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

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5.6 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
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using System.Windows.Forms;
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using Toolbox.Library;
using Toolbox.Library.IO;
namespace FirstPlugin
{
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public class MTXT : TreeNodeFile, IFileFormat, ITextureContainer, IContextMenuNode
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{
public FileType FileType { get; set; } = FileType.Image;
public bool CanSave { get; set; } = true;
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public string[] Description { get; set; } = new string[] { "MTXT" };
public string[] Extension { get; set; } = new string[] { "*.bctex" };
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 FileReader(stream, true)) {
return reader.CheckSignature(4, "MTXT");
}
}
public Type[] Types
{
get
{
List<Type> types = new List<Type>();
return types.ToArray();
}
}
public override void OnAfterAdded()
{
if (Nodes.Count > 0 && this.TreeView != null)
this.TreeView.SelectedNode = Nodes[0];
}
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public ToolStripItem[] GetContextMenuItems()
{
return new ToolStripItem[]
{
new ToolStripMenuItem("Save", null, Save, Keys.Control | Keys.S),
};
}
private void Save(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.DefaultExt = "bctex";
sfd.Filter = "Supported Formats|*.bctex;";
sfd.FileName = FileName;
if (sfd.ShowDialog() == DialogResult.OK) {
STFileSaver.SaveFileFormat(this, sfd.FileName);
}
}
public List<STGenericTexture> TextureList { get; set; }
public bool DisplayIcons => false;
XTX TextureFile;
uint HeaderFlags;
ulong UnkData;
int TextureFlag;
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public void Load(System.IO.Stream stream)
{
Text = this.FileName;
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Tag = this;
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using (var reader = new FileReader(stream))
{
reader.ReadSignature(4, "MTXT");
HeaderFlags = reader.ReadUInt32();
var comp = reader.ReadBytes((int)reader.BaseStream.Length - 8);
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var decomp = STLibraryCompression.GZIP.Decompress(comp);
ReadTextureBinary(decomp);
}
}
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private void ReadTextureBinary(byte[] data)
{
using (var reader = new FileReader(data))
{
//Note offsets are -8 relative due to decomp data and header being 8 bytes long
UnkData = reader.ReadUInt64();
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uint w = reader.ReadUInt32(); //width
uint h = reader.ReadUInt32(); //height
reader.ReadUInt32(); //num mips
TextureFlag = reader.ReadInt32(); //unk (-1)
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uint nameOffset = reader.ReadUInt32(); //name offset
reader.ReadUInt32();
var textureOffset = reader.ReadUInt32(); //texture xtx offset
reader.ReadUInt32();
var textureSize = reader.ReadUInt32(); //texture xtx size
string textureName = "";
using (reader.TemporarySeek(nameOffset - 8, System.IO.SeekOrigin.Begin)) {
textureName = reader.ReadZeroTerminatedString();
}
var stream = new SubStream(reader.BaseStream, (long)textureOffset - 8, (long)textureSize);
TextureFile = new XTX();
TextureFile.FileName = textureName;
TextureFile.Load(stream);
foreach (STGenericTexture node in TextureFile.Nodes)
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Nodes.Add(node);
TextureList = TextureFile.TextureList;
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}
}
public void Save(System.IO.Stream stream)
{
using (var writer = new FileWriter(stream))
{
writer.WriteSignature("MTXT");
writer.Write(HeaderFlags);
writer.Write(STLibraryCompression.GZIP.Compress(WriteTextureBinary()));
}
}
private byte[] WriteTextureBinary()
{
//Save XTX file binary
var binaryMem = new System.IO.MemoryStream();
TextureFile.Save(binaryMem);
var rawTextureFile = binaryMem.ToArray();
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var mem = new System.IO.MemoryStream();
using (var writer = new FileWriter(mem))
{
//Write file header
writer.Write(UnkData);
writer.Write(TextureFile.TextureList[0].Width);
writer.Write(TextureFile.TextureList[0].Height);
writer.Write(TextureFile.TextureList[0].MipCount);
writer.Write(TextureFlag);
writer.Write(uint.MaxValue); //reserve name offset
writer.Write(0);
writer.Write(uint.MaxValue); //data offset
writer.Write(0);
writer.Write(rawTextureFile.Length); //data size
for (int i = 0; i < 19; i++)
writer.Write(0xFFFFFFFF);
//Write xtx file data
writer.WriteUint32Offset(32, -8);
writer.Write(rawTextureFile);
writer.WriteUint32Offset(24, -8);
writer.WriteString(Text);
}
return mem.ToArray();
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}
public void Unload()
{
}
}
}