaryData.ByteOrder.LittleEndian;
else
return Syroot.BinaryData.ByteOrder.BigEndian;
}
}
public void Unload()
{
Nodes.Clear();
}
IEnumerable<TreeNode> Collect(TreeNodeCollection nodes)
{
foreach (TreeNode node in nodes)
{
yield return node;
bool IsNodeFile = node is IFileFormat;
if (!IsNodeFile)
{
//We don't need to save the child of IFIleFormats
//If opened the file should save it's own children
foreach (var child in Collect(node.Nodes))
yield return child;
}
}
}
public byte[] Save()
{
Console.WriteLine("Saving sarc");
sarcData.Files.Clear();
foreach (TreeNode node in Collect(Nodes))
{
if (node is SarcEntry)
{
Console.WriteLine("Saving " + node);
SaveFileEntryData((SarcEntry)node);
}
else if (node is IFileFormat && node != this)
{
IFileFormat fileFormat = (IFileFormat)node;
if (fileFormat != null && ((IFileFormat)node).CanSave)
{
sarcData.Files.Add(SetSarcPath(node, this),
STLibraryCompression.CompressFile(fileFormat.Save(), fileFormat));
}
else
{
sarcData.Files.Add(SetSarcPath(node, this),
STLibraryCompression.CompressFile(OpenedFiles[node.FullPath], fileFormat));
}
}
}
Tuple<int, byte[]> sarc = SARCExt.SARC.PackN(sarcData);
IFileInfo.Alignment = sarc.Item1;
return sarc.Item2;
}
public static string SetSarcPath(TreeNode node, TreeNode sarcNode)
{
string nodePath = node.FullPath;
int startIndex = nodePath.IndexOf(sarcNode.Text);
if (startIndex > 0)
nodePath = nodePath.Substring(startIndex);
string slash = Path.DirectorySeparatorChar.ToString();
string slashAlt = Path.AltDirectorySeparatorChar.ToString();
string SetPath = nodePath.Replace(sarcNode.Text + slash, string.Empty).Replace(slash ?? "", slashAlt);
return !(SetPath == string.Empty) ? SetPath : node.Text;
}
private void SaveFileEntryData(SarcEntry sarc)
{
string dir = Path.GetDirectoryName(sarc.FullName);
if (dir == string.Empty)
sarc.FullName = sarc.Text;
else
sarc.FullName = Path.Combine(dir, sarc.Text);
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sarc.FullName = sarc.FullName.Replace(@"\", "/");
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
sarcData.Files.Add(sarc.FullName, sarc.Data);
}
public static void ReplaceNode(TreeNode node, TreeNode replaceNode, TreeNode NewNode)
{
if (NewNode == null)
return;
int index = node.Nodes.IndexOf(replaceNode);
node.Nodes.RemoveAt(index);
node.Nodes.Insert(index, NewNode);
if (NewNode is TreeNodeFile)
((TreeNodeFile)NewNode).OnAfterAdded();
}
private void Save(object sender, EventArgs args)
{
List<IFileFormat> formats = new List<IFileFormat>();
formats.Add(this);
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = Utils.GetAllFilters(formats);
sfd.FileName = FileName;
if (sfd.ShowDialog() == DialogResult.OK)
{
STFileSaver.SaveFileFormat(this, sfd.FileName);
}
}
public static bool SuppressFormDialog = false;
private void PreviewTextures(object sender, EventArgs args)
{
SuppressFormDialog = true;
try
{
CallRecursive(TreeView);
CallRecursive(TreeView);
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
PreviewEditor editor = new PreviewEditor();
editor.Show();
SuppressFormDialog = false;
}
private void CallRecursive(TreeView treeView)
{
// Print each node recursively.
