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UmodelApp.cpp
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UmodelApp.cpp
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#include <SDL2/SDL_syswm.h> // for SDL_SysWMinfo
#undef UnregisterClass
#include "Core.h"
#include "UnCore.h"
#include "UnrealClasses.h"
#include "PackageUtils.h"
#include "UnPackage.h"
#include "UnMesh2.h"
#include "UnMesh3.h"
#include "UnMesh4.h"
#include "UmodelApp.h"
#include "UmodelCommands.h"
#include "UmodelSettings.h"
#include "Exporters/Exporters.h" // for WriteTGA
#if HAS_UI
#include "BaseDialog.h"
#include "PackageDialog.h"
#include "StartupDialog.h"
#include "ProgressDialog.h"
#include "AboutDialog.h"
#include "ErrorDialog.h"
#include "UE4VersionDialog.h"
#include "UE4AesKeyDialog.h"
#include "PackageScanDialog.h"
#include "SettingsDialog.h"
#endif
CUmodelApp GApplication;
#define SCREENSHOTS_DIR "Screenshots"
/*-----------------------------------------------------------------------------
Object visualizer support
-----------------------------------------------------------------------------*/
#if RENDERING
bool CUmodelApp::FindObjectAndCreateVisualizer(int dir, bool forceVisualizer, bool newPackage)
{
guard(CUmodelApp::FindObjectAndCreateVisualizer);
if (newPackage)
{
assert(dir > 0); // just in case
ObjIndex = -1;
}
int looped = 0;
UObject *Obj;
while (true)
{
if (dir > 0)
{
ObjIndex++;
if (ObjIndex >= UObject::GObjObjects.Num())
{
ObjIndex = 0;
looped++;
}
}
else
{
ObjIndex--;
if (ObjIndex < 0)
{
ObjIndex = UObject::GObjObjects.Num()-1;
looped++;
}
}
if (looped > 1 || UObject::GObjObjects.Num() == 0)
{
if (forceVisualizer)
{
CreateVisualizer(NULL);
#if HAS_MENU
UpdateObjectMenu();
#endif
if (GFullyLoadedPackages.Num())
{
appPrintf("\nThe specified package(s) has no supported objects.\n\n");
DisplayPackageStats(GFullyLoadedPackages);
}
return true;
}
return false;
}
Obj = UObject::GObjObjects[ObjIndex];
if (ObjectSupported(Obj))
break;
}
// change visualizer
CreateVisualizer(Obj);
#if HAS_MENU
UpdateObjectMenu();
#endif
return true;
unguard;
}
void CUmodelApp::ReleaseViewerAndObjects()
{
// destroy a viewer before releasing packages
CSkelMeshViewer::UntagAllMeshes();
delete Viewer;
Viewer = NULL;
ReleaseAllObjects();
}
#if HAS_UI
bool CUmodelApp::ShowStartupDialog(CStartupSettings& settings)
{
GuiShown = true;
UIStartupDialog dialog(settings);
return dialog.Show();
}
static UIPackageDialog GPackageDialog;
static HWND GetSDLWindowHandle(SDL_Window* window)
{
if (!window) return 0;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
SDL_GetWindowWMInfo(window, &info);
return info.info.win.window;
}
// This function will return 'false' when dialog has popped up and cancelled. If
// user performs some action, and then pop up the dialog again - the function will
// always return true.
bool CUmodelApp::ShowPackageUI()
{
guard(CUmodelApp::ShowPackageUI);
GuiShown = true;
while (true)
{
UIPackageDialog::EResult mode = GPackageDialog.Show();
if (mode == UIPackageDialog::CANCEL)
{
if (UObject::GObjObjects.Num() == 0)
{
// When we're doing export, then switching back to GUI, then pressing "Esc",
// we can't return to the visualizer which was used before doing export because
// all object was unloaded. In this case, code will set 'packagesChanged' flag
// to true, causing re-initialization of browser list.
