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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-05-22 22:53:44 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-05-22 22:53:44 -0400
commitbd04d46dd1d66b30d4f21575bbbd2e541eabcef3 (patch)
treed40fac21157dc7893e3763b34505079171163e5d /src/SMAPI/Framework/SContentManager.cs
parent3e36af75d59dbd539cfb2c304281f64f1753fc9f (diff)
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refactor content API to fix load errors with decentralised cache (#524)
Diffstat (limited to 'src/SMAPI/Framework/SContentManager.cs')
-rw-r--r--src/SMAPI/Framework/SContentManager.cs653
1 files changed, 0 insertions, 653 deletions
diff --git a/src/SMAPI/Framework/SContentManager.cs b/src/SMAPI/Framework/SContentManager.cs
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@@ -1,653 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Diagnostics.CodeAnalysis;
-using System.Diagnostics.Contracts;
-using System.Globalization;
-using System.IO;
-using System.Linq;
-using Microsoft.Xna.Framework;
-using Microsoft.Xna.Framework.Content;
-using Microsoft.Xna.Framework.Graphics;
-using StardewModdingAPI.Framework.Content;
-using StardewModdingAPI.Framework.Exceptions;
-using StardewModdingAPI.Framework.Reflection;
-using StardewModdingAPI.Framework.Utilities;
-using StardewValley;
-
-namespace StardewModdingAPI.Framework
-{
- /// <summary>A minimal content manager which defers to SMAPI's core content logic.</summary>
- internal class SContentManager : LocalizedContentManager
- {
- /*********
- ** Properties
- *********/
- /// <summary>The central coordinator which manages content managers.</summary>
- private readonly ContentCoordinator Coordinator;
-
- /// <summary>The underlying asset cache.</summary>
- private readonly ContentCache Cache;
-
- /// <summary>Encapsulates monitoring and logging.</summary>
- private readonly IMonitor Monitor;
-
- /// <summary>A lookup which indicates whether the asset is localisable (i.e. the filename contains the locale), if previously loaded.</summary>
- private readonly IDictionary<string, bool> IsLocalisableLookup;
-
- /// <summary>The language enum values indexed by locale code.</summary>
- private readonly IDictionary<string, LocalizedContentManager.LanguageCode> LanguageCodes;
-
- /// <summary>The assets currently being intercepted by <see cref="IAssetLoader"/> instances. This is used to prevent infinite loops when a loader loads a new asset.</summary>
- private readonly ContextHash<string> AssetsBeingLoaded = new ContextHash<string>();
-
- /// <summary>The path prefix for assets in mod folders.</summary>
- private readonly string ModContentPrefix;
-
- /// <summary>A callback to invoke when the content manager is being disposed.</summary>
- private readonly Action<SContentManager> OnDisposing;
-
- /// <summary>Interceptors which provide the initial versions of matching assets.</summary>
- private IDictionary<IModMetadata, IList<IAssetLoader>> Loaders => this.Coordinator.Loaders;
-
- /// <summary>Interceptors which edit matching assets after they're loaded.</summary>
- private IDictionary<IModMetadata, IList<IAssetEditor>> Editors => this.Coordinator.Editors;
-
- /// <summary>Whether the content coordinator has been disposed.</summary>
- private bool IsDisposed;
-
-
- /*********
- ** Accessors
- *********/
- /// <summary>A name for the mod manager. Not guaranteed to be unique.</summary>
- public string Name { get; }
-
- /// <summary>Whether this content manager is wrapped around a mod folder.</summary>
- public bool IsModFolder { get; }
-
- /// <summary>The current language as a constant.</summary>
- public LocalizedContentManager.LanguageCode Language => this.GetCurrentLanguage();
-
- /// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary>
- public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory);
-
-
- /*********
- ** Public methods
- *********/
- /// <summary>Construct an instance.</summary>
- /// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
- /// <param name="serviceProvider">The service provider to use to locate services.</param>
- /// <param name="rootDirectory">The root directory to search for content.</param>
- /// <param name="currentCulture">The current culture for which to localise content.</param>
- /// <param name="coordinator">The central coordinator which manages content managers.</param>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="reflection">Simplifies access to private code.</param>
- /// <param name="isModFolder">Whether this content manager is wrapped around a mod folder.</param>
- /// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param>
- public SContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<SContentManager> onDisposing, bool isModFolder)
- : base(serviceProvider, rootDirectory, currentCulture)
- {
- // init
- this.Name = name;
- this.IsModFolder = isModFolder;
- this.Coordinator = coordinator ?? throw new ArgumentNullException(nameof(coordinator));
- this.Cache = new ContentCache(this, reflection);