TreeNodeCollection nodes = treeView.Nodes;
foreach (TreeNode n in nodes)
{
PrintRecursive(n);
}
}
private void PrintRecursive(TreeNode treeNode)
{
// Print the node.
if (treeNode is SarcEntry)
{
((SarcEntry)treeNode).OnDoubleMouseClick(treeNode.TreeView);
}
// Print each node recursively.
foreach (TreeNode tn in treeNode.Nodes)
{
PrintRecursive(tn);
}
}
public class SarcEntry : TreeNodeCustom
{
public SARC sarc; //Sarc file the entry is located in
public byte[] Data;
public string sarcHash;
public SarcEntry()
{
ImageKey = "fileBlank";
SelectedImageKey = "fileBlank";
ContextMenuStrip = new STContextMenuStrip();
ContextMenuStrip.Items.Add(new STToolStipMenuItem("Export Raw Data", null, Export, Keys.Control | Keys.E));
ContextMenuStrip.Items.Add(new STToolStipMenuItem("Export Raw Data to File Location", null, ExportToFileLoc, Keys.Control | Keys.F));
ContextMenuStrip.Items.Add(new STToolStipMenuItem("Replace Raw Data", null, Replace, Keys.Control | Keys.R));
ContextMenuStrip.Items.Add(new STToolStripSeparator());
ContextMenuStrip.Items.Add(new STToolStipMenuItem("Open With Text Editor", null, OpenTextEditor, Keys.Control | Keys.T));
ContextMenuStrip.Items.Add(new STToolStripSeparator());
ContextMenuStrip.Items.Add(new STToolStipMenuItem("Remove", null, Remove, Keys.Control | Keys.Delete));
ContextMenuStrip.Items.Add(new STToolStipMenuItem("Rename", null, Rename, Keys.Control | Keys.N));
}
public override void OnClick(TreeView treeView)
{
UpdateHexView();
}
private void UpdateHexView()
{
HexEditor editor = (HexEditor)LibraryGUI.Instance.GetActiveContent(typeof(HexEditor));
if (editor == null)
{
editor = new HexEditor();
LibraryGUI.Instance.LoadEditor(editor);
}
editor.Text = Text;
editor.Dock = DockStyle.Fill;
editor.LoadData(Data);
}
public override void OnDoubleMouseClick(TreeView treeView)
{
IFileFormat file = STFileLoader.OpenFileFormat(FullName, Data,false, true, this);
if (file != null && file is TreeNode)
{
sarc.OpenedFiles.Add(FullPath, Data);
ReplaceNode(this.Parent, this, (TreeNode)file);
}
else if (file != null && !SuppressFormDialog)
{
OpenFormDialog(file);
}
}
private void OpenFormDialog(IFileFormat fileFormat)
{
Type objectType = fileFormat.GetType();
foreach (var inter in objectType.GetInterfaces())
{
if (inter.IsGenericType && inter.GetGenericTypeDefinition() == typeof(IEditor<>))
{
System.Reflection.MethodInfo method = objectType.GetMethod("OpenForm");
var form = (STForm)method.Invoke(fileFormat, new object[0]);
form.Text = (((IFileFormat)fileFormat).FileName);
if (form.ShowDialog() == DialogResult.OK)
{
if (fileFormat.CanSave)
{
Data = fileFormat.Save();
UpdateHexView();
}
}
}
}
}
private void treeView1_AfterSelect(object sender, TreeViewEventArgs e)
{
TreeNode node = TreeView.SelectedNode;
// Determine by checking the Text property.
