MeidoPhotoStudio.cs 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556
  1. using System;
  2. using System.Collections;
  3. using System.IO;
  4. using System.Text;
  5. using BepInEx;
  6. using UnityEngine;
  7. using UnityEngine.SceneManagement;
  8. using Input = MeidoPhotoStudio.Plugin.InputManager;
  9. namespace MeidoPhotoStudio.Plugin;
  10. [BepInPlugin(PluginGuid, PluginName, PluginVersion)]
  11. [BepInDependency("org.bepinex.plugins.unityinjectorloader", BepInDependency.DependencyFlags.SoftDependency)]
  12. public class MeidoPhotoStudio : BaseUnityPlugin
  13. {
  14. public const string PluginName = "MeidoPhotoStudio";
  15. public const string PluginVersion = "1.0.0";
  16. public const string PluginSubVersion = "beta.4.1";
  17. public const short SceneVersion = 2;
  18. public const int KankyoMagic = -765;
  19. public static readonly byte[] SceneHeader = Encoding.UTF8.GetBytes("MPSSCENE");
  20. public static readonly string PluginString = $"{PluginName} {PluginVersion}";
  21. private const string PluginGuid = "com.habeebweeb.com3d2.meidophotostudio";
  22. private static Constants.Scene currentScene;
  23. private HarmonyLib.Harmony harmony;
  24. private WindowManager windowManager;
  25. private SceneManager sceneManager;
  26. private MeidoManager meidoManager;
  27. private EnvironmentManager environmentManager;
  28. private MessageWindowManager messageWindowManager;
  29. private LightManager lightManager;
  30. private PropManager propManager;
  31. private EffectManager effectManager;
  32. private CameraManager cameraManager;
  33. private bool initialized;
  34. private bool active;
  35. private bool uiActive;
  36. static MeidoPhotoStudio()
  37. {
  38. Input.Register(MpsKey.Screenshot, KeyCode.S, "Take screenshot");
  39. Input.Register(MpsKey.Activate, KeyCode.F6, "Activate/deactivate MeidoPhotoStudio");
  40. if (!string.IsNullOrEmpty(PluginSubVersion))
  41. PluginString += $"-{PluginSubVersion}";
  42. }
  43. public static event EventHandler<ScreenshotEventArgs> NotifyRawScreenshot;
  44. private static event EventHandler<ScreenshotEventArgs> ScreenshotEvent;
  45. public static bool EditMode =>
  46. currentScene is Constants.Scene.Edit;
  47. public static void TakeScreenshot(ScreenshotEventArgs args) =>
  48. ScreenshotEvent?.Invoke(null, args);
  49. public static void TakeScreenshot(string path = "", int superSize = -1, bool hideMaids = false) =>
  50. TakeScreenshot(new ScreenshotEventArgs() { Path = path, SuperSize = superSize, HideMaids = hideMaids });
  51. public byte[] SaveScene(bool environment = false)
  52. {
  53. if (meidoManager.Busy)
  54. return null;
  55. try
  56. {
  57. using var memoryStream = new MemoryStream();
  58. using var headerWriter = new BinaryWriter(memoryStream, Encoding.UTF8);
  59. headerWriter.Write(SceneHeader);
  60. new SceneMetadata
  61. {
  62. Version = SceneVersion,
  63. Environment = environment,
  64. MaidCount = environment ? KankyoMagic : meidoManager.ActiveMeidoList.Count,
  65. MMConverted = false,
  66. }.WriteMetadata(headerWriter);
  67. using var compressionStream = memoryStream.GetCompressionStream();
  68. using var dataWriter = new BinaryWriter(compressionStream, Encoding.UTF8);
  69. if (!environment)
  70. {
  71. Serialization.Get<MeidoManager>().Serialize(meidoManager, dataWriter);
  72. Serialization.Get<MessageWindowManager>().Serialize(messageWindowManager, dataWriter);
  73. Serialization.Get<CameraManager>().Serialize(cameraManager, dataWriter);
  74. }
  75. Serialization.Get<LightManager>().Serialize(lightManager, dataWriter);
  76. Serialization.Get<EffectManager>().Serialize(effectManager, dataWriter);
  77. Serialization.Get<EnvironmentManager>().Serialize(environmentManager, dataWriter);
  78. Serialization.Get<PropManager>().Serialize(propManager, dataWriter);
  79. dataWriter.Write("END");
  80. compressionStream.Close();
  81. var data = memoryStream.ToArray();
  82. return data;
  83. }
  84. catch (Exception e)
  85. {
  86. Utility.LogError($"Failed to save scene because {e.Message}\n{e.StackTrace}");
  87. return null;
  88. }
  89. }