FindObjectAndCreateVisualizer(1, true, true);
}
return false;
}
UIProgressDialog progress;
progress.Show(mode == UIPackageDialog::EXPORT ? "Exporting packages" : "Loading packages");
bool cancelled = false;
progress.SetDescription("Scanning package");
TStaticArray<UnPackage*, 256> Packages;
for (int i = 0; i < GPackageDialog.SelectedPackages.Num(); i++)
{
FStaticString<MAX_PACKAGE_PATH> RelativeName;
GPackageDialog.SelectedPackages[i]->GetRelativeName(RelativeName);
if (!progress.Progress(*RelativeName, i, GPackageDialog.SelectedPackages.Num()))
{
cancelled = true;
break;
}
UnPackage* package = UnPackage::LoadPackage(*RelativeName); // should always return non-NULL
if (package) Packages.Add(package);
}
if (cancelled)
{
progress.CloseDialog();
continue;
}
if (!Packages.Num())
{
// This will happen only if all selected packages has failed to load (wrong package tag etc).
// Show the package UI again.
continue;
}
// register exporters and classes (will be performed only once); use any package
// to detect an engine version
InitClassAndExportSystems(Packages[0]->Game);
// here we're in visualize mode
// check whether we need to perform package unloading
bool needReload = false;
if (mode != UIPackageDialog::APPEND)
{
for (int i = 0; i < GFullyLoadedPackages.Num(); i++)
{
if (Packages.FindItem(GFullyLoadedPackages[i]) < 0)
{
// One of currently loaded packages is not needed anymore. We can't safely
// unload only one package because it could be linked by other loaded packages.
// So, unload everything.
needReload = true;
break;
}
}
}
if (needReload || mode == UIPackageDialog::EXPORT)
{
// destroy a viewer before releasing packages
ReleaseViewerAndObjects();
}
if (mode == UIPackageDialog::EXPORT)
{
progress.SetDescription("Exporting package");
ExportPackages(Packages, &progress);
progress.CloseDialog();
continue; // after export, show the dialog again
}
// fully load all selected packages
progress.SetDescription("Loading package");
// UObject::BeginLoad(); - added 27.20.2018 (#dfa0abf), disabled 18.09.2019 - causes UI to freeze when loading objects (LoadWholePackage already does Begin/EndLoad)
for (int i = 0; i < Packages.Num(); i++)
{
UnPackage* package = Packages[i];
if (!progress.Progress(package->Name, i, Packages.Num()))
{
cancelled = true;
break;
}
if (!LoadWholePackage(package, &progress))
{
cancelled = true;
break;
}
}
// UObject::EndLoad();
if (cancelled)
{
//!! message box
appPrintf("Operation interrupted by user.\n");
}
progress.CloseDialog();
// Viewer was released if we're releasing package which is currently used for viewing.
if (!Viewer)
{
FindObjectAndCreateVisualizer(1, true, true);
}
break;
}
return true;
unguard;
}
void CUmodelApp::SetPackage(UnPackage* package)
{
GPackageDialog.SelectPackage(package);
}
void CUmodelApp::ShowOptionsDialog()
{
UISettingsDialog dialog(GSettings);
dialog.Show();
}
void CUmodelApp::ShowErrorDialog()
{
UIErrorDialog errorDialog;
errorDialog.Show();
}
#if UNREAL4
int CUmodelApp::ShowUE4UnversionedPackageDialog(int verMin, int verMax)
{
UIUE4VersionDialog dialog;
return dialog.Show(verMin, verMax);
}
FString CUmodelApp::ShowUE4AesKeyDialog()
{
UIUE4AesKeyDialog dialog;
return dialog.Show();
}
#endif // UNREAL4
#endif // HAS_UI
#endif // RENDERING
/*-----------------------------------------------------------------------------
GlWindow callbacks
-----------------------------------------------------------------------------*/
