ryujinx/Ryujinx/Ui/Windows/AvatarWindow.cs

294 lines
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C#
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using Gtk;
using LibHac.Common;
using LibHac.Fs;
using LibHac.Fs.Fsa;
using LibHac.FsSystem;
using LibHac.Ncm;
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using LibHac.Tools.FsSystem;
using LibHac.Tools.FsSystem.NcaUtils;
using Ryujinx.Common.Memory;
using Ryujinx.HLE.FileSystem;
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
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using Ryujinx.Ui.Common.Configuration;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.Formats.Png;
using SixLabors.ImageSharp.PixelFormats;
using SixLabors.ImageSharp.Processing;
using System;
using System.Buffers.Binary;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using Image = SixLabors.ImageSharp.Image;
namespace Ryujinx.Ui.Windows
{
public class AvatarWindow : Window
{
public byte[] SelectedProfileImage;
public bool NewUser;
private static Dictionary<string, byte[]> _avatarDict = new Dictionary<string, byte[]>();
private ListStore _listStore;
private IconView _iconView;
private Button _setBackgroungColorButton;
private Gdk.RGBA _backgroundColor;
public AvatarWindow() : base($"Ryujinx {Program.Version} - Manage Accounts - Avatar")
{
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
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Icon = new Gdk.Pixbuf(Assembly.GetAssembly(typeof(ConfigurationState)), "Ryujinx.Ui.Common.Resources.Logo_Ryujinx.png");
CanFocus = false;
Resizable = false;
Modal = true;
TypeHint = Gdk.WindowTypeHint.Dialog;
SetDefaultSize(740, 400);
SetPosition(WindowPosition.Center);
Box vbox = new(Orientation.Vertical, 0);
Add(vbox);
ScrolledWindow scrolledWindow = new ScrolledWindow
{
ShadowType = ShadowType.EtchedIn
};
scrolledWindow.SetPolicy(PolicyType.Automatic, PolicyType.Automatic);
Box hbox = new(Orientation.Horizontal, 0);
Button chooseButton = new Button()
{
Label = "Choose",
CanFocus = true,
ReceivesDefault = true
};
chooseButton.Clicked += ChooseButton_Pressed;
_setBackgroungColorButton = new Button()
{
Label = "Set Background Color",
CanFocus = true
};
_setBackgroungColorButton.Clicked += SetBackgroungColorButton_Pressed;
_backgroundColor.Red = 1;
_backgroundColor.Green = 1;
_backgroundColor.Blue = 1;
_backgroundColor.Alpha = 1;
Button closeButton = new Button()
{
Label = "Close",
CanFocus = true
};
closeButton.Clicked += CloseButton_Pressed;
vbox.PackStart(scrolledWindow, true, true, 0);
hbox.PackStart(chooseButton, true, true, 0);
hbox.PackStart(_setBackgroungColorButton, true, true, 0);
hbox.PackStart(closeButton, true, true, 0);
vbox.PackStart(hbox, false, false, 0);
_listStore = new ListStore(typeof(string), typeof(Gdk.Pixbuf));
_listStore.SetSortColumnId(0, SortType.Ascending);
_iconView = new IconView(_listStore);
_iconView.ItemWidth = 64;
_iconView.ItemPadding = 10;
_iconView.PixbufColumn = 1;
_iconView.SelectionChanged += IconView_SelectionChanged;
scrolledWindow.Add(_iconView);
_iconView.GrabFocus();
ProcessAvatars();
ShowAll();
}
public static void PreloadAvatars(ContentManager contentManager, VirtualFileSystem virtualFileSystem)
{
if (_avatarDict.Count > 0)
{
return;
}
string contentPath = contentManager.GetInstalledContentPath(0x010000000000080A, StorageId.BuiltInSystem, NcaContentType.Data);
string avatarPath = virtualFileSystem.SwitchPathToSystemPath(contentPath);
if (!string.IsNullOrWhiteSpace(avatarPath))
{
using (IStorage ncaFileStream = new LocalStorage(avatarPath, FileAccess.Read, FileMode.Open))
{
Nca nca = new Nca(virtualFileSystem.KeySet, ncaFileStream);
IFileSystem romfs = nca.OpenFileSystem(NcaSectionType.Data, IntegrityCheckLevel.ErrorOnInvalid);
foreach (var item in romfs.EnumerateEntries())
{
// TODO: Parse DatabaseInfo.bin and table.bin files for more accuracy.