- this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
- this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath, ContentSource.GameContent);
- this.OnDisposing = onDisposing;
-
- // get asset data
- this.LanguageCodes = this.GetKeyLocales().ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase);
- this.IsLocalisableLookup = reflection.GetField<IDictionary<string, bool>>(this, "_localizedAsset").GetValue();
-
- }
-
- /// <summary>Load an asset that has been processed by the content pipeline.</summary>
- /// <typeparam name="T">The type of asset to load.</typeparam>
- /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
- public override T Load<T>(string assetName)
- {
- return this.Load<T>(assetName, LocalizedContentManager.CurrentLanguageCode);
- }
-
- /// <summary>Load an asset that has been processed by the content pipeline.</summary>
- /// <typeparam name="T">The type of asset to load.</typeparam>
- /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
- /// <param name="language">The language code for which to load content.</param>
- public override T Load<T>(string assetName, LanguageCode language)
- {
- // normalise asset key
- this.AssertValidAssetKeyFormat(assetName);
- assetName = this.NormaliseAssetName(assetName);
-
- // load game content
- if (!this.IsModFolder && !assetName.StartsWith(this.ModContentPrefix))
- return this.LoadImpl<T>(assetName, language);
-
- // load mod content
- SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading content asset '{assetName}': {reasonPhrase}");
- try
- {
- // try cache
- if (this.IsLoaded(assetName))
- return this.LoadImpl<T>(assetName, language);
-
- // get file
- FileInfo file = this.GetModFile(assetName);
- if (!file.Exists)
- throw GetContentError("the specified path doesn't exist.");
-
- // load content
- switch (file.Extension.ToLower())
- {
- // XNB file
- case ".xnb":
- return this.LoadImpl<T>(assetName, language);
-
- // unpacked map
- case ".tbin":
- throw GetContentError($"can't read unpacked map file '{assetName}' directly from the underlying content manager. It must be loaded through the mod's {typeof(IModHelper)}.{nameof(IModHelper.Content)} helper.");
-
- // unpacked image
- case ".png":
- // validate
- if (typeof(T) != typeof(Texture2D))
- throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
-
- // fetch & cache
- using (FileStream stream = File.OpenRead(file.FullName))
- {
- Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
- texture = this.PremultiplyTransparency(texture);
- this.Inject(assetName, texture);
- return (T)(object)texture;
- }
-
- default:
- throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.png', '.tbin', or '.xnb'.");
- }
- }
- catch (Exception ex) when (!(ex is SContentLoadException))
- {
- if (ex.GetInnermostException() is DllNotFoundException dllEx && dllEx.Message == "libgdiplus.dylib")
- throw GetContentError("couldn't find libgdiplus, which is needed to load mod images. Make sure Mono is installed and you're running the game through the normal launcher.");
- throw new SContentLoadException($"The content manager failed loading content asset '{assetName}'.", ex);
- }
- }
-
- /// <summary>Load the base asset without localisation.</summary>
- /// <typeparam name="T">The type of asset to load.</typeparam>
- /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
- public override T LoadBase<T>(string assetName)
- {
- return this.Load<T>(assetName, LanguageCode.en);
- }
-
- /// <summary>Inject an asset into the cache.</summary>
- /// <typeparam name="T">The type of asset to inject.</typeparam>
- /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
- /// <param name="value">The asset value.</param>
- public void Inject<T>(string assetName, T value)
- {
- assetName = this.NormaliseAssetName(assetName);
- this.Cache[assetName] = value;
- }
-
- /// <summary>Create a new content manager for temporary use.</summary>
- public override LocalizedContentManager CreateTemporary()
- {
- return this.Coordinator.CreateContentManager("(temporary)", isModFolder: false);
- }
-
- /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseAssetName"/> instead.</summary>
- /// <param name="path">The file path to normalise.</param>
- [Pure]
- public string NormalisePathSeparators(string path)
- {
- return this.Cache.NormalisePathSeparators(path);
- }
-
- /// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary>
- /// <param name="assetName">The asset key.</param>
- [Pure]
- public string NormaliseAssetName(string assetName)
- {
- return this.Cache.NormaliseKey(assetName);
- }
-
- /// <summary>Assert that the given key has a valid format.</summary>
- /// <param name="key">The asset key to check.</param>
- /// <exception cref="SContentLoadException">The asset key is empty or contains invalid characters.</exception>
- [SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")]
- public void AssertValidAssetKeyFormat(string key)
- {
- // NOTE: the game checks for ContentLoadException to handle invalid keys, so avoid
- // throwing other types like ArgumentException here.
