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-rw-r--r--src/SMAPI/Framework/Content/AssetDataForImage.cs173
-rw-r--r--src/SMAPI/Framework/Content/ContentCache.cs33
-rw-r--r--src/SMAPI/Framework/Content/RawTextureData.cs10
3 files changed, 149 insertions, 67 deletions
diff --git a/src/SMAPI/Framework/Content/AssetDataForImage.cs b/src/SMAPI/Framework/Content/AssetDataForImage.cs
index 97729c95..3393b22f 100644
--- a/src/SMAPI/Framework/Content/AssetDataForImage.cs
+++ b/src/SMAPI/Framework/Content/AssetDataForImage.cs
@@ -1,4 +1,5 @@
using System;
+using System.Diagnostics.CodeAnalysis;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using StardewValley;
@@ -29,86 +30,154 @@ namespace StardewModdingAPI.Framework.Content
: base(locale, assetName, data, getNormalizedPath, onDataReplaced) { }
/// <inheritdoc />
- public void PatchImage(Texture2D source, Rectangle? sourceArea = null, Rectangle? targetArea = null, PatchMode patchMode = PatchMode.Replace)
+ public void PatchImage(IRawTextureData source, Rectangle? sourceArea = null, Rectangle? targetArea = null, PatchMode patchMode = PatchMode.Replace)
{
- // get texture
+ this.GetPatchBounds(ref sourceArea, ref targetArea, source.Width, source.Height);
+
+ // validate source data
if (source == null)
- throw new ArgumentNullException(nameof(source), "Can't patch from a null source texture.");
- Texture2D target = this.Data;
+ throw new ArgumentNullException(nameof(source), "Can't patch from null source data.");
- // get areas
- sourceArea ??= new Rectangle(0, 0, source.Width, source.Height);
- targetArea ??= new Rectangle(0, 0, Math.Min(sourceArea.Value.Width, target.Width), Math.Min(sourceArea.Value.Height, target.Height));
+ // get the pixels for the source area
+ Color[] sourceData;
+ {
+ int areaX = sourceArea.Value.X;
+ int areaY = sourceArea.Value.Y;
+ int areaWidth = sourceArea.Value.Width;
+ int areaHeight = sourceArea.Value.Height;
- // validate
+ if (areaX == 0 && areaY == 0 && areaWidth == source.Width && areaHeight == source.Height)
+ sourceData = source.Data;
+ else
+ {
+ sourceData = new Color[areaWidth * areaHeight];
+ int i = 0;
+ for (int y = areaY, maxY = areaY + areaHeight - 1; y <= maxY; y++)
+ {
+ for (int x = areaX, maxX = areaX + areaWidth - 1; x <= maxX; x++)
+ {
+ int targetIndex = (y * source.Width) + x;
+ sourceData[i++] = source.Data[targetIndex];
+ }
+ }
+ }
+ }
+
+ // apply
+ this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
+ }
+
+ /// <inheritdoc />
+ public void PatchImage(Texture2D source, Rectangle? sourceArea = null, Rectangle? targetArea = null, PatchMode patchMode = PatchMode.Replace)
+ {
+ this.GetPatchBounds(ref sourceArea, ref targetArea, source.Width, source.Height);
+
+ // validate source texture
+ if (source == null)
+ throw new ArgumentNullException(nameof(source), "Can't patch from a null source texture.");
if (!source.Bounds.Contains(sourceArea.Value))
throw new ArgumentOutOfRangeException(nameof(sourceArea), "The source area is outside the bounds of the source texture.");
- 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.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 = GC.AllocateUninitializedArray<Color>(pixelCount);
source.GetData(0, sourceArea, sourceData, 0, pixelCount);
- // merge data in overlay mode
+ // apply
+ this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
+ }
+
+ /// <inheritdoc />
+ public bool ExtendImage(int minWidth, int minHeight)
+ {
+ if (this.Data.Width >= minWidth && this.Data.Height >= minHeight)
+ return false;
+
+ Texture2D original = this.Data;
+ Texture2D texture = new(Game1.graphics.GraphicsDevice, Math.Max(original.Width, minWidth), Math.Max(original.Height, minHeight));
+ this.ReplaceWith(texture);
+ this.PatchImage(original);
+ return true;
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Get the bounds for an image patch.</summary>
+ /// <param name="sourceArea">The source area to set if needed.</param>
