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Diffstat (limited to 'src/SMAPI/Framework/Content/AssetDataForImage.cs')
-rw-r--r--src/SMAPI/Framework/Content/AssetDataForImage.cs30
1 files changed, 15 insertions, 15 deletions
diff --git a/src/SMAPI/Framework/Content/AssetDataForImage.cs b/src/SMAPI/Framework/Content/AssetDataForImage.cs
index 529fb93a..97729c95 100644
--- a/src/SMAPI/Framework/Content/AssetDataForImage.cs
+++ b/src/SMAPI/Framework/Content/AssetDataForImage.cs
@@ -21,11 +21,11 @@ namespace StardewModdingAPI.Framework.Content
*********/
/// <summary>Construct an instance.</summary>
/// <param name="locale">The content's locale code, if the content is localized.</param>
- /// <param name="assetName">The normalized asset name being read.</param>
+ /// <param name="assetName">The asset name being read.</param>
/// <param name="data">The content data being read.</param>
/// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param>
/// <param name="onDataReplaced">A callback to invoke when the data is replaced (if any).</param>
- public AssetDataForImage(string locale, string assetName, Texture2D data, Func<string, string> getNormalizedPath, Action<Texture2D> onDataReplaced)
+ public AssetDataForImage(string? locale, IAssetName assetName, Texture2D data, Func<string, string> getNormalizedPath, Action<Texture2D> onDataReplaced)
: base(locale, assetName, data, getNormalizedPath, onDataReplaced) { }
/// <inheritdoc />
@@ -41,39 +41,40 @@ namespace StardewModdingAPI.Framework.Content
targetArea ??= new Rectangle(0, 0, Math.Min(sourceArea.Value.Width, target.Width), Math.Min(sourceArea.Value.Height, target.Height));
// validate
- if (sourceArea.Value.X < 0 || sourceArea.Value.Y < 0 || sourceArea.Value.Right > source.Width || sourceArea.Value.Bottom > source.Height)
+ if (!source.Bounds.Contains(sourceArea.Value))
throw new ArgumentOutOfRangeException(nameof(sourceArea), "The source area is outside the bounds of the source texture.");
- if (targetArea.Value.X < 0 || targetArea.Value.Y < 0 || targetArea.Value.Right > target.Width || targetArea.Value.Bottom > target.Height)
+ if (!target.Bounds.Contains(targetArea.Value))
throw new ArgumentOutOfRangeException(nameof(targetArea), "The target area is outside the bounds of the target texture.");
- if (sourceArea.Value.Width != targetArea.Value.Width || sourceArea.Value.Height != targetArea.Value.Height)
+ if (sourceArea.Value.Size != targetArea.Value.Size)
throw new InvalidOperationException("The source and target areas must be the same size.");
// get source data
int pixelCount = sourceArea.Value.Width * sourceArea.Value.Height;
- Color[] sourceData = new Color[pixelCount];
+ Color[] sourceData = GC.AllocateUninitializedArray<Color>(pixelCount);
source.GetData(0, sourceArea, sourceData, 0, pixelCount);
// merge data in overlay mode
if (patchMode == PatchMode.Overlay)
{
// get target data
- Color[] targetData = new Color[pixelCount];
+ Color[] targetData = GC.AllocateUninitializedArray<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 above = sourceData[i];
Color below = targetData[i];
// shortcut transparency
- if (above.A < AssetDataForImage.MinOpacity)
+ if (above.A < MinOpacity)
+ {
+ sourceData[i] = below;
continue;
- if (below.A < AssetDataForImage.MinOpacity)
+ }
+ if (below.A < MinOpacity)
{
- newData[i] = above;
+ sourceData[i] = above;
continue;
}
@@ -84,14 +85,13 @@ namespace StardewModdingAPI.Framework.Content
// Note: don't use named arguments here since they're different between
// Linux/macOS and Windows.
float alphaBelow = 1 - (above.A / 255f);
- newData[i] = new Color(
+ sourceData[i] = new Color(
(int)(above.R + (below.R * alphaBelow)), // r
(int)(above.G + (below.G * alphaBelow)), // g
(int)(above.B + (below.B * alphaBelow)), // b
Math.Max(above.A, below.A) // a
);
}
- sourceData = newData;
}
// patch target texture
@@ -105,7 +105,7 @@ namespace StardewModdingAPI.Framework.Content
return false;
Texture2D original = this.Data;
- Texture2D texture = new Texture2D(Game1.graphics.GraphicsDevice, Math.Max(original.Width, minWidth), Math.Max(original.Height, minHeight));
+ Texture2D texture = new(Game1.graphics.GraphicsDevice, Math.Max(original.Width, minWidth), Math.Max(original.Height, minHeight));
this.ReplaceWith(texture);
this.PatchImage(original);
return true;