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mirror of synced 2024-12-14 00:23:03 +01:00
Switch-Toolbox/Switch_Toolbox_Library/IO/FileWriter.cs
KillzXGaming e4722ed1af Alot of additions.
General
- Always allow multiple instances of the tool by default. (UseSingleInstance in config.XML)
- Yaz0 now uses a new library using c code. This improves compression times and is comparable to wzst's yaz0 compressor. Thanks to AboodXD for helping port the code.
- Add flat buffer templates for gfbmdl and gfbanm.
- Redid UV editor. Now using new 2D engine with some improvements. Should work better with mutliple file formats than just bfres.
- Auto compress bfres with .sbfres extension.

BFLYT:
-Add animation reference list to panes if they have any animations.
- Note the animation editor in it is not functional yet.

GFBMDL
- Progress on model importing. Currently crashes on many tests so saving is currently disabled till i figure out why.
- Add new texture map display with UV coordinates shown. Displays how transforms are handled.
- Add option to export materials and models entirely as .json files.

DAE
- improve bone/joint check.
2019-12-07 20:16:13 -05:00

179 lines
5.0 KiB
C#

using Syroot.BinaryData;
using System.IO;
using System.Text;
namespace Toolbox.Library.IO
{
public class FileWriter : BinaryDataWriter
{
public void CheckByteOrderMark(uint ByteOrderMark)
{
if (ByteOrderMark == 0xFEFF)
ByteOrder = ByteOrder.BigEndian;
else
ByteOrder = ByteOrder.LittleEndian;
}
public FileWriter(Stream stream, bool leaveOpen = false)
: base(stream, Encoding.ASCII, leaveOpen)
{
}
public FileWriter(string fileName)
: this(new FileStream(fileName, FileMode.Create, FileAccess.Write, FileShare.Read))
{
}
public FileWriter(byte[] data)
: this(new MemoryStream(data))
{
}
public void WriteHalfFloat(float v) {
Write((Syroot.IOExtension.Half)v);
}
public void Write(Syroot.IOExtension.Half v) {
Write(v.Raw);
}
public void Write(Syroot.Maths.Vector2F v)
{
Write(v.X);
Write(v.Y);
}
public void Write(Syroot.Maths.Vector3F v)
{
Write(v.X);
Write(v.Y);
Write(v.Z);
}
public void Write(Syroot.Maths.Vector4F v)
{
Write(v.X);
Write(v.Y);
Write(v.Z);
Write(v.W);
}
public void Write(STColor color) {
Write(color.ToBytes());
}
public void Write(STColor8 color) {
Write(color.ToBytes());
}
public void Write(STColor8[] colors)
{
foreach (var color in colors)
Write(color.ToBytes());
}
public void WriteStruct<T>(T item) => Write(item.StructToBytes(ByteOrder == ByteOrder.BigEndian));
public void WriteSignature(string value)
{
Write(Encoding.ASCII.GetBytes(value));
}
public void WriteString(string value, Encoding encoding = null)
{
Write(value, BinaryStringFormat.ZeroTerminated, encoding ?? Encoding);
}
public void WriteUint64Offset(long target)
{
long pos = Position;
using (TemporarySeek(target, SeekOrigin.Begin))
{
Write(pos);
}
}
public void SetByteOrder(bool IsBigEndian)
{
if (IsBigEndian)
ByteOrder = ByteOrder.BigEndian;
else
ByteOrder = ByteOrder.LittleEndian;
}
public void WriteString(string text, uint fixedSize, Encoding encoding = null)
{
long pos = Position;
WriteString(text, encoding);
SeekBegin(pos + fixedSize);
}
public void Write(object value, long pos)
{
using (TemporarySeek(pos, SeekOrigin.Begin)) {
if (value is uint) Write((uint)value);
else if (value is int) Write((int)value);
else if (value is long) Write((long)value);
else if (value is ulong) Write((ulong)value);
else if (value is ushort) Write((ushort)value);
else if (value is short) Write((short)value);
else if (value is sbyte) Write((sbyte)value);
else if (value is byte) Write((byte)value);
}
}
//Writes the total size of a section as a uint.
public void WriteSectionSizeU32(long position, long startPosition, long endPosition)
{
using (TemporarySeek(position, System.IO.SeekOrigin.Begin))
{
Write((uint)(endPosition - startPosition));
}
}
//
// RelativeOffsetPosition controls the relative position the offset starts at
//
public void WriteUint32Offset(long target, long relativePosition = 0)
{
long pos = Position;
using (TemporarySeek(target, SeekOrigin.Begin))
{
Write((uint)(pos - relativePosition));
}
}
public void WriteUint16Offset(long target, long relativePosition)
{
long pos = Position;
using (TemporarySeek(target, SeekOrigin.Begin))
{
Write((ushort)(pos - relativePosition));
}
}
public void SeekBegin(uint Offset) { Seek(Offset, SeekOrigin.Begin); }
public void SeekBegin(int Offset) { Seek(Offset, SeekOrigin.Begin); }
public void SeekBegin(long Offset) { Seek(Offset, SeekOrigin.Begin); }
public void Write(OpenTK.Vector2 v)
{
Write(v.X);
Write(v.Y);
}
public void Write(OpenTK.Vector3 v)
{
Write(v.X);
Write(v.Y);
Write(v.Z);
}
public void Write(OpenTK.Vector4 v)
{
Write(v.X);
Write(v.Y);
Write(v.Z);
Write(v.W);
}
}
}