diff options
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/ModContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/ModContentManager.cs | 207 |
1 files changed, 207 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs new file mode 100644 index 00000000..80bf37e9 --- /dev/null +++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs @@ -0,0 +1,207 @@ +using System; +using System.Globalization; +using System.IO; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using StardewModdingAPI.Framework.Exceptions; +using StardewModdingAPI.Framework.Reflection; +using StardewValley; + +namespace StardewModdingAPI.Framework.ContentManagers +{ + /// <summary>A content manager which handles reading files from a SMAPI mod folder with support for unpacked files.</summary> + internal class ModContentManager : BaseContentManager + { + /********* + ** 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="onDisposing">A callback to invoke when the content manager is being disposed.</param> + public ModContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing) + : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isModFolder: true) { } + + /// <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) + { + assetName = this.AssertAndNormaliseAssetName(assetName); + + // get from cache + if (this.IsLoaded(assetName)) + return base.Load<T>(assetName, language); + + // get managed asset + if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath)) + { + if (contentManagerID != this.Name) + { + T data = this.Coordinator.LoadAndCloneManagedAsset<T>(assetName, contentManagerID, relativePath, language); + this.Inject(assetName, data); + return data; + } + + return this.LoadManagedAsset<T>(assetName, contentManagerID, relativePath, language); + } + + throw new NotSupportedException("Can't load content folder asset from a mod content manager."); + } + + /// <summary>Create a new content manager for temporary use.</summary> + public override LocalizedContentManager CreateTemporary() + { + throw new NotSupportedException("Can't create a temporary mod content manager."); + } + + + /********* + ** Private methods + *********/ + /// <summary>Get whether an asset has already been loaded.</summary> + /// <param name="normalisedAssetName">The normalised asset name.</param> + protected override bool IsNormalisedKeyLoaded(string normalisedAssetName) + { + return this.Cache.ContainsKey(normalisedAssetName); + } + + /// <summary>Load a managed mod asset.</summary> + /// <typeparam name="T">The type of asset to load.</typeparam> + /// <param name="internalKey">The internal asset key.</param> + /// <param name="contentManagerID">The unique name for the content manager which should load this asset.</param> + /// <param name="relativePath">The relative path within the mod folder.</param> + /// <param name="language">The language code for which to load content.</param> + private T LoadManagedAsset<T>(string internalKey, string contentManagerID, string relativePath, LanguageCode language) + { + SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading asset '{relativePath}' from {contentManagerID}: {reasonPhrase}"); + try + { + // get file + FileInfo file = this.GetModFile(relativePath); + if (!file.Exists) + throw GetContentError("the specified path doesn't exist."); + + // load content + switch (file.Extension.ToLower()) + { + // XNB file + case ".xnb": + return base.Load<T>(relativePath, language); + + // unpacked map + case ".tbin": + throw GetContentError($"can't read unpacked map file 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($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); + + // fetch & cache + using (FileStream stream = File.OpenRead(file.FullName)) + { + Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream); + texture = this.PremultiplyTransparency(texture); + this.Inject(internalKey, texture); + return (T)(object)texture; + } + + default: + throw GetContentError($"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 '{relativePath}' from {contentManagerID}.", ex); + } + } + + /// <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>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; + } + } +} |