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(PSB): support "icon" entries and RL compression.
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@ -246,26 +246,64 @@ namespace GameRes.Formats.Emote
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var item_value = item.Value as IDictionary;
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if (null == item_value)
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continue;
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var texture = item_value["texture"] as IDictionary;
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if (null == texture)
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continue;
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var pixel = texture["pixel"] as EmChunk;
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if (item_value.Contains ("texture"))
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{
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AddTextureEntry (dir, item.Key, item_value["texture"] as IDictionary);
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}
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else if (item_value.Contains ("icon"))
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{
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AddIconEntry (dir, item.Key, item_value["icon"] as IDictionary);
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}
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}
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return dir;
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}
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void AddTextureEntry (List<Entry> dir, object name, IDictionary texture)
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{
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if (null == texture)
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return;
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var pixel = texture["pixel"] as EmChunk;
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if (null == pixel)
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return;
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var entry = new TexEntry {
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Name = name.ToString(),
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Type = "image",
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Offset = DataOffset + pixel.Offset,
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Size = (uint)pixel.Length,
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TexType = texture["type"].ToString(),
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Width = Convert.ToInt32 (texture["width"]),
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Height = Convert.ToInt32 (texture["height"]),
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TruncatedWidth = Convert.ToInt32 (texture["truncated_width"]),
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TruncatedHeight = Convert.ToInt32 (texture["truncated_height"]),
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};
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dir.Add (entry);
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}
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void AddIconEntry (List<Entry> dir, object name, IDictionary icon_list)
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{
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if (null == icon_list)
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return;
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foreach (DictionaryEntry icon in icon_list)
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{
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var layer = icon.Value as IDictionary;
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var pixel = layer["pixel"] as EmChunk;
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if (null == pixel)
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continue;
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var entry = new TexEntry {
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Name = item.Key.ToString(),
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Type = "image",
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Offset = DataOffset + pixel.Offset,
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Size = (uint)pixel.Length,
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TexType = texture["type"].ToString(),
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Width = Convert.ToInt32 (texture["width"]),
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Height = Convert.ToInt32 (texture["height"]),
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TruncatedWidth = Convert.ToInt32 (texture["truncated_width"]),
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TruncatedHeight = Convert.ToInt32 (texture["truncated_height"]),
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Name = name.ToString()+'#'+icon.Key.ToString(),
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Type = "image",
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Offset = DataOffset + pixel.Offset,
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Size = (uint)pixel.Length,
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Width = Convert.ToInt32 (layer["width"]),
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Height = Convert.ToInt32 (layer["height"]),
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OffsetX = Convert.ToInt32 (layer["originX"]),
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OffsetY = Convert.ToInt32 (layer["originY"]),
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TexType = layer.Contains ("compress") ? layer["compress"].ToString() : "RGBA8",
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};
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entry.TruncatedWidth = entry.Width;
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entry.TruncatedHeight = entry.Height;
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dir.Add (entry);
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}
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return dir;
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}
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int m_names;
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@ -651,6 +689,8 @@ namespace GameRes.Formats.Emote
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ReadA8L8 (pixels, stride);
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else if ("RGBA4444" == m_info.TexType)
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ReadRgba4444 (pixels, stride);
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else if ("RL" == m_info.TexType)
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ReadRle (pixels, stride);
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else
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throw new NotImplementedException (string.Format ("PSB texture format '{0}' not implemented", m_info.TexType));
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return ImageData.Create (m_info, PixelFormats.Bgra32, null, pixels, stride);
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@ -734,5 +774,28 @@ namespace GameRes.Formats.Emote
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}
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}
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}
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void ReadRle (byte[] output, int dst_stride)
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{
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const int pixel_size = 4;
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m_input.Position = 0;
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int dst = 0;
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while (dst < output.Length)
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{
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int count = m_input.ReadUInt8();
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if (0 == (count & 0x80))
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{
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count = pixel_size * (count + 1);
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dst += m_input.Read (output, dst, count);
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}
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else
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{
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count = pixel_size * ((count & 0x7F) + 3);
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m_input.Read (output, dst, pixel_size);
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Binary.CopyOverlapped (output, dst, dst+pixel_size, count-pixel_size);
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dst += count;
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}
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}
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}
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}
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}
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