#if RENDERING
bool CUmodelApp::CreateVisualizer(UObject *Obj, bool test)
{
guard(CreateVisualizer);
if (!test && Viewer)
{
if (Viewer->Object == Obj) return true; // object is not changed
delete Viewer;
Viewer = NULL;
}
if (!Obj)
{
// dummy visualizer
Viewer = new CObjectViewer(NULL, this);
return true;
}
if (!test)
appSetNotifyHeader("%s: %s'%s'", Obj->Package->Filename, Obj->GetClassName(), Obj->Name);
// create viewer class
#define CLASS_VIEWER(UClass, CViewer, extraCheck) \
if (Obj->IsA(#UClass + 1)) \
{ \
UClass *Obj2 = static_cast<UClass*>(Obj); \
if (!(extraCheck)) return false; \
if (!test) Viewer = new CViewer(Obj2, this);\
return true; \
}
#define MESH_VIEWER(UClass, CViewer) \
if (Obj->IsA(#UClass + 1)) \
{ \
if (!test) \
{ \
UClass *Obj2 = static_cast<UClass*>(Obj); \
if (!Obj2->ConvertedMesh) \
Viewer = new CObjectViewer(Obj, this); \
else \
Viewer = new CViewer(Obj2->ConvertedMesh, this); \
} \
return true; \
}
// create viewer for known class
bool showAll = !(ShowMeshes || ShowMaterials);
if (ShowMeshes || showAll)
{
CLASS_VIEWER(UVertMesh, CVertMeshViewer, true);
MESH_VIEWER (USkeletalMesh, CSkelMeshViewer );
MESH_VIEWER (UStaticMesh, CStatMeshViewer );
#if UNREAL3
MESH_VIEWER (USkeletalMesh3, CSkelMeshViewer );
MESH_VIEWER (UStaticMesh3, CStatMeshViewer );
#endif
#if UNREAL4
MESH_VIEWER (USkeletalMesh4, CSkelMeshViewer );
MESH_VIEWER (UStaticMesh4, CStatMeshViewer );
#endif
}
if (ShowMaterials || showAll)
{
CLASS_VIEWER(UUnrealMaterial, CMaterialViewer, !ShowMaterials || !Obj2->IsTexture());
}
// fallback for unknown class
if (!test)
{
Viewer = new CObjectViewer(Obj, this);
}
return false;
#undef CLASS_VIEWER
unguardf("%s'%s'", Obj->GetClassName(), Obj->Name);
}
static void TakeScreenshot(const char *ObjectName, bool CatchAlpha)
{
char filename[256];
appSprintf(ARRAY_ARG(filename), SCREENSHOTS_DIR "/%s.tga", ObjectName);
int retry = 1;
while (appFileExists(filename))
{
// if file exists, append an index
appSprintf(ARRAY_ARG(filename), SCREENSHOTS_DIR "/%s_%02d.tga", ObjectName, ++retry);
}
appPrintf("Writing screenshot %s\n", filename);
appMakeDirectoryForFile(filename);
FFileWriter Ar(filename);
int width, height;
GApplication.GetWindowSize(width, height);
byte *pic = new byte [width * height * 4];
glFinish();
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pic);
if (CatchAlpha)
{
/*
NOTES:
- this will work in GL1 mode only, GL2 has depth buffer somewhere in CFramebuffer;
we are copying depth to the main framebuffer in bloom shader
- rendering using black background for better semi-transparency
- processing semi-transparency with alpha channel in framebuffer will not work because
some parts of image could have different blending modes (blend, add etc)
- some translucent parts could be painted with no depthwrite, this will produce black
areas! (example: bloom has no depthwrite, it is screen-space effect)
*/
float *picDepth = new float [width * height];
glReadPixels(0, 0, width, height, GL_DEPTH_COMPONENT, GL_FLOAT, picDepth);
for (int i = 0; i < width * height; i++)
{
float v = picDepth[i];
pic[i * 4 + 3] = (v == 1) ? 0 : 255;
}
delete picDepth;
}
WriteTGA(Ar, width, height, pic);
delete pic;
}
CUmodelApp::CUmodelApp()
: GuiShown(false)
#if RENDERING
, Viewer(NULL)
, DoScreenshot(0)
, ShowMeshes(false)
, ShowMaterials(false)
, ObjIndex(0)
#endif
#if HAS_MENU