if (item.Type == DirectoryEntryType.File && item.FullPath.Contains("chara") && item.FullPath.Contains("szs"))
{
using var file = new UniqueRef<IFile>();
romfs.OpenFile(ref file.Ref, ("/" + item.FullPath).ToU8Span(), OpenMode.Read).ThrowIfFailure();
using (MemoryStream stream = MemoryStreamManager.Shared.GetStream())
using (MemoryStream streamPng = MemoryStreamManager.Shared.GetStream())
{
file.Get.AsStream().CopyTo(stream);
stream.Position = 0;
Image avatarImage = Image.LoadPixelData<Rgba32>(DecompressYaz0(stream), 256, 256);
avatarImage.SaveAsPng(streamPng);
_avatarDict.Add(item.FullPath, streamPng.ToArray());
}
}
}
}
}
}
private void ProcessAvatars()
{
_listStore.Clear();
foreach (var avatar in _avatarDict)
{
_listStore.AppendValues(avatar.Key, new Gdk.Pixbuf(ProcessImage(avatar.Value), 96, 96));
}
_iconView.SelectPath(new TreePath(new int[] { 0 }));
}
private byte[] ProcessImage(byte[] data)
{
using (MemoryStream streamJpg = MemoryStreamManager.Shared.GetStream())
{
Image avatarImage = Image.Load(data, new PngDecoder());
avatarImage.Mutate(x => x.BackgroundColor(new Rgba32((byte)(_backgroundColor.Red * 255),
(byte)(_backgroundColor.Green * 255),
(byte)(_backgroundColor.Blue * 255),
(byte)(_backgroundColor.Alpha * 255))));
avatarImage.SaveAsJpeg(streamJpg);
return streamJpg.ToArray();
}
}
private void CloseButton_Pressed(object sender, EventArgs e)
{
SelectedProfileImage = null;
Close();
}
private void IconView_SelectionChanged(object sender, EventArgs e)
{
if (_iconView.SelectedItems.Length > 0)
{
_listStore.GetIter(out TreeIter iter, _iconView.SelectedItems[0]);
SelectedProfileImage = ProcessImage(_avatarDict[(string)_listStore.GetValue(iter, 0)]);
}
}
private void SetBackgroungColorButton_Pressed(object sender, EventArgs e)
{
using (ColorChooserDialog colorChooserDialog = new ColorChooserDialog("Set Background Color", this))
{
colorChooserDialog.UseAlpha = false;
colorChooserDialog.Rgba = _backgroundColor;
if (colorChooserDialog.Run() == (int)ResponseType.Ok)
{
_backgroundColor = colorChooserDialog.Rgba;
ProcessAvatars();
}
colorChooserDialog.Hide();
}
}
private void ChooseButton_Pressed(object sender, EventArgs e)
{
Close();
}
private static byte[] DecompressYaz0(Stream stream)
{
using (BinaryReader reader = new BinaryReader(stream))
{
reader.ReadInt32(); // Magic
uint decodedLength = BinaryPrimitives.ReverseEndianness(reader.ReadUInt32());
reader.ReadInt64(); // Padding
byte[] input = new byte[stream.Length - stream.Position];
stream.Read(input, 0, input.Length);
long inputOffset = 0;
byte[] output = new byte[decodedLength];
long outputOffset = 0;
ushort mask = 0;
byte header = 0;
while (outputOffset < decodedLength)
{
if ((mask >>= 1) == 0)
{
header = input[inputOffset++];
mask = 0x80;
}
if ((header & mask) > 0)
{
if (outputOffset == output.Length)
{
break;
}
output[outputOffset++] = input[inputOffset++];
}
else
{
byte byte1 = input[inputOffset++];
byte byte2 = input[inputOffset++];
int dist = ((byte1 & 0xF) << 8) | byte2;
int position = (int)outputOffset - (dist + 1);
int length = byte1 >> 4;
if (length == 0)
{
length = input[inputOffset++] + 0x12;
}
else
{
length += 2;
}
while (length-- > 0)
{
output[outputOffset++] = output[position++];
}
}
}
return output;
}
}
}
}