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Switch-Toolbox/File_Format_Library/Actors/BotwActorLoader.cs

425 lines
15 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using Toolbox.Library;
using Toolbox.Library.Forms;
using System.IO;
using OpenTK;
using FirstPlugin;
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using UKing.Actors.Forms;
namespace UKing.Actors
{
/// <summary>
/// A class that holds methods to load actor data for botw.
/// </summary>
public class BotwActorLoader
{
private static string ActorPath = $"/Actor/Pack/";
private static string CachedActorsPath = $"/Pack/";
private static string ActorInfoTable = $"/Actor/ActorInfo.product.sbyml";
//MSBT stores certain properties and helps define our actor names
private string ActorMessageData
{
get { return $"/Pack/Bootup_{MessageRegion}{MessageLanguage}.pack"; }
}
public Language MessageLanguage = Language.en;
public Region MessageRegion = Region.US;
public enum Region
{
US,
EU,
JP,
}
public enum Language
{
en, //English
de, //German
es, //Spanish
fr, //Frence
it, //Italian
nl, //
ru, //Russian
ja, //Japanese
}
public enum ActorCategory
{
Armour,
Animal,
Weapon,
Item,
Enemy,
Npc,
}
public class ActorDefineInfo
{
public string Name { get; set; }
public ActorDefineInfo(string name)
{
Name = name;
}
}
public class ActorInfo
{
private const string N_name = "name";
private const string N_bfres = "bfres";
private const string N_aabbMin = "aabbMin";
private const string N_aabbMax = "aabbMax";
public string MessageName = "";
public string MessageDescription = "";
public string MessageFile = "";
public string Name
{
get { return this[N_name] != null ? this[N_name] : ""; }
set { this[N_name] = value; }
}
public string BfresName
{
get { return this[N_bfres] != null ? this[N_bfres] : ""; }
set { this[N_bfres] = value; }
}
public Vector3 AABMin
{
get
{
if (this[N_aabbMin] == null)
return new Vector3(0, 0, 0);
return new Vector3(
this[N_aabbMin]["X"] != null ? this[N_aabbMin]["X"] : 0,
this[N_aabbMin]["Y"] != null ? this[N_aabbMin]["Y"] : 0,
this[N_aabbMin]["Z"] != null ? this[N_aabbMin]["Z"] : 0);
}
set
{
this[N_aabbMin]["X"] = value.X;
this[N_aabbMin]["Y"] = value.Y;
this[N_aabbMin]["Z"] = value.Z;
}
}
public Vector3 AABMax
{
get
{
if (this[N_aabbMax] == null)
return new Vector3(0, 0, 0);
return new Vector3(
this[N_aabbMax]["X"] != null ? this[N_aabbMax]["X"] : 0,
this[N_aabbMax]["Y"] != null ? this[N_aabbMax]["Y"] : 0,
this[N_aabbMax]["Z"] != null ? this[N_aabbMax]["Z"] : 0);
}
set
{
this[N_aabbMax]["X"] = value.X;
this[N_aabbMax]["Y"] = value.Y;
this[N_aabbMax]["Z"] = value.Z;
}
}
public ActorInfo(dynamic node)
{
if (node is Dictionary<string, dynamic>) Prop = (Dictionary<string, dynamic>)node;
}
public Dictionary<string, dynamic> Prop { get; set; } = new Dictionary<string, dynamic>();
public dynamic this[string name]
{
get
{
if (Prop.ContainsKey(name)) return Prop[name];
else return null;
}
set
{
if (Prop.ContainsKey(name)) Prop[name] = value;
else Prop.Add(name, value);
}
}
}
private ObjectEditor editor;
public BotwActorLoader()
{
editor = new ObjectEditor();
editor.Text = "Actor Editor BOTW";
LibraryGUI.CreateMdiWindow(editor);
editor.SortTreeAscending();
LoadActors();
}
private void LoadActors()
{
//Setup a list of nodes based on category
TreeNode ArmourFolder = new TreeNode("Armours");
TreeNode WeaponsFolder = new TreeNode("Weapons");
TreeNode ItemsFolder = new TreeNode("Items");
TreeNode EnemyFolder = new TreeNode("Enemies");
if (!Directory.Exists(Runtime.BotwGamePath))
{
bool IsValid = NotifySetGamePath();
if (!IsValid) //Give up loading it if it's wrong
return;
}
Dictionary<string, TreeNode> ActorIDS = new Dictionary<string, TreeNode>();
Dictionary<string, ActorInfo> Actors = new Dictionary<string, ActorInfo>();
if (File.Exists($"{Runtime.BotwGamePath}{ActorInfoTable}"))
{
var byml = EveryFileExplorer.YAZ0.Decompress($"{Runtime.BotwGamePath}{ActorInfoTable}");
var actorInfoProductRoot = ByamlExt.Byaml.ByamlFile.FastLoadN(new MemoryStream(byml)).RootNode;
if (actorInfoProductRoot.ContainsKey("Actors"))
{
foreach (var actor in actorInfoProductRoot["Actors"])
{
ActorInfo info = new ActorInfo(actor);
if (info.Name != string.Empty)
{
Actors.Add(info.Name, info);
}
}
}
}
//Parse message data for our actor names, and additional info to add to the editor
Console.WriteLine("msbtEXT " + File.Exists($"{Runtime.BotwGamePath}{ActorMessageData}"));
Console.WriteLine($"{Runtime.BotwGamePath}{ActorMessageData}");
if (File.Exists($"{Runtime.BotwGamePath}{ActorMessageData}"))
{
var msgPack = SARCExt.SARC.UnpackRamN(File.Open($"{Runtime.BotwGamePath}{ActorMessageData}", FileMode.Open));
//Get the other sarc inside
foreach (var pack in msgPack.Files)
{
var msgProductPack = SARCExt.SARC.UnpackRamN(EveryFileExplorer.YAZ0.Decompress(pack.Value));
//Folders are setup with actors
foreach (var msbtFile in msgProductPack.Files)
{
