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Switch-Toolbox/File_Format_Library/FileFormats/Layout/TextureManager.cs

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C#
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Tons more layout editor improvements. - The UI has been completely redone. It's far much more clean and intuitive to edit with. - All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with. - Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions. - Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once). - Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor. - Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine. - Fixed many flags for properties which didn't get set correctly if edited. - Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes. - Text panes now auto calculate the text length and allow restricted lengths to be edited. - Properties can now be scrolled down, and kept at that state when refocused. - Add a selection box for selecting multiple panes at once - Textures can be added, removed and edited in editor. Make sure these are in the same archive!!! Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come - Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes. - Fixed window pane rendering with 1 frame and flipping textures. - Materials can add textures, and have new custom blend and alpha modes. when i finish the new layout export dialog. - Added an edit option for image editor to gamma fix smash ultimate bntx.
2019-10-14 03:02:39 +02:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Toolbox.Library;
using FirstPlugin;
using System.Windows.Forms;
namespace LayoutBXLYT
{
public class TextureManager : IDisposable
{
public Dictionary<string, BNTX> BinaryContainers = new Dictionary<string, BNTX>();
//The archive to put textures in if necessary
public Dictionary<string, IArchiveFile> ArchiveFile = new Dictionary<string, IArchiveFile>();
public IArchiveFile ArchiveParent;
public PlatformType Platform = PlatformType.WiiU;
public enum PlatformType
{
WiiU, //bflim
ThreeDS, //bclim and bflim
DS, //
Gamecube, //bti
Switch, //bntx
Wii, //TPL
}
public STGenericTexture EditTexture(string name)
{
STGenericTexture texture = null;
switch (Platform)
{
case PlatformType.Switch:
{
foreach (var bntx in BinaryContainers.Values)
{
Console.WriteLine("bntx " + name + " " + bntx.Textures.ContainsKey(name));
if (bntx.Textures.ContainsKey(name))
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = bntx.Textures[name].ReplaceFilter;
if (ofd.ShowDialog() == DialogResult.OK)
{
bntx.Textures[name].Replace(ofd.FileName);
return bntx.Textures[name];
}
}
}
}
break;
case PlatformType.WiiU:
{
foreach (var file in ArchiveParent.Files)
{
if (file.FileName == name)
{
var fileFormat = file.FileFormat;
if (fileFormat == null)
fileFormat = file.OpenFile();
if (fileFormat is BFLIM)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = ((BFLIM)fileFormat).ReplaceFilter;
ofd.FileName = name;
if (ofd.ShowDialog() == DialogResult.OK)
{
((BFLIM)fileFormat).Replace(ofd.FileName);
return (BFLIM)fileFormat;
}
}
}
}
}
break;
}
return texture;
}
public List<STGenericTexture> AddTextures()
{
List<STGenericTexture> textures = new List<STGenericTexture>();
switch (Platform)
{
case PlatformType.WiiU:
{
var archive = ArchiveParent;
var bflim = BFLIM.CreateNewFromImage();
if (bflim == null)
return textures;
textures.Add(bflim);
var mem = new System.IO.MemoryStream();
bflim.Save(mem);
archive.AddFile(new ArchiveFileInfo()
{
FileData = mem.ToArray(),
FileName = bflim.FileName,
});
}
break;
case PlatformType.Switch:
{
BNTX bntx = null;
if (BinaryContainers.Count == 0)
{
//Create a new one if none exist
//Method for saving these will come in the save dialog
bntx = new BNTX();
bntx.IFileInfo = new IFileInfo();
bntx.FileName = "textures";
bntx.Load(new System.IO.MemoryStream(BNTX.CreateNewBNTX("textures")));
BinaryContainers.Add("textures", bntx);
}
else
{
//Use first container for now as archives only use one
bntx = BinaryContainers.Values.FirstOrDefault();
}
int startIndex = bntx.Textures.Count;
bntx.ImportTexture();
//Load all the additional textues
for (int i = 0; i < bntx.Textures.Count; i++)
{
if (i > startIndex - 1)
textures.Add(bntx.Textures.Values.ElementAt(i));
}
}
break;
}
return textures;
}
public void Dispose()
{
BinaryContainers.Clear();
ArchiveFile.Clear();
}
}
}