- if (string.IsNullOrWhiteSpace(key))
- throw new SContentLoadException("The asset key or local path is empty.");
- if (key.Intersect(Path.GetInvalidPathChars()).Any())
- throw new SContentLoadException("The asset key or local path contains invalid characters.");
- }
-
- /// <summary>Convert an absolute file path into an appropriate asset name.</summary>
- /// <param name="absolutePath">The absolute path to the file.</param>
- /// <param name="relativeTo">The folder to which to get a relative path.</param>
- public string GetAssetNameFromFilePath(string absolutePath, ContentSource relativeTo)
- {
-#if SMAPI_FOR_WINDOWS
- // XNA doesn't allow absolute asset paths, so get a path relative to the source folder
- string sourcePath = relativeTo == ContentSource.GameContent ? this.Coordinator.FullRootDirectory : this.FullRootDirectory;
- return this.GetRelativePath(sourcePath, absolutePath);
-#else
- // MonoGame is weird about relative paths on Mac, but allows absolute paths
- return absolutePath;
-#endif
- }
-
- /****
- ** Content loading
- ****/
- /// <summary>Get the current content locale.</summary>
- public string GetLocale()
- {
- return this.GetLocale(this.GetCurrentLanguage());
- }
-
- /// <summary>The locale for a language.</summary>
- /// <param name="language">The language.</param>
- public string GetLocale(LocalizedContentManager.LanguageCode language)
- {
- return this.LanguageCodeString(language);
- }
-
- /// <summary>Get whether the content manager has already loaded and cached the given asset.</summary>
- /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
- public bool IsLoaded(string assetName)
- {
- assetName = this.Cache.NormaliseKey(assetName);
- return this.IsNormalisedKeyLoaded(assetName);
- }
-
- /// <summary>Get the cached asset keys.</summary>
- public IEnumerable<string> GetAssetKeys()
- {
- return this.Cache.Keys
- .Select(this.GetAssetName)
- .Distinct();
- }
-
- /****
- ** Cache invalidation
- ****/
- /// <summary>Purge matched assets from the cache.</summary>
- /// <param name="predicate">Matches the asset keys to invalidate.</param>
- /// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param>
- /// <returns>Returns the number of invalidated assets.</returns>
- public IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false)
- {
- HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
- this.Cache.Remove((key, type) =>
- {
- this.ParseCacheKey(key, out string assetName, out _);
- if (removeAssetNames.Contains(assetName) || predicate(assetName, type))
- {
- removeAssetNames.Add(assetName);
- return true;
- }
- return false;
- });
-
- return removeAssetNames;
- }
-
- /// <summary>Dispose held resources.</summary>
- /// <param name="isDisposing">Whether the content manager is being disposed (rather than finalized).</param>
- protected override void Dispose(bool isDisposing)
- {
- if (this.IsDisposed)
- return;
- this.IsDisposed = true;
-
- this.OnDisposing(this);
- base.Dispose(isDisposing);
- }
-
- /// <inheritdoc />
- public override void Unload()
- {
- if (this.IsDisposed)
- return; // base logic doesn't allow unloading twice, which happens due to SMAPI and the game both unloading
-
- base.Unload();
- }
-
-
- /*********
- ** Private methods
- *********/
- /****
- ** Asset name/key handling
- ****/
- /// <summary>Get a directory or file path relative to the content root.</summary>
- /// <param name="sourcePath">The source file path.</param>
- /// <param name="targetPath">The target file path.</param>
- private string GetRelativePath(string sourcePath, string targetPath)
- {
- return PathUtilities.GetRelativePath(sourcePath, targetPath);
- }
-
- /// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary>
- private IDictionary<LocalizedContentManager.LanguageCode, string> GetKeyLocales()
- {
- // create locale => code map
- IDictionary<LocalizedContentManager.LanguageCode, string> map = new Dictionary<LocalizedContentManager.LanguageCode, string>();
- foreach (LocalizedContentManager.LanguageCode code in Enum.GetValues(typeof(LocalizedContentManager.LanguageCode)))
- map[code] = this.GetLocale(code);
-
- return map;
- }
-
- /// <summary>Get the asset name from a cache key.</summary>
- /// <param name="cacheKey">The input cache key.</param>
- private string GetAssetName(string cacheKey)
- {
- this.ParseCacheKey(cacheKey, out string assetName, out string _);
- return assetName;
- }
-
- /// <summary>Parse a cache key into its component parts.</summary>