, MainMenu(NULL)
, ObjectMenu(NULL)
#endif
{
#if HAS_UI
UIBaseDialog::SetGlobalIconResId(IDC_MAIN_ICON);
#endif
}
CUmodelApp::~CUmodelApp()
{
#if RENDERING
if (Viewer) delete Viewer;
#endif
}
void CUmodelApp::Draw3D(float TimeDelta)
{
UObject *Obj = (UObject::GObjObjects.IsValidIndex(ObjIndex)) ? UObject::GObjObjects[ObjIndex] : NULL;
guard(CUmodelApp::Draw3D);
bool AlphaBgShot = DoScreenshot >= 2;
if (AlphaBgShot)
{
// screenshot with transparent background
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
}
// draw the frame
Viewer->Draw3D(TimeDelta);
if (AlphaBgShot)
{
// take screenshot without 2D texts and with transparency
TakeScreenshot(Obj->Name, true);
DoScreenshot = 0;
}
unguardf("Obj=%s'%s'", Obj ? Obj->GetClassName() : "None", Obj ? Obj->Name : "None");
}
void CUmodelApp::BeforeSwap()
{
guard(CUmodelApp::BeforeSwap);
if (DoScreenshot)
{
// take regular screenshot
UObject *Obj = UObject::GObjObjects[ObjIndex];
TakeScreenshot(Obj->Name, false);
DoScreenshot = 0;
}
unguard;
}
void CUmodelApp::ProcessKey(int key, bool isDown)
{
guard(CUmodelApp::ProcessKey);
CApplication::ProcessKey(key, isDown);
if (!isDown)
{
Viewer->ProcessKeyUp(key);
return;
}
switch (key)
{
case SPEC_KEY(PAGEUP):
case SDLK_KP_9:
FindObjectAndCreateVisualizer(-1);
break;
case SPEC_KEY(PAGEDOWN):
case SDLK_KP_3:
FindObjectAndCreateVisualizer(1);
break;
case 's'|KEY_CTRL:
DoScreenshot = 1;
break;
case 's'|KEY_ALT:
DoScreenshot = 2;
break;
case 'x'|KEY_CTRL:
#if HAS_UI
if (Viewer && UISettingsDialog::ShowExportOptions(GSettings))
#else
if (Viewer)
#endif
{
BeginExport();
Viewer->Export();
EndExport(true);
}
break;
#if HAS_UI
case 'o':
ShowPackageUI();
break;
case 'o'|KEY_CTRL:
ShowOptionsDialog();
break;
#endif // HAS_UI
}
Viewer->ProcessKey(key);
#if HAS_MENU
// Processing keys most likely would change some settings. So we should update menu
// in order to reflect these changes. Note: hooking WM_INITMENU in WndProc
// doesn't help because WM_INITMENU dispatched to WndProc only when menu closed.
MainMenu->Update();
#endif
unguardf("key=%X, down=%d", key, isDown);
}
void CUmodelApp::DrawTexts()
{
guard(CUmodelApp::DrawTexts);
CApplication::DrawTexts();
if (IsHelpVisible)
{
DrawKeyHelp("PgUp/PgDn", "browse objects");
#if HAS_UI
DrawKeyHelp("O", "open package");
DrawKeyHelp("Ctrl+O", "show options");
#endif
DrawKeyHelp("Ctrl+X", "export object");
DrawKeyHelp("Ctrl+S", "take screenshot");
Viewer->ShowHelp();
DrawTextLeft("-----\n"); // divider
}
Viewer->Draw2D();
unguard;
}
#if MAX_DEBUG
static void DumpMemory()
{
appPrintf("Memory: allocated " FORMAT_SIZE("d") " bytes in %d blocks\n", GTotalAllocationSize, GTotalAllocationCount);
appDumpMemoryAllocations();
}
#endif // MAX_DEBUG
void CUmodelApp::WindowCreated()
{
#if HAS_UI
HWND wnd = GetSDLWindowHandle(GetWindow());
// set window icon
SendMessage(wnd, WM_SETICON, (WPARAM)ICON_BIG, (LPARAM)LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDC_MAIN_ICON)));
UIBaseDialog::SetMainWindow(wnd);
#if HAS_MENU
CreateMenu();
#endif
#endif // HAS_UI
}
#if HAS_MENU
void CUmodelApp::CreateMenu()
{
MainMenu = new UIMenu();
(*MainMenu)
[
NewSubmenu("File")
[
NewMenuItem("Open package ...\tO")
.SetCallback(BIND_LAMBDA([this] () { ShowPackageUI(); })) // binding of bool() to void(), so use lambda here
+ NewMenuSeparator()
+ NewMenuItem("Exit\tEsc")
.SetCallback(BIND_MEMBER(&CUmodelApp::Exit, this))
]
+ NewSubmenu("View")