  90. public void LoadScene(byte[] buffer)
  91. {
  92. if (meidoManager.Busy)
  93. {
  94. Utility.LogMessage("Could not apply scene. Meidos are Busy");
  95. return;
  96. }
  97. using var memoryStream = new MemoryStream(buffer);
  98. using var headerReader = new BinaryReader(memoryStream, Encoding.UTF8);
  99. if (!Utility.BytesEqual(headerReader.ReadBytes(SceneHeader.Length), SceneHeader))
  100. {
  101. Utility.LogError("Not a MPS scene!");
  102. return;
  103. }
  104. var metadata = SceneMetadata.ReadMetadata(headerReader);
  105. if (metadata.Version > SceneVersion)
  106. {
  107. Utility.LogWarning("Cannot load scene. Scene is too new.");
  108. Utility.LogWarning($"Your version: {SceneVersion}, Scene version: {metadata.Version}");
  109. return;
  110. }
  111. using var uncompressed = memoryStream.Decompress();
  112. using var dataReader = new BinaryReader(uncompressed, Encoding.UTF8);
  113. var header = string.Empty;
  114. var previousHeader = string.Empty;
  115. try
  116. {
  117. while ((header = dataReader.ReadString()) is not "END")
  118. {
  119. switch (header)
  120. {
  121. case MeidoManager.Header:
  122. Serialization.Get<MeidoManager>().Deserialize(meidoManager, dataReader, metadata);
  123. break;
  124. case MessageWindowManager.Header:
  125. Serialization.Get<MessageWindowManager>()
  126. .Deserialize(messageWindowManager, dataReader, metadata);
  127. break;
  128. case CameraManager.Header:
  129. Serialization.Get<CameraManager>().Deserialize(cameraManager, dataReader, metadata);
  130. break;
  131. case LightManager.Header:
  132. Serialization.Get<LightManager>().Deserialize(lightManager, dataReader, metadata);
  133. break;
  134. case EffectManager.Header:
  135. Serialization.Get<EffectManager>().Deserialize(effectManager, dataReader, metadata);
  136. break;
  137. case EnvironmentManager.Header:
  138. Serialization.Get<EnvironmentManager>().Deserialize(environmentManager, dataReader, metadata);
  139. break;
  140. case PropManager.Header:
  141. Serialization.Get<PropManager>().Deserialize(propManager, dataReader, metadata);
  142. break;
  143. default:
  144. throw new Exception($"Unknown header '{header}'");
  145. }
  146. previousHeader = header;
  147. }
  148. }
  149. catch (Exception e)
  150. {
  151. Utility.LogError(
  152. $"Failed to deserialize scene because {e.Message}\nCurrent header: '{header}'. " +
  153. $"Last header: '{previousHeader}'");
  154. Utility.LogError(e.StackTrace);
  155. }
  156. }
  157. private void OnSceneLoaded(Scene scene, LoadSceneMode sceneMode) =>
  158. currentScene = (Constants.Scene)scene.buildIndex;
  159. private void OnSceneChanged(Scene current, Scene next)
  160. {
  161. if (active)
  162. Deactivate(true);
  163. CameraUtility.MainCamera.ResetCalcNearClip();
  164. }
  165. private void OnScreenshotEvent(object sender, ScreenshotEventArgs args) =>
  166. StartCoroutine(Screenshot(args));
  167. private void Awake()
  168. {
  169. harmony = HarmonyLib.Harmony.CreateAndPatchAll(typeof(AllProcPropSeqStartPatcher));
  170. harmony.PatchAll(typeof(BgMgrPatcher));
  171. harmony.PatchAll(typeof(MeidoManager));
  172. ScreenshotEvent += OnScreenshotEvent;
  173. DontDestroyOnLoad(this);
  174. UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
  175. UnityEngine.SceneManagement.SceneManager.activeSceneChanged += OnSceneChanged;
  176. }
  177. private void Start()
  178. {
  179. Constants.Initialize();
  180. Translation.Initialize(Translation.CurrentLanguage);
  181. }
  182. private void Update()
  183. {
  184. if (currentScene is not Constants.Scene.Daily and not Constants.Scene.Edit)
  185. return;
  186. if (Input.GetKeyDown(MpsKey.Activate))
  187. {
  188. if (active)
  189. Deactivate();
  190. else
  191. Activate();
  192. }
  193. if (!active)
  194. return;
  195. if (!Input.Control && !Input.GetKey(MpsKey.CameraLayer) && Input.GetKeyDown(MpsKey.Screenshot))
  196. TakeScreenshot();
  197. meidoManager.Update();
  198. cameraManager.Update();
  199. windowManager.Update();
  200. effectManager.Update();
  201. sceneManager.Update();
  202. }