- /// <param name="cacheKey">The input cache key.</param>
- /// <param name="assetName">The original asset name.</param>
- /// <param name="localeCode">The asset locale code (or <c>null</c> if not localised).</param>
- private void ParseCacheKey(string cacheKey, out string assetName, out string localeCode)
- {
- // handle localised key
- if (!string.IsNullOrWhiteSpace(cacheKey))
- {
- int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.InvariantCulture);
- if (lastSepIndex >= 0)
- {
- string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
- if (this.LanguageCodes.ContainsKey(suffix))
- {
- assetName = cacheKey.Substring(0, lastSepIndex);
- localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1);
- return;
- }
- }
- }
-
- // handle simple key
- assetName = cacheKey;
- localeCode = null;
- }
-
- /****
- ** Cache handling
- ****/
- /// <summary>Get whether an asset has already been loaded.</summary>
- /// <param name="normalisedAssetName">The normalised asset name.</param>
- private bool IsNormalisedKeyLoaded(string normalisedAssetName)
- {
- // default English
- if (this.Language == LocalizedContentManager.LanguageCode.en)
- return this.Cache.ContainsKey(normalisedAssetName);
-
- // translated
- string localeKey = $"{normalisedAssetName}.{this.GetLocale(this.GetCurrentLanguage())}";
- if (this.IsLocalisableLookup.TryGetValue(localeKey, out bool localisable))
- {
- return localisable
- ? this.Cache.ContainsKey(localeKey)
- : this.Cache.ContainsKey(normalisedAssetName);
- }
-
- // not loaded yet
- return false;
- }
-
- /****
- ** Content loading
- ****/
- /// <summary>Load an asset name without heuristics to support mod content.</summary>
- /// <typeparam name="T">The type of asset to load.</typeparam>
- /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
- /// <param name="language">The language code for which to load content.</param>
- private T LoadImpl<T>(string assetName, LocalizedContentManager.LanguageCode language)
- {
- // skip if already loaded
- if (this.IsNormalisedKeyLoaded(assetName))
- return base.Load<T>(assetName, language);
-
- // load asset
- T data;
- if (this.AssetsBeingLoaded.Contains(assetName))
- {
- this.Monitor.Log($"Broke loop while loading asset '{assetName}'.", LogLevel.Warn);
- this.Monitor.Log($"Bypassing mod loaders for this asset. Stack trace:\n{Environment.StackTrace}", LogLevel.Trace);
- data = base.Load<T>(assetName, language);
- }
- else
- {
- data = this.AssetsBeingLoaded.Track(assetName, () =>
- {
- string locale = this.GetLocale(language);
- IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.NormaliseAssetName);
- IAssetData asset =
- this.ApplyLoader<T>(info)
- ?? new AssetDataForObject(info, base.Load<T>(assetName, language), this.NormaliseAssetName);
- asset = this.ApplyEditors<T>(info, asset);
- return (T)asset.Data;
- });
- }
-
- // update cache & return data
- this.Inject(assetName, data);
- return data;
- }
-
- /// <summary>Get a file from the mod folder.</summary>
- /// <param name="path">The asset path relative to the content folder.</param>
- private FileInfo GetModFile(string path)
- {
- // try exact match
- FileInfo file = new FileInfo(Path.Combine(this.FullRootDirectory, path));
-
- // try with default extension
- if (!file.Exists && file.Extension.ToLower() != ".xnb")
- {
- FileInfo result = new FileInfo(file.FullName + ".xnb");
- if (result.Exists)
- file = result;
- }
-
- return file;
- }
-
- /// <summary>Load the initial asset from the registered <see cref="Loaders"/>.</summary>
- /// <param name="info">The basic asset metadata.</param>
- /// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns>
- private IAssetData ApplyLoader<T>(IAssetInfo info)
- {
- // find matching loaders
- var loaders = this.GetInterceptors(this.Loaders)
- .Where(entry =>
- {
- try
- {
- return entry.Value.CanLoad<T>(info);
- }
- catch (Exception ex)
- {
- entry.Key.LogAsMod($"Mod failed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- return false;
- }
- })
- .ToArray();
-
- // validate loaders
- if (!loaders.Any())
- return null;
- if (loaders.Length > 1)
- {
- string[] loaderNames = loaders.Select(p => p.Key.DisplayName).ToArray();
- this.Monitor.Log($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn);
- return null;
- }
-
- // fetch asset from loader
- IModMetadata mod = loaders[0].Key;
- IAssetLoader loader = loaders[0].Value;
- T data;
- try
- {
- data = loader.Load<T>(info);
- this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace);