}
public string FullName;
private void Replace(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.FileName = Text;
ofd.DefaultExt = Path.GetExtension(Text);
ofd.Filter = "Raw Data (*.*)|*.*";
if (ofd.ShowDialog() == DialogResult.OK)
{
Data = File.ReadAllBytes(ofd.FileName);
}
}
private void ExportToFileLoc(object sender, EventArgs args)
{
Cursor.Current = Cursors.WaitCursor;
File.WriteAllBytes($"{Path.GetDirectoryName(sarc.FilePath)}/{Text}", Data);
Cursor.Current = Cursors.Default;
}
private void Export(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.FileName = Text;
sfd.DefaultExt = Path.GetExtension(Text);
sfd.Filter = "Raw Data (*.*)|*.*";
if (sfd.ShowDialog() == DialogResult.OK)
{
File.WriteAllBytes(sfd.FileName, Data);
}
}
private void OpenTextEditor(object sender, EventArgs args)
{
TextEditor editor = (TextEditor)LibraryGUI.Instance.GetActiveContent(typeof(TextEditor));
if (editor == null)
{
editor = new TextEditor();
LibraryGUI.Instance.LoadEditor(editor);
}
editor.Text = Text;
editor.Dock = DockStyle.Fill;
editor.FillEditor(Data);
}
private void Remove(object sender, EventArgs args)
{
DialogResult result = MessageBox.Show($"Are your sure you want to remove {Text}? This cannot be undone!", "", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.Yes)
{
Parent.Nodes.Remove(this);
}
}
private void Rename(object sender, EventArgs args)
{
RenameDialog dialog = new RenameDialog();
dialog.SetString(Text);
if (dialog.ShowDialog() == DialogResult.OK)
{
Text = dialog.textBox1.Text;
}
}
}
void FillTreeNodes(TreeNode root, Dictionary<string, byte[]> files, string SarcHash)
{
var rootText = root.Text;
var rootTextLength = rootText.Length;
var nodeStrings = files;
foreach (var node in nodeStrings)
{
string nodeString = node.Key;
var roots = nodeString.Split(new char[] { '/' },
StringSplitOptions.RemoveEmptyEntries);
// The initial parent is the root node
var parentNode = root;
var sb = new StringBuilder(rootText, nodeString.Length + rootTextLength);
for (int rootIndex = 0; rootIndex < roots.Length; rootIndex++)
{
// Build the node name
var parentName = roots[rootIndex];
sb.Append("/");
sb.Append(parentName);
var nodeName = sb.ToString();
// Search for the node
var index = parentNode.Nodes.IndexOfKey(nodeName);
if (index == -1)
{
// Node was not found, add it
var folder = new FolderEntry(parentName, 0, 0);
if (rootIndex == roots.Length - 1)
{
var file = SetupFileEntry(node.Value, parentName, node.Key, SarcHash);
file.Name = nodeName;
parentNode.Nodes.Add(file);
parentNode = file;
}
else
{
folder.Name = nodeName;
parentNode.Nodes.Add(folder);
parentNode = folder;
}
}
else
{
// Node was found, set that as parent and continue
parentNode = parentNode.Nodes[index];
}
}
}
}
List<string> BuildFinalList(List<string> paths)
{
var finalList = new List<string>();
foreach (var path in paths)
{
bool found = false;
foreach (var item in finalList)
{
if (item.StartsWith(path, StringComparison.Ordinal))
{
found = true;
break;
}
}
if (!found)
{
finalList.Add(path);
}
}
return finalList;
}
public SarcEntry SetupFileEntry(byte[] data, string name, string fullName, string SarchHash)
{
SarcEntry sarcEntry = new SarcEntry();
sarcEntry.FullName = fullName;
sarcEntry.Name = name;
sarcEntry.Text = name;
sarcEntry.sarc = this;
sarcEntry.Data = data;
sarcEntry.sarcHash = SarcHash;
Console.WriteLine(name);
string ext = Path.GetExtension(name);
string SarcEx = SARCExt.SARC.GuessFileExtension(data);
if (SarcEx == ".bfres" || ext == ".sbfres")
{
sarcEntry.ImageKey = "bfres";
sarcEntry.SelectedImageKey = "bfres";
}
if (SarcEx == ".bntx")
{
sarcEntry.ImageKey = "bntx";
sarcEntry.SelectedImageKey = "bntx";
}
if (SarcEx == ".byaml")
{
sarcEntry.ImageKey = "byaml";
sarcEntry.SelectedImageKey = "byaml";
}
if (SarcEx == ".aamp")
{
sarcEntry.ImageKey = "aamp";
sarcEntry.SelectedImageKey = "aamp";
}
return sarcEntry;
}
}
}