using System; using System.Collections.Generic; using System.Windows.Forms; using Toolbox.Library; using Toolbox.Library.Forms; using Toolbox.Library.IO; using System.Linq; namespace FirstPlugin { class TXE : 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[] { "Pikmin 1 Proprietary Texture" }; public string[] Extension { get; set; } = new string[] { "*.txe" }; 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, ".txe"); } //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 types = new List(); return types.ToArray(); } } public static Dictionary FormatsTXE = new Dictionary() { [0] = TEX_FORMAT.RGB5A3, [1] = TEX_FORMAT.CMPR, [2] = TEX_FORMAT.RGB565, [3] = TEX_FORMAT.I4, [4] = TEX_FORMAT.I8, [5] = TEX_FORMAT.IA4, [6] = TEX_FORMAT.IA8, [7] = TEX_FORMAT.RGBA32, }; public short Unknown; public void Load(System.IO.Stream stream) { Text = FileName; //Set this if you want to save the file format CanSave = true; CanReplace = true; ImageKey = "Texture"; SelectedImageKey = "Texture"; //You can add a FileReader with Toolbox.Library.IO namespace using (var reader = new FileReader(stream)) { reader.SetByteOrder(true); Width = reader.ReadUInt16(); Height = reader.ReadUInt16(); Unknown = reader.ReadInt16(); //Turn this format into a common format used by this tool ushort texFormat = reader.ReadUInt16(); Format = FormatsTXE[texFormat]; //Lets set our method of decoding PlatformSwizzle = PlatformSwizzle.Platform_Gamecube; int imageDataSize = (int)reader.BaseStream.Length - 32; reader.SeekBegin(32); ImageData = reader.ReadBytes(imageDataSize); Text = FileName; } } public void Save(System.IO.Stream stream) { using (var writer = new FileWriter(stream)) { writer.Write((ushort)Width); writer.Write((ushort)Height); writer.Write(Unknown); writer.Write(Unknown); ushort format = FormatsTXE.FirstOrDefault(x => x.Value == Format).Key; writer.Write(format); writer.SeekBegin(32); writer.Write(ImageData); } } 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.IA4, TEX_FORMAT.IA8, TEX_FORMAT.RGB565, TEX_FORMAT.RGB5A3, TEX_FORMAT.RGBA32, TEX_FORMAT.CMPR, }; } } public Decode_Gamecube.TextureFormats DolphinTextureFormat { get { return Decode_Gamecube.FromGenericFormat(Format); } } public override bool CanEdit { get; set; } = true; //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) { this.Width = (ushort)bitmap.Width; this.Height = (ushort)bitmap.Height; this.ImageData = Decode_Gamecube.EncodeFromBitmap(bitmap, DolphinTextureFormat).Item1; } //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() { settings, }); ApplySettings(settings); UpdateEditor(); } else { settings.LoadBitMap(FileName); importer.LoadSettings(new List() { 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 = settings.Depth; this.ArrayCount = (uint)settings.DataBlockOutput.Count; } } }