+ /// <param name="targetArea">The target area to set if needed.</param>
+ /// <param name="sourceWidth">The width of the full source image.</param>
+ /// <param name="sourceHeight">The height of the full source image.</param>
+ private void GetPatchBounds([NotNull] ref Rectangle? sourceArea, [NotNull] ref Rectangle? targetArea, int sourceWidth, int sourceHeight)
+ {
+ sourceArea ??= new Rectangle(0, 0, sourceWidth, sourceHeight);
+ targetArea ??= new Rectangle(0, 0, Math.Min(sourceArea.Value.Width, this.Data.Width), Math.Min(sourceArea.Value.Height, this.Data.Height));
+ }
+
+ /// <summary>Overwrite part of the image.</summary>
+ /// <param name="sourceData">The image data to patch into the content.</param>
+ /// <param name="sourceWidth">The pixel width of the source image.</param>
+ /// <param name="sourceHeight">The pixel height of the source image.</param>
+ /// <param name="sourceArea">The part of the <paramref name="sourceData"/> to copy (or <c>null</c> to take the whole texture). This must be within the bounds of the <paramref name="sourceData"/> texture.</param>
+ /// <param name="targetArea">The part of the content to patch (or <c>null</c> to patch the whole texture). The original content within this area will be erased. This must be within the bounds of the existing spritesheet.</param>
+ /// <param name="patchMode">Indicates how an image should be patched.</param>
+ /// <exception cref="ArgumentNullException">One of the arguments is null.</exception>
+ /// <exception cref="ArgumentOutOfRangeException">The <paramref name="targetArea"/> is outside the bounds of the spritesheet.</exception>
+ /// <exception cref="InvalidOperationException">The content being read isn't an image.</exception>
+ private void PatchImageImpl(Color[] sourceData, int sourceWidth, int sourceHeight, Rectangle sourceArea, Rectangle targetArea, PatchMode patchMode)
+ {
+ // get texture
+ Texture2D target = this.Data;
+ int pixelCount = sourceArea.Width * sourceArea.Height;
+
+ // validate
+ if (sourceArea.X < 0 || sourceArea.Y < 0 || sourceArea.Right > sourceWidth || sourceArea.Bottom > sourceHeight)
+ throw new ArgumentOutOfRangeException(nameof(sourceArea), "The source area is outside the bounds of the source texture.");
+ if (!target.Bounds.Contains(targetArea))
+ throw new ArgumentOutOfRangeException(nameof(targetArea), "The target area is outside the bounds of the target texture.");
+ if (sourceArea.Size != targetArea.Size)
+ throw new InvalidOperationException("The source and target areas must be the same size.");
+
+ // merge data
if (patchMode == PatchMode.Overlay)
{
// get target data
- Color[] targetData = GC.AllocateUninitializedArray<Color>(pixelCount);
- target.GetData(0, targetArea, targetData, 0, pixelCount);
+ Color[] mergedData = GC.AllocateUninitializedArray<Color>(pixelCount);
+ target.GetData(0, targetArea, mergedData, 0, pixelCount);
// merge pixels
- for (int i = 0; i < sourceData.Length; i++)
+ for (int i = 0; i < pixelCount; i++)
{
Color above = sourceData[i];
- Color below = targetData[i];
+ Color below = mergedData[i];
// shortcut transparency
if (above.A < MinOpacity)
- {
- sourceData[i] = below;
continue;
- }
if (below.A < MinOpacity)
- {
- sourceData[i] = above;
- continue;
- }
+ mergedData[i] = above;
// merge pixels
- // This performs a conventional alpha blend for the pixels, which are already
- // premultiplied by the content pipeline. The formula is derived from
- // https://blogs.msdn.microsoft.com/shawnhar/2009/11/06/premultiplied-alpha/.
- // Note: don't use named arguments here since they're different between
- // Linux/macOS and Windows.
- float alphaBelow = 1 - (above.A / 255f);
- 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
- );
+ else
+ {
+ // This performs a conventional alpha blend for the pixels, which are already
+ // premultiplied by the content pipeline. The formula is derived from
+ // https://blogs.msdn.microsoft.com/shawnhar/2009/11/06/premultiplied-alpha/.
