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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-09-25 00:58:46 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-09-25 00:58:46 -0400
commitb9844c4acd93411c2a7d21bd115cb4fee1791d76 (patch)
tree7e25e04a7e57e740ddd4fa726b58e5832d7bec29 /src/SMAPI/Framework
parent99e4a4a1ccf5dcbe0e4b1af7591e229a0eeae447 (diff)
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add support for semi-transparency when overlaying images
Diffstat (limited to 'src/SMAPI/Framework')
-rw-r--r--src/SMAPI/Framework/Content/AssetDataForImage.cs39
1 files changed, 36 insertions, 3 deletions
diff --git a/src/SMAPI/Framework/Content/AssetDataForImage.cs b/src/SMAPI/Framework/Content/AssetDataForImage.cs
index 5c7b87de..cd372948 100644
--- a/src/SMAPI/Framework/Content/AssetDataForImage.cs
+++ b/src/SMAPI/Framework/Content/AssetDataForImage.cs
@@ -8,6 +8,14 @@ namespace StardewModdingAPI.Framework.Content
internal class AssetDataForImage : AssetData<Texture2D>, IAssetDataForImage
{
/*********
+ ** Properties
+ *********/
+ /// <summary>The minimum value to consider non-transparent.</summary>
+ /// <remarks>On Linux/Mac, fully transparent pixels may have an alpha up to 4 for some reason.</remarks>
+ private const byte MinOpacity = 5;
+
+
+ /*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
@@ -53,13 +61,38 @@ namespace StardewModdingAPI.Framework.Content
// merge data in overlay mode
if (patchMode == PatchMode.Overlay)
{
+ // get target data
+ Color[] targetData = new Color[pixelCount];
+ target.GetData(0, targetArea, targetData, 0, pixelCount);
+
+ // merge pixels
Color[] newData = new Color[targetArea.Value.Width * targetArea.Value.Height];
target.GetData(0, targetArea, newData, 0, newData.Length);
for (int i = 0; i < sourceData.Length; i++)
{
- Color pixel = sourceData[i];
- if (pixel.A > 4) // not transparent (note: on Linux/Mac, fully transparent pixels may have an alpha up to 4 for some reason)
- newData[i] = pixel;
+ Color above = sourceData[i];
+ Color below = targetData[i];
+
+ // shortcut transparency
+ if (above.A < AssetDataForImage.MinOpacity)
+ continue;
+ if (below.A < AssetDataForImage.MinOpacity)
+ {
+ newData[i] = above;
+ continue;
+ }
+
+ // merge pixels
+ // This performs a conventional alpha blend for the pixels, which are already
+ // premultiplied by the content pipeline.
+ float alphaAbove = above.A / 255f;
+ float alphaBelow = (255 - above.A) / 255f;
+ newData[i] = new Color(
+ r: (int)((above.R * alphaAbove) + (below.R * alphaBelow)),
+ g: (int)((above.G * alphaAbove) + (below.G * alphaBelow)),
+ b: (int)((above.B * alphaAbove) + (below.B * alphaBelow)),
+ a: Math.Max(above.A, below.A)
+ );
}
sourceData = newData;
}