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diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
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+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;
+ }
+ }
+}