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app.py
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import os
import threading
import logging
import tkinter as tk
from tkinter import ttk
from tkinter import filedialog
from DesktopApp.parser import Parser
from DesktopApp.linker_registry import LinkerRegistry
from DesktopApp.progress import Progress
from DesktopApp.SunHaven_Linker import start_linking
from DesktopApp.app_settings import AppSettings
from scrollable_window import ScrolledFrame
class SunHavenRipperApp:
def __init__(self) -> None:
self.checkbuttons = {}
self.progress = 0
self.progress_bar = None
self.window = tk.Tk(screenName="Sun Haven Data Ripper")
self.window.title("Sun Haven Data Ripper")
self.window.resizable = True
self.window.geometry("600x400")
# self.window.iconphoto(False, tk.PhotoImage(file='sh_ripper_icon.png'))
self.frame = ScrolledFrame(self.window)
self.frame.pack(expand=True, fill='both', padx=10, pady=10)
self.settings = AppSettings()
self.total_parsers = 10
self.current_progress = 0
self.skip_setup_value = tk.IntVar()
self.status_label_text = tk.StringVar(value="Haven't Started Yet!")
self.error_label_text = tk.StringVar(value="")
self.data_dir_label = tk.StringVar(value="Data Directory:")
self.code_dir_label = tk.StringVar(value="Code Directory:")
self.output_dir_label = tk.StringVar(value="Output Directory:")
def has_cutscenes(self, directory_name) -> bool:
return os.path.exists(f"{directory_name}\SunHaven.Core\Wish")
def has_assets_xml(self, directory_name) -> bool:
return os.path.isfile(f"{directory_name}/assets.xml")
def has_required_files(self) -> bool:
return self.has_assets_xml(self.settings.data_dir) and self.settings.output_dir is not None
def select_data_dir(self):
selected_dir = filedialog.askdirectory()
if not self.has_assets_xml(selected_dir):
self.error_label_text.set("- Could not find assets.xml in this directory.\n")
else:
self.settings.data_dir = selected_dir
self.data_dir_label.set(f"Data Directory: {selected_dir}")
self.check_valid_files()
def select_code_dir(self):
selected_dir = filedialog.askdirectory()
if not selected_dir:
return
has_files = self.has_cutscenes(selected_dir)
if not has_files:
self.error_label_text.set("- Could not find cutscenes files. \n(Expected to find a folder named \SunHaven.Core\Wish)")
self.cutscene_checkbutton['state'] = tk.DISABLED
self.checkbuttons["Cutscenes"].set(0)
if has_files:
self.cutscene_checkbutton['state'] = tk.NORMAL
self.checkbuttons["Cutscenes"].set(1)
self.error_label_text.set("No Problems Found.")
self.settings.code_dir = selected_dir
self.code_dir_label.set(f"Code Directory: {selected_dir}")
self.check_valid_files()
def select_output_dir(self):
selected_dir = filedialog.askdirectory()
self.settings.output_dir = selected_dir
self.output_dir_label.set(f"Output Directory: {selected_dir}")
self.check_valid_files()
def check_valid_files(self):
if self.has_required_files():
self.error_label_text.set("No Problems Found.")
self.start_button = tk.Button(self.frame.inner, text="Start", pady=5, command=self.begin_parsing_in_background)
self.start_button.pack()
status_label = tk.Label(self.frame.inner, textvariable=self.status_label_text, padx=3, pady=5)
status_label.pack()
self.set_current_task("This is gonna take a while...")
self.progress_bar = ttk.Progressbar(self.frame.inner, length=400)
self.progress_bar.pack()
self.skip_setup_checkbox = tk.Checkbutton(self.frame.inner, variable=self.skip_setup_value, text="Skip Reading Assets")
self.skip_setup_checkbox.pack()
skip_setup_label = tk.Label(self.frame.inner, text="NOTE: only enable this if you are rerunning and reusing an output folder.\nOtherwise outputs will be empty.")
skip_setup_label.pack()
self.frame.scroll_to_bottom()
def set_current_task(self, task):
self.status_label_text.set(task)
def begin_parsing_in_background(self):
parser_thread = threading.Thread(
target=self.parse_data
)
parser_thread.start()
self.progress_bar.configure(mode='indeterminate')
self.progress_bar.start()
self.start_button["state"] = tk.DISABLED
def update_progress(self, progress: Progress):
if progress.error is not None:
self.start_button["state"] = tk.NORMAL
self.progress_bar.stop()
self.progress_bar.step(0)
if progress.complete:
logging.debug(f'opening {self.settings.output_dir}')
self.set_current_task("Finished!")