- }
- catch (Exception ex)
- {
- mod.LogAsMod($"Mod crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- return null;
- }
-
- // validate asset
- if (data == null)
- {
- mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Error);
- return null;
- }
-
- // return matched asset
- return new AssetDataForObject(info, data, this.NormaliseAssetName);
- }
-
- /// <summary>Apply any <see cref="Editors"/> to a loaded asset.</summary>
- /// <typeparam name="T">The asset type.</typeparam>
- /// <param name="info">The basic asset metadata.</param>
- /// <param name="asset">The loaded asset.</param>
- private IAssetData ApplyEditors<T>(IAssetInfo info, IAssetData asset)
- {
- IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.NormaliseAssetName);
-
- // edit asset
- foreach (var entry in this.GetInterceptors(this.Editors))
- {
- // check for match
- IModMetadata mod = entry.Key;
- IAssetEditor editor = entry.Value;
- try
- {
- if (!editor.CanEdit<T>(info))
- continue;
- }
- catch (Exception ex)
- {
- mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- continue;
- }
-
- // try edit
- object prevAsset = asset.Data;
- try
- {
- editor.Edit<T>(asset);
- this.Monitor.Log($"{mod.DisplayName} intercepted {info.AssetName}.", LogLevel.Trace);
- }
- catch (Exception ex)
- {
- mod.LogAsMod($"Mod crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
- }
-
- // validate edit
- if (asset.Data == null)
- {
- mod.LogAsMod($"Mod incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn);
- asset = GetNewData(prevAsset);
- }
- else if (!(asset.Data is T))
- {
- mod.LogAsMod($"Mod incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn);
- asset = GetNewData(prevAsset);
- }
- }
-
- // return result
- return asset;
- }
-
- /// <summary>Get all registered interceptors from a list.</summary>
- private IEnumerable<KeyValuePair<IModMetadata, T>> GetInterceptors<T>(IDictionary<IModMetadata, IList<T>> entries)
- {
- foreach (var entry in entries)
- {
- IModMetadata mod = entry.Key;
- IList<T> interceptors = entry.Value;
-
- // registered editors
- foreach (T interceptor in interceptors)
- yield return new KeyValuePair<IModMetadata, T>(mod, interceptor);
- }
- }
-
- /// <summary>Premultiply a texture's alpha values to avoid transparency issues in the game. This is only possible if the game isn't currently drawing.</summary>
- /// <param name="texture">The texture to premultiply.</param>
- /// <returns>Returns a premultiplied texture.</returns>
- /// <remarks>Based on <a href="https://gist.github.com/Layoric/6255384">code by Layoric</a>.</remarks>
- private Texture2D PremultiplyTransparency(Texture2D texture)
- {
- // validate
- if (Context.IsInDrawLoop)
- throw new NotSupportedException("Can't load a PNG file while the game is drawing to the screen. Make sure you load content outside the draw loop.");
-
- // process texture
- SpriteBatch spriteBatch = Game1.spriteBatch;
- GraphicsDevice gpu = Game1.graphics.GraphicsDevice;
- using (RenderTarget2D renderTarget = new RenderTarget2D(Game1.graphics.GraphicsDevice, texture.Width, texture.Height))
- {
- // create blank render target to premultiply
- gpu.SetRenderTarget(renderTarget);
- gpu.Clear(Color.Black);
-
- // multiply each color by the source alpha, and write just the color values into the final texture
- spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState
- {
- ColorDestinationBlend = Blend.Zero,
- ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue,
- AlphaDestinationBlend = Blend.Zero,
- AlphaSourceBlend = Blend.SourceAlpha,
- ColorSourceBlend = Blend.SourceAlpha
- });
- spriteBatch.Draw(texture, texture.Bounds, Color.White);
- spriteBatch.End();
-
- // copy the alpha values from the source texture into the final one without multiplying them
- spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState
- {
- ColorWriteChannels = ColorWriteChannels.Alpha,
- AlphaDestinationBlend = Blend.Zero,
- ColorDestinationBlend = Blend.Zero,
- AlphaSourceBlend = Blend.One,
- ColorSourceBlend = Blend.One
- });
- spriteBatch.Draw(texture, texture.Bounds, Color.White);
- spriteBatch.End();
-
- // release GPU
- gpu.SetRenderTarget(null);
-
- // extract premultiplied data
- Color[] data = new Color[texture.Width * texture.Height];
- renderTarget.GetData(data);
-
- // unset texture from GPU to regain control
- gpu.Textures[0] = null;
-
- // update texture with premultiplied data
- texture.SetData(data);
- }
-
- return texture;
- }
- }
-}