  203. private IEnumerator Screenshot(ScreenshotEventArgs args)
  204. {
  205. // Hide UI and dragpoints
  206. var gameMain = GameMain.Instance.gameObject;
  207. var editUI = UTY.GetChildObject(GameObject.Find("UI Root"), "Camera");
  208. var fpsViewer = UTY.GetChildObject(gameMain, "SystemUI Root/FpsCounter");
  209. var sysDialog = UTY.GetChildObject(gameMain, "SystemUI Root/SystemDialog");
  210. var sysShortcut = UTY.GetChildObject(gameMain, "SystemUI Root/SystemShortcut");
  211. // CameraUtility can hide the edit UI so keep its state for later
  212. var editUIWasActive = editUI.activeSelf;
  213. uiActive = false;
  214. editUI.SetActive(false);
  215. fpsViewer.SetActive(false);
  216. sysDialog.SetActive(false);
  217. sysShortcut.SetActive(false);
  218. // Hide maid dragpoints and maids
  219. var activeMeidoList = meidoManager.ActiveMeidoList;
  220. var isIK = new bool[activeMeidoList.Count];
  221. var isVisible = new bool[activeMeidoList.Count];
  222. for (var i = 0; i < activeMeidoList.Count; i++)
  223. {
  224. var meido = activeMeidoList[i];
  225. isIK[i] = meido.IK;
  226. if (meido.IK)
  227. meido.IK = false;
  228. // Hide the maid if needed
  229. if (args.HideMaids)
  230. {
  231. isVisible[i] = meido.Maid.Visible;
  232. meido.Maid.Visible = false;
  233. }
  234. }
  235. // Hide other drag points
  236. var isCubeActive = new[]
  237. {
  238. MeidoDragPointManager.CubeActive,
  239. PropManager.CubeActive,
  240. LightManager.CubeActive,
  241. EnvironmentManager.CubeActive,
  242. };
  243. MeidoDragPointManager.CubeActive = false;
  244. PropManager.CubeActive = false;
  245. LightManager.CubeActive = false;
  246. EnvironmentManager.CubeActive = false;
  247. // hide gizmos
  248. GizmoRender.UIVisible = false;
  249. yield return new WaitForEndOfFrame();
  250. Texture2D rawScreenshot = null;
  251. if (args.InMemory)
  252. {
  253. // Take a screenshot directly to a Texture2D for immediate processing
  254. var renderTexture = new RenderTexture(Screen.width, Screen.height, 24);
  255. RenderTexture.active = renderTexture;
  256. CameraUtility.MainCamera.camera.targetTexture = renderTexture;
  257. CameraUtility.MainCamera.camera.Render();
  258. rawScreenshot = new(Screen.width, Screen.height, TextureFormat.RGB24, false);
  259. rawScreenshot.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0, false);
  260. rawScreenshot.Apply();
  261. CameraUtility.MainCamera.camera.targetTexture = null;
  262. RenderTexture.active = null;
  263. DestroyImmediate(renderTexture);
  264. }
  265. else
  266. {
  267. // Take Screenshot
  268. var defaultSuperSize = new[] { 1, 2, 4 };
  269. var selectedSuperSize = args.SuperSize < 1
  270. ? defaultSuperSize[(int)GameMain.Instance.CMSystem.ScreenShotSuperSize]
  271. : args.SuperSize;
  272. var path = string.IsNullOrEmpty(args.Path)
  273. ? Utility.ScreenshotFilename()
  274. : args.Path;
  275. Application.CaptureScreenshot(path, selectedSuperSize);
  276. }
  277. GameMain.Instance.SoundMgr.PlaySe("se022.ogg", false);
  278. yield return new WaitForEndOfFrame();
  279. // Show UI and dragpoints
  280. uiActive = true;
  281. editUI.SetActive(editUIWasActive);
  282. fpsViewer.SetActive(GameMain.Instance.CMSystem.ViewFps);
  283. sysDialog.SetActive(true);
  284. sysShortcut.SetActive(true);
  285. for (var i = 0; i < activeMeidoList.Count; i++)
  286. {
  287. var meido = activeMeidoList[i];
  288. if (isIK[i])
  289. meido.IK = true;
  290. if (args.HideMaids && isVisible[i])
  291. meido.Maid.Visible = true;
  292. }
  293. MeidoDragPointManager.CubeActive = isCubeActive[0];
  294. PropManager.CubeActive = isCubeActive[1];
  295. LightManager.CubeActive = isCubeActive[2];
  296. EnvironmentManager.CubeActive = isCubeActive[3];
  297. GizmoRender.UIVisible = true;
  298. if (args.InMemory && rawScreenshot)
  299. NotifyRawScreenshot?.Invoke(null, new() { Screenshot = rawScreenshot });
  300. }
  301. private void OnGUI()
  302. {
  303. if (!uiActive)
  304. return;
  305. windowManager.DrawWindows();
  306. if (DropdownHelper.Visible)
  307. DropdownHelper.HandleDropdown();
