import os import struct from typing import Any, Dict, List, Optional from .types import Color, Point, Rectangle from .util import descramble_text class Shape: def __init__( self, name: str, data: bytes, ) -> None: self.name = name self.data = data # Vertex points outlining this shape. These are in pixels and the rectangle they outline # should match the size of the texture in pixels. self.vertex_points: List[Point] = [] # Texture points, as used alongside vertex chunks when the shape contains a texture. These # are in floating points that when multiplied by the width and height of the original # texture sheet that the texture was taken from (multiplied by two), should match the uvrect # of the texture exactly. self.tex_points: List[Point] = [] # Colors for texture points, if they exist in the file. self.tex_colors: List[Color] = [] # Actual shape drawing parameters. self.draw_params: List[DrawParams] = [] # Bounds of the shape. self.bounds: Rectangle = Rectangle.Empty() # Whether this is parsed. self.parsed = False def as_dict(self, *args: Any, **kwargs: Any) -> Dict[str, Any]: return { 'name': self.name, 'vertex_points': [p.as_dict(*args, **kwargs) for p in self.vertex_points], 'tex_points': [p.as_dict(*args, **kwargs) for p in self.tex_points], 'tex_colors': [c.as_dict(*args, **kwargs) for c in self.tex_colors], 'draw_params': [d.as_dict(*args, **kwargs) for d in self.draw_params], 'bounds': self.bounds.as_dict(args, kwargs), } def __repr__(self) -> str: return os.linesep.join([ *[f"vertex point: {vertex}" for vertex in self.vertex_points], *[f"tex point: {tex}" for tex in self.tex_points], *[f"tex color: {color}" for color in self.tex_colors], *[f"draw params: {params}" for params in self.draw_params], *[f"bounds: {self.bounds}"], ]) def get_until_null(self, offset: int) -> bytes: out = b"" while self.data[offset] != 0: out += self.data[offset:(offset + 1)] offset += 1 return out def parse(self, text_obfuscated: bool = True) -> None: # First, grab the header bytes. magic = self.data[0:4] if magic == b"D2EG": endian = "<" elif magic == b"GE2D": endian = ">" else: raise Exception("Invalid magic value in GE2D structure!") # There are two integers at 0x4 and 0x8 which are basically file versions. filesize, fileflags = struct.unpack(f"{endian}II", self.data[12:20]) if filesize != len(self.data): raise Exception("Unexpected file size for GE2D structure!") geo_has_bounds_floats = bool(fileflags & 0x4) vertex_well_formed_rectangle = bool(fileflags & 0x8) if fileflags & ~0xC: raise Exception(f"Unexpected file flags {fileflags} in GE2D structure!") vertex_count, tex_count, color_count, label_count, render_params_count, _ = struct.unpack( f"{endian}HHHHHH", self.data[20:32], ) vertex_offset, tex_offset, color_offset, label_offset, render_params_offset = struct.unpack( f"{endian}IIIII", self.data[32:52], ) vertex_points: List[Point] = [] if vertex_offset != 0: # If fileflags & 0x8 is set, these go in clockwise order starting at the top left # point and there are only 8 of them, making a rectangle. for vertexno in range(vertex_count): vertexno_offset = vertex_offset + (8 * vertexno) x, y = struct.unpack(f"{endian}ff", self.data[vertexno_offset:vertexno_offset + 8]) vertex_points.append(Point(x, y)) self.vertex_points = vertex_points tex_points: List[Point] = [] if tex_offset != 0: for texno in range(tex_count): texno_offset = tex_offset + (8 * texno) x, y = struct.unpack(f"{endian}ff", self.data[texno_offset:texno_offset + 8]) tex_points.append(Point(x, y)) self.tex_points = tex_points colors: List[Color] = [] if color_offset != 0: for colorno in range(color_count): colorno_offset = color_offset + (4 * colorno) rgba = struct.unpack(f"{endian}I", self.data[colorno_offset:colorno_offset + 4])[0] color = Color( a=(rgba & 0xFF) / 255.0, b=((rgba >> 8) & 0xFF) / 255.0, g=((rgba >> 16) & 0xFF) / 255.0, r=((rgba >> 24) & 0xFF) / 255.0, ) colors.append(color) self.tex_colors = colors labels: List[str] = [] if label_offset != 0: for labelno in range(label_count): labelno_offset = label_offset + (4 * labelno) labelptr = struct.unpack(f"{endian}I", self.data[labelno_offset:labelno_offset + 4])[0] bytedata = self.get_until_null(labelptr) labels.append(descramble_text(bytedata, text_obfuscated)) # Parse rectangle bounds. if geo_has_bounds_floats: left, right, top, bottom = struct.unpack(f"{endian}ffff", self.data[52:68]) self.bounds = Rectangle( left=left, right=right, top=top, bottom=bottom, ) elif vertex_well_formed_rectangle: self.bounds = Rectangle( left=vertex_points[0].x, right=vertex_points[1].x, top=vertex_points[0].y, bottom=vertex_points[2].y, ) else: if vertex_points: self.bounds.left = vertex_points[0].x self.bounds.right = vertex_points[0].x self.bounds.top = vertex_points[0].y self.bounds.bottom = vertex_points[0].y for pt in vertex_points: if pt.x < self.bounds.left: self.bounds.left = pt.x if pt.x > self.bounds.right: self.bounds.right = pt.x if pt.y < self.bounds.top: self.bounds.top = pt.y if pt.y > self.bounds.bottom: self.bounds.bottom = pt.y draw_params: List[DrawParams] = [] if render_params_offset != 0: # The actual render parameters for the shape. This dictates how the texture values # are used when drawing shapes, whether to use a blend value or draw a primitive, etc. for render_paramsno in range(render_params_count): render_paramsno_offset = render_params_offset + (16 * render_paramsno) mode, flags, tex1, tex2, trianglecount, unk, rgba, triangleoffset = struct.unpack( f"{endian}BBBBHHII", self.data[(render_paramsno_offset):(render_paramsno_offset + 16)] ) if mode != 4: raise Exception("Unexpected mode in GE2D structure!") if (flags & 0x2) and len(labels) == 0: raise Exception("GE2D structure has a texture, but no region labels present!") if (flags & 0x2) and (tex1 == 0xFF): raise Exception("GE2D structure requests a texture, but no texture pointer present!") if tex2 != 0xFF: raise Exception("GE2D structure requests a second texture, but we don't support this!") if unk != 0x0: raise Exception("Unhandled unknown data in GE2D structure!") color = Color( a=(rgba & 0xFF) / 255.0, b=((rgba >> 8) & 0xFF) / 255.0, g=((rgba >> 16) & 0xFF) / 255.0, r=((rgba >> 24) & 0xFF) / 255.0, ) verticies: List[int] = [] for render_paramstriangleno in range(trianglecount): render_paramstriangleno_offset = triangleoffset + (2 * render_paramstriangleno) tex_offset = struct.unpack(f"{endian}H", self.data[render_paramstriangleno_offset:(render_paramstriangleno_offset + 2)])[0] verticies.append(tex_offset) # Seen bits are 0x1, 0x2, 0x4, 0x8 so far. # 0x1 Is a "this shape is instantiable/drawable" bit. # 0x2 Is the shape having a texture. # 0x4 Is the shape having a texture color per texture point. # 0x8 Is "draw background color/blend" flag. # 0x40 Is a "normalize texture coordinates" flag. It performs the below algorithm. if (flags & (0x2 | 0x40)) == (0x2 | 0x40): # The tex offsets point at the tex vals parsed above, and are used in conjunction with # texture/region metrics to calcuate some offsets. First, the region left/right/top/bottom # is divided by 2 (looks like a scaling of 2 for regions to textures is hardcoded) and then # divided by the texture width/height (as relevant). The returned metrics are in texture space # where 0.0 is the origin and 1.0 is the furthest right/down. The metrics are then multiplied # by the texture point pairs that appear above, meaning they should be treated as percentages. pass draw_params.append( DrawParams( flags=flags, region=labels[tex1] if (flags & 0x2) else None, vertexes=verticies if (flags & 0x6) else [], blend=color if (flags & 0x8) else None, ) ) self.draw_params = draw_params self.parsed = True class DrawParams: def __init__( self, flags: int, region: Optional[str] = None, vertexes: List[int] = [], blend: Optional[Color] = None, ) -> None: self.flags = flags self.region = region self.vertexes = vertexes self.blend = blend def as_dict(self, *args: Any, **kwargs: Any) -> Dict[str, Any]: return { 'flags': self.flags, 'region': self.region, 'vertexes': self.vertexes, 'blend': self.blend.as_dict(*args, **kwargs) if self.blend else None, } def __repr__(self) -> str: flagbits: List[str] = [] if self.flags & 0x1: flagbits.append("(Instantiable)") if self.flags & 0x2: flagbits.append("(Includes Texture)") if self.flags & 0x4: flagbits.append("(Includes Texture Color)") if self.flags & 0x8: flagbits.append("(Includes Blend Color)") if self.flags & 0x40: flagbits.append("(Needs Tex Point Normalization)") flagspart = f"flags: {hex(self.flags)} {' '.join(flagbits)}" if self.flags & 0x2: texpart = f", region: {self.region}, vertexes: {', '.join(str(x) for x in self.vertexes)}" else: texpart = "" if self.flags & 0x8: blendpart = f", blend: {self.blend}" else: blendpart = "" return f"{flagspart}{texpart}{blendpart}"