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mirror of synced 2024-12-11 07:16:05 +01:00
Switch-Toolbox/File_Format_Library/Actors/BotwActorLoader.cs
KillzXGaming cb13c0a00a Some fixes
Fixed loading files from clicked on when a single instance of the tool is used.
Fixed the UV editor, which loads materails and texture maps properly.
Adjusted loading archives which produced some duplicate file issues when the archive loads the file, and a tree node is clicked on. Ie bntx clearing, but another one would stay in memory.
Fixed bntx replacing.
2019-08-12 15:19:30 -04:00

425 lines
15 KiB
C#

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;
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();
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; }
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)
{
UpdateEditor();
}
public void UpdateEditor()
{
BotwActorEditorControl editor = (BotwActorEditorControl)LibraryGUI.GetActiveContent(typeof(BotwActorEditorControl));
if (editor == null)
{
editor = new BotwActorEditorControl();
editor.Dock = DockStyle.Fill;
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; }
}
}
}