self.progress_bar.step(self.total_parsers)
self.start_button["state"] = tk.NORMAL
os.startfile(self.settings.output_dir)
else:
self.set_current_task(progress.message)
if progress.current_progress > 0:
self.progress_bar.stop()
self.progress_bar.configure(mode='determinate', maximum=self.total_parsers)
self.progress_bar.step(progress.current_progress)
def parse_data(self):
try:
version = self.version_text.get("1.0", "end").strip()
version = self.version_text.get("1.0", "end").strip()
logging.basicConfig(level=logging.DEBUG,
filename=os.path.join(self.settings.output_dir, version, "debug.log"))
version = self.version_text.get("1.0", "end").strip()
logging.basicConfig(level=logging.DEBUG,
filename=os.path.join(self.settings.output_dir, version, "debug.log"))
parser = Parser(
game_version=version,
data_path=self.settings.data_dir,
code_path=self.settings.code_dir,
output_path=self.settings.output_dir,
on_progress_update=self.update_progress,
skip_setup=self.skip_setup_value.get() == 1
)
linkers = [key for key, value in self.checkbuttons.items() if value.get() == 1]
self.total_parsers = len(linkers)
start_linking(
parser,
enabled_linkers=linkers
)
except Exception as e:
self.update_progress(Progress("Encountered an unexpected error :(", error=e))
logging.error("Exception in parse_data", exc_info=True)
def create_checkboxes(self):
checkbox_frame = tk.Frame(self.frame.inner, pady=5)
checkbox_frame.pack(anchor='w', expand=True)
checkboxes_label = tk.Label(checkbox_frame, font=('Helvetica', 12, 'normal'), text="Outputs:")
checkboxes_label.pack(anchor='nw')
for linker in LinkerRegistry.linkers:
self.checkbuttons[linker.label] = tk.IntVar(value=1)
if "Cutscene" in linker.label:
self.cutscene_checkbutton = tk.Checkbutton(
checkbox_frame, text=linker.label, variable=self.checkbuttons[linker.label]
)
self.cutscene_checkbutton.pack(anchor='w')
if not self.has_cutscenes(self.settings.code_dir):
self.checkbuttons[linker.label].set(0)
self.cutscene_checkbutton['state'] = tk.DISABLED
self.error_label_text.set("Cannot link cutscenes without Code directory")
else:
self.cutscene_checkbutton['state'] = tk.NORMAL
self.error_label_text.set("No Problems Found.")
else:
checkbutton = tk.Checkbutton(
checkbox_frame, text=linker.label, variable=self.checkbuttons[linker.label]
)
checkbutton.pack(anchor='w')
def start(self):
"""
| 1 | 2 | 3 |4|
| title | | | | 0
| select data dir | data dir button | data dir label| | 1
| error label | | | | 2
| select code dir | code dir button | code dir label| | 3
| error label | | | | 4
| checkboxes | | | | 5
| version label | version box | | | 6
| select out dir | out dir button | out dir label | | 7
| start button | | | | 8
| status label | | | | 9
| progress | | | | 10
"""
title = tk.Label(self.frame.inner, text="").pack()
self.directories_frame = tk.Frame(self.frame.inner, pady=10)
self.directories_frame.pack(anchor='nw', expand=True, fill='both')
data_dir = tk.Label(self.directories_frame, font=('Helvetica', 12, 'normal'), textvariable=self.data_dir_label)
data_dir.pack(anchor='nw')
data_dir_instruction = tk.Label(self.directories_frame, text="- Should contain all assets and an assets.xml file")
data_dir_instruction.pack(anchor='nw')
self.data_dir_button = tk.Button(self.directories_frame, text="Select...", command=self.select_data_dir)
self.data_dir_button.pack(anchor='nw')
code_dir = tk.Label(self.directories_frame, font=('Helvetica', 12, 'normal'), textvariable=self.code_dir_label)
code_dir.pack(anchor='sw')
code_dir_instruction = tk.Label(self.directories_frame, text="- (optional) Should contain decompiled code, usually from DnSpy")
code_dir_instruction.pack(anchor='nw')
self.code_dir_button = tk.Button(self.directories_frame, text="Select...", command=self.select_code_dir)
self.code_dir_button.pack(anchor='sw')
tk.Label(self.frame.inner, textvariable=self.error_label_text, font=('Helvetica', 9, 'bold'), justify='left').pack(anchor='sw')
self.create_checkboxes()
version_label = tk.Label(self.frame.inner, text="Game Version:", font=('Helvetica', 12, 'normal'), pady=5)
version_label.pack(anchor='w')
self.version_text = tk.Text(self.frame.inner, height=1, width=8, pady=5)
self.version_text.pack(anchor='w')
output_dir = tk.Label(self.frame.inner, textvariable=self.output_dir_label, font=('Helvetica', 12, 'normal'), pady=5)
output_dir.pack(anchor='w')
output_dir_instruction = tk.Label(self.frame.inner, text="- a folder named <Game Version> will be created inside this folder, where files will be written")
output_dir_instruction.pack(anchor='w')
self.output_dir_button = tk.Button(self.frame.inner, text="Select...", command=self.select_output_dir)
self.output_dir_button.pack(anchor='w')
self.window.mainloop()
if __name__ == '__main__':
logging.basicConfig(level=logging.DEBUG, filename="sun_haven_ripper_debug.log")
app = SunHavenRipperApp()
app.start()