[
NewMenuItem("Screenshot\tCtrl+S")
.SetCallback(BIND_LAMBDA([this]() { DoScreenshot = 1; }))
+ NewMenuItem("Screenshot with alpha\tAlt+S")
.SetCallback(BIND_LAMBDA([this]() { DoScreenshot = 2; }))
+ NewMenuSeparator()
+ NewMenuCheckbox("Show debug information\tCtrl+Q", &GShowDebugInfo)
]
+ NewSubmenu("Navigate")
[
NewMenuCheckbox("Include meshes", &ShowMeshes)
+ NewMenuCheckbox("Include materials", &ShowMaterials)
+ NewMenuSeparator()
+ NewMenuItem("Previous\tPgUp")
.SetCallback(BIND_LAMBDA([this]() { FindObjectAndCreateVisualizer(-1); }))
+ NewMenuItem("Next\tPgDn")
.SetCallback(BIND_LAMBDA([this]() { FindObjectAndCreateVisualizer(1); }))
]
+ NewSubmenu("Object")
.Enable(false)
.Expose(ObjectMenu)
+ NewSubmenu("Tools")
[
NewMenuItem("Export current object\tCtrl+X")
.SetCallback(BIND_LAMBDA([this]()
{
if (Viewer && UISettingsDialog::ShowExportOptions(GSettings))
{
BeginExport();
Viewer->Export();
EndExport(true);
}
}))
+ NewMenuSeparator()
+ NewMenuHyperLink("Open export folder", *GSettings.Export.ExportPath) //!! should update if directory will be changed from UI
+ NewMenuHyperLink("Open screenshots folder", SCREENSHOTS_DIR)
+ NewMenuSeparator()
+ NewMenuItem("Scan package versions")
.SetCallback(BIND_STATIC(&ShowPackageScanDialog))
+ NewMenuSeparator()
+ NewMenuItem("Options\tCtrl+O")
.SetCallback(BIND_MEMBER(&CUmodelApp::ShowOptionsDialog, this))
]
#if MAX_DEBUG
+ NewSubmenu("Debug")
[
NewMenuItem("Dump memory")
.SetCallback(BIND_STATIC(&DumpMemory))
]
#endif
+ NewSubmenu("Help")
[
NewMenuCheckbox("Keyboard shortcuts\tH", &IsHelpVisible)
+ NewMenuHyperLink("View readme", "readme.txt") //?? add directory here
+ NewMenuSeparator()
+ NewMenuHyperLink("Tutorial videos", "https://www.youtube.com/playlist?list=PLJROJrENPVvK-V8PCTR9qBmY0Q7v4wCym")
+ NewMenuSeparator()
+ NewMenuHyperLink("UE Viewer website", GUmodelHomepage)
+ NewMenuHyperLink("UE Viewer FAQ", "https://www.gildor.org/projects/umodel/faq")
+ NewMenuHyperLink("Compatibility information", "https://www.gildor.org/projects/umodel/compat")
+ NewMenuHyperLink("UE Viewer forums", "https://www.gildor.org/smf/")
+ NewMenuHyperLink("Donate", "https://www.gildor.org/en/donate")
+ NewMenuSeparator()
+ NewMenuItem("About UModel")
.SetCallback(BIND_STATIC(&UIAboutDialog::Show))
]
];
// attach menu to the SDL window
HWND wnd = GetSDLWindowHandle(GetWindow());
MainMenu->AttachTo(wnd);
// menu has been attached, resize the window
ResizeWindow();
UpdateObjectMenu();
}
void CUmodelApp::UpdateObjectMenu()
{
guard(CUmodelApp::UpdateObjectMenu);
if (!MainMenu || !Viewer)
{
// window wasn't created yet, UpdateObjectMenu() will be called explicitly later
return;
}
UIMenuItem* newObjMenu = Viewer->GetObjectMenu(NULL);
if (!newObjMenu)
{
// We should replace old menu with a dummy one - we can't keep old menu because it may have
// references to data inside objects which are no longer exists
newObjMenu = &NewSubmenu("Object");
ObjectMenu->Enable(false);
}
else
{
ObjectMenu->Enable(true);
}
ObjectMenu->ReplaceWith(newObjMenu);
unguard;
}
void CUmodelApp::WndProc(UINT msg, WPARAM wParam, LPARAM lParam)
{
guard(CUmodelApp::WndProc);
if (msg == WM_COMMAND)
MainMenu->HandleCommand(LOWORD(wParam));
// if (msg == WM_INITMENU) MainMenu->Update(); -- this doesn't work, because this message dispatched to this WndProc only when menu closed
unguard;
}
#endif // HAS_MENU
#endif // RENDERING