using (var stream = new MemoryStream(msbtFile.Value))
{
MSBT msbt = new MSBT();
if (!msbt.Identify(stream))
continue;
msbt.Load(new MemoryStream(msbtFile.Value));
//Get our labels and match up with our actors
if (msbt.header.Label1 != null)
{
for (int i = 0; i < msbt.header.Label1.Labels.Count; i++)
{
var lbl = msbt.header.Label1.Labels[i];
if (lbl.Name.Contains("_Name"))
{
string actorName = lbl.Name.Replace("_Name", string.Empty);
if (Actors.ContainsKey(actorName))
{
Actors[actorName].MessageFile = Path.GetFileNameWithoutExtension(msbtFile.Key);
Actors[actorName].MessageName = lbl.String.GetText(msbt.header.StringEncoding);
}
}
if (lbl.Name.Contains("_Desc"))
{
string actorName = lbl.Name.Replace("_Desc", string.Empty);
if (Actors.ContainsKey(actorName))
{
Actors[actorName].MessageFile = Path.GetFileNameWithoutExtension(msbtFile.Key);
Actors[actorName].MessageDescription = lbl.String.GetText(msbt.header.StringEncoding);
}
}
}
}
msbt.Unload();
}
}
}
}
Dictionary<string, TreeNode> Categories = new Dictionary<string, TreeNode>();
foreach (var info in Actors)
{
if (info.Value.MessageName != string.Empty)
{
//Temp atm. Use message file name for organing
string catgeory = info.Value.MessageFile;
if (!Categories.ContainsKey(catgeory))
{
TreeNode node = new TreeNode(catgeory);
editor.AddNode(node);
Categories.Add(catgeory, node);
}
ActorEntry entry = new ActorEntry();
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entry.Info = info.Value;
entry.Text = info.Value.MessageName;
Categories[catgeory].Nodes.Add(entry);
entry.ReloadActorProperties();
}
}
Categories.Clear();
GC.Collect();
}
private bool NotifySetGamePath()
{
string dir = "";
var result = MessageBox.Show("Please set your game path for botw", "Actor Loader", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
if (result == DialogResult.OK)
{
FolderSelectDialog folderSelect = new FolderSelectDialog();
if (folderSelect.ShowDialog() == DialogResult.OK)
{
dir = folderSelect.SelectedPath;
Runtime.BotwGamePath = dir;
Toolbox.Library.Config.Save();
}
}
return IsValidDirectory(dir);
}
private bool IsValidDirectory(string directory)
{
bool HasActors = Directory.Exists($"{directory}\\Actor");
return HasActors ;
}
/// <summary>
/// A container for multiple actors that link to each other.
/// </summary>
public class ActorCotainer : TreeNodeCustom
{
public List<ActorEntry> SubActors = new List<ActorEntry>();
}
public class ActorEntry : TreeNodeCustom
{
public string FileName { get; set; }
public string FilePath { get; set; }
public ActorCategory Category { get; set; }
public ActorParameters Parameters { get; set; }
public ActorModel Models { get; set; }
public ActorTextures Textures { get; set; }
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public ActorInfo Info { get; set; }
public void ReloadActorProperties()
{
Textures = new ActorTextures();
Models = new ActorModel();
Parameters = new ActorParameters();
string bfresName = Info.BfresName;
//Load our texture paths if they exist
string texPathNX = $"{Runtime.BotwGamePath}/Model/{bfresName}.Tex.sbfres";
string tex1Path = $"{Runtime.BotwGamePath}/Model/{bfresName}.Tex1.sbfres";
string tex2Path = $"{Runtime.BotwGamePath}/Model/{bfresName}.Tex2.sbfres";
if (File.Exists(texPathNX))
Textures.FilePathTex1 = texPathNX;
if (File.Exists(tex1Path))
Textures.FilePathTex1 = tex1Path;
if (File.Exists(tex2Path))
Textures.FilePathTex2 = tex2Path;
//Load model and animation paths if they exist
string modelPath = $"{Runtime.BotwGamePath}/Model/{bfresName}.sbfres";
string animationPath = $"{Runtime.BotwGamePath}/Model/{bfresName}_Animation.sbfres";
if (File.Exists(modelPath))
Models.FilePathModel = modelPath;
if (File.Exists(animationPath))
Models.FilePathAnimation = animationPath;
//Load any cached paths
}
public override void OnClick(TreeView treeview)
{
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UpdateEditor();
}
public void UpdateEditor()
{
BotwActorEditorControl editor = (BotwActorEditorControl)LibraryGUI.GetActiveContent(typeof(BotwActorEditorControl));
if (editor == null)
{
editor = new BotwActorEditorControl();
editor.Dock = DockStyle.Fill;
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LibraryGUI.LoadEditor(editor);
}
editor.Text = Text;
editor.LoadActor(this);
}
}
public class ActorParameters
{
}
public class ActorTextures
{
/// <summary>
/// The file path for the main texture data (no mips for wii u)
/// For Switch this stores both
/// </summary>
public string FilePathTex1 { get; set; }
/// <summary>
/// The file path for the mip map texture data (for wii u)
/// </summary>
public string FilePathTex2 { get; set; }
}
public class ActorModel
{
/// <summary>
/// The file path that stores the model for an actor
/// </summary>
public string FilePathModel { get; set; }
/// <summary>
/// The file path that stores the animation for an actor
/// </summary>
public string FilePathAnimation { get; set; }
}
}
}