+ float alphaBelow = 1 - (above.A / 255f);
+ mergedData[i] = new Color(
+ r: (int)(above.R + (below.R * alphaBelow)),
+ g: (int)(above.G + (below.G * alphaBelow)),
+ b: (int)(above.B + (below.B * alphaBelow)),
+ alpha: Math.Max(above.A, below.A)
+ );
+ }
}
- }
-
- // patch target texture
- target.SetData(0, targetArea, sourceData, 0, pixelCount);
- }
-
- /// <inheritdoc />
- public bool ExtendImage(int minWidth, int minHeight)
- {
- if (this.Data.Width >= minWidth && this.Data.Height >= minHeight)
- return false;
- Texture2D original = this.Data;
- Texture2D texture = new(Game1.graphics.GraphicsDevice, Math.Max(original.Width, minWidth), Math.Max(original.Height, minHeight));
- this.ReplaceWith(texture);
- this.PatchImage(original);
- return true;
+ target.SetData(0, targetArea, mergedData, 0, pixelCount);
+ }
+ else
+ target.SetData(0, targetArea, sourceData, 0, pixelCount);
}
}
}
diff --git a/src/SMAPI/Framework/Content/ContentCache.cs b/src/SMAPI/Framework/Content/ContentCache.cs
index 736ee5da..bf42812b 100644
--- a/src/SMAPI/Framework/Content/ContentCache.cs
+++ b/src/SMAPI/Framework/Content/ContentCache.cs
@@ -14,7 +14,7 @@ namespace StardewModdingAPI.Framework.Content
** Fields
*********/
/// <summary>The underlying asset cache.</summary>
- private readonly IDictionary<string, object> Cache;
+ private readonly Dictionary<string, object> Cache;
/*********
@@ -29,7 +29,7 @@ namespace StardewModdingAPI.Framework.Content
}
/// <summary>The current cache keys.</summary>
- public IEnumerable<string> Keys => this.Cache.Keys;
+ public Dictionary<string, object>.KeyCollection Keys => this.Cache.Keys;
/*********
@@ -89,33 +89,36 @@ namespace StardewModdingAPI.Framework.Content
/// <returns>Returns the removed key (if any).</returns>
public bool Remove(string key, bool dispose)
{
- // get entry
- if (!this.Cache.TryGetValue(key, out object? value))
+ // remove and get entry
+ if (!this.Cache.Remove(key, out object? value))
return false;
// dispose & remove entry
if (dispose && value is IDisposable disposable)
disposable.Dispose();
- return this.Cache.Remove(key);
+ return true;
}
- /// <summary>Purge matched assets from the cache.</summary>
+ /// <summary>Purge assets matching <paramref name="predicate"/> 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 removed keys (if any).</returns>
+ /// <param name="dispose">Whether to dispose invalidated assets. This should only be <see langword="true"/> when they're being invalidated as part of a <see cref="IDisposable.Dispose"/>, to avoid crashing the game.</param>
+ /// <returns>Returns any removed keys.</returns>
public IEnumerable<string> Remove(Func<string, object, bool> predicate, bool dispose)
{
- List<string> removed = new List<string>();
- foreach (string key in this.Cache.Keys.ToArray())
+ List<string> removed = new();
+ foreach ((string key, object value) in this.Cache)
{
- if (predicate(key, this.Cache[key]))
- {
- this.Remove(key, dispose);
+ if (predicate(key, value))
removed.Add(key);
- }
}
- return removed;
+
+ foreach (string key in removed)
+ this.Remove(key, dispose);
+
+ return removed.Count == 0
+ ? Enumerable.Empty<string>() // let GC collect the list in gen0 instead of potentially living longer
+ : removed;
}
}
}
diff --git a/src/SMAPI/Framework/Content/RawTextureData.cs b/src/SMAPI/Framework/Content/RawTextureData.cs
new file mode 100644
index 00000000..4a0835b0
--- /dev/null
+++ b/src/SMAPI/Framework/Content/RawTextureData.cs
@@ -0,0 +1,10 @@
+using Microsoft.Xna.Framework;
+
+namespace StardewModdingAPI.Framework.Content
+{
+ /// <summary>The raw data for an image read from the filesystem.</summary>
+ /// <param name="Width">The image width.</param>
+ /// <param name="Height">The image height.</param>
+ /// <param name="Data">The loaded image data.</param>
+ internal record RawTextureData(int Width, int Height, Color[] Data) : IRawTextureData;
+}