  308. if (Modal.Visible)
  309. Modal.Draw();
  310. }
  311. private void Initialize()
  312. {
  313. if (initialized)
  314. return;
  315. initialized = true;
  316. meidoManager = new();
  317. environmentManager = new();
  318. messageWindowManager = new();
  319. messageWindowManager.Activate();
  320. lightManager = new();
  321. propManager = new(meidoManager);
  322. sceneManager = new(this);
  323. cameraManager = new();
  324. effectManager = new();
  325. effectManager.AddManager<BloomEffectManager>();
  326. effectManager.AddManager<DepthOfFieldEffectManager>();
  327. effectManager.AddManager<FogEffectManager>();
  328. effectManager.AddManager<VignetteEffectManager>();
  329. effectManager.AddManager<SepiaToneEffectManager>();
  330. effectManager.AddManager<BlurEffectManager>();
  331. meidoManager.BeginCallMeidos += (_, _) =>
  332. uiActive = false;
  333. meidoManager.EndCallMeidos += (_, _) =>
  334. uiActive = true;
  335. var maidSwitcherPane = new MaidSwitcherPane(meidoManager);
  336. var sceneWindow = new SceneWindow(sceneManager);
  337. windowManager = new()
  338. {
  339. [Constants.Window.Main] = new MainWindow(meidoManager, propManager, lightManager)
  340. {
  341. [Constants.Window.Call] = new CallWindowPane(meidoManager),
  342. [Constants.Window.Pose] = new PoseWindowPane(meidoManager, maidSwitcherPane),
  343. [Constants.Window.Face] = new FaceWindowPane(meidoManager, maidSwitcherPane),
  344. [Constants.Window.BG] =
  345. new BGWindowPane(environmentManager, lightManager, effectManager, sceneWindow, cameraManager),
  346. [Constants.Window.BG2] = new BG2WindowPane(meidoManager, propManager),
  347. [Constants.Window.Settings] = new SettingsWindowPane(),
  348. },
  349. [Constants.Window.Message] = new MessageWindow(messageWindowManager),
  350. [Constants.Window.Save] = sceneWindow,
  351. };
  352. }
  353. private void Activate()
  354. {
  355. if (!GameMain.Instance.SysDlg.IsDecided)
  356. return;
  357. if (!initialized)
  358. {
  359. Initialize();
  360. }
  361. else
  362. {
  363. meidoManager.Activate();
  364. environmentManager.Activate();
  365. cameraManager.Activate();
  366. propManager.Activate();
  367. lightManager.Activate();
  368. effectManager.Activate();
  369. messageWindowManager.Activate();
  370. windowManager.Activate();
  371. }
  372. uiActive = true;
  373. active = true;
  374. if (EditMode)
  375. {
  376. meidoManager.CallMeidos();
  377. }
  378. else
  379. {
  380. // TODO: Rework this to not use null propagation (UNT008)
  381. var dailyPanel = GameObject.Find("UI Root")?.transform.Find("DailyPanel")?.gameObject;
  382. if (dailyPanel)
  383. dailyPanel.SetActive(false);
  384. }
  385. }
  386. private void Deactivate(bool force = false)
  387. {
  388. if (meidoManager.Busy || SceneManager.Busy)
  389. return;
  390. var sysDialog = GameMain.Instance.SysDlg;
  391. if (!sysDialog.IsDecided && !force)
  392. return;
  393. uiActive = false;
  394. active = false;
  395. if (force)
  396. {
  397. Exit();
  398. return;
  399. }
  400. sysDialog.Show(
  401. string.Format(Translation.Get("systemMessage", "exitConfirm"), PluginName),
  402. SystemDialog.TYPE.OK_CANCEL,
  403. Exit,
  404. Resume);
  405. void Resume()
  406. {
  407. sysDialog.Close();
  408. uiActive = true;
  409. active = true;
  410. }
  411. void Exit()
  412. {
  413. sysDialog.Close();
  414. meidoManager.Deactivate();
  415. environmentManager.Deactivate();
  416. cameraManager.Deactivate();
  417. propManager.Deactivate();
  418. lightManager.Deactivate();
  419. effectManager.Deactivate();
  420. messageWindowManager.Deactivate();
  421. windowManager.Deactivate();
  422. Input.Deactivate();
  423. Modal.Close();
  424. Configuration.Config.Save();
  425. if (EditMode)
  426. return;
  427. // TODO: Rework this to not use null propagation (UNT008)
  428. var dailyPanel = GameObject.Find("UI Root")?.transform.Find("DailyPanel")?.gameObject;
  429. // NOTE: using is (not) for null checks on UnityEngine.Object does not work
  430. if (dailyPanel)
  431. dailyPanel.SetActive(true);
  432. }
  433. }
  434. }