From 4708385f696d2e47d24e795f210752f4b0224bff Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 25 May 2022 22:46:51 -0400 Subject: add IRawTextureData asset type --- docs/release-notes.md | 3 + src/SMAPI/Framework/Content/AssetDataForImage.cs | 173 ++++++++++++++------- src/SMAPI/Framework/Content/RawTextureData.cs | 10 ++ .../ContentManagers/GameContentManager.cs | 4 + .../Framework/ContentManagers/ModContentManager.cs | 23 ++- src/SMAPI/IAssetDataForImage.cs | 10 ++ src/SMAPI/IContentHelper.cs | 2 +- src/SMAPI/IContentPack.cs | 2 +- src/SMAPI/IModContentHelper.cs | 2 +- src/SMAPI/IRawTextureData.cs | 17 ++ 10 files changed, 185 insertions(+), 61 deletions(-) create mode 100644 src/SMAPI/Framework/Content/RawTextureData.cs create mode 100644 src/SMAPI/IRawTextureData.cs diff --git a/docs/release-notes.md b/docs/release-notes.md index a1b5222e..b22f4de9 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -5,6 +5,9 @@ * For players: * Added experimental image load rewrite (disabled by default). _If you have many content mods installed, enabling `UseExperimentalImageLoading` in `smapi-internal/config.json` may reduce load times or stutters when they load many image files at once._ +* For mod authors: + * Added specialized `IRawTextureData` asset type. + _When you're only loading a mod file to patch it into an asset, you can now load it using `helper.ModContent.Load(path)`. This reads the image data from disk without initializing a `Texture2D` instance through the GPU. You can then pass this to SMAPI APIs that accept `Texture2D` instances._ * For mod authors: * Fixed map edits which change warps sometimes rebuilding the NPC pathfinding cache unnecessarily, which could cause a noticeable delay for players. 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) { } /// - 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); + } + + /// + 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(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); + } + + /// + 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 + *********/ + /// Get the bounds for an image patch. + /// The source area to set if needed. + /// The target area to set if needed. + /// The width of the full source image. + /// The height of the full source image. + 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)); + } + + /// Overwrite part of the image. + /// The image data to patch into the content. + /// The pixel width of the source image. + /// The pixel height of the source image. + /// The part of the to copy (or null to take the whole texture). This must be within the bounds of the texture. + /// The part of the content to patch (or null to patch the whole texture). The original content within this area will be erased. This must be within the bounds of the existing spritesheet. + /// Indicates how an image should be patched. + /// One of the arguments is null. + /// The is outside the bounds of the spritesheet. + /// The content being read isn't an image. + 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(pixelCount); - target.GetData(0, targetArea, targetData, 0, pixelCount); + Color[] mergedData = GC.AllocateUninitializedArray(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); - } - - /// - 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/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 +{ + /// The raw data for an image read from the filesystem. + /// The image width. + /// The image height. + /// The loaded image data. + internal record RawTextureData(int Width, int Height, Color[] Data) : IRawTextureData; +} diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index 4390d472..446f4a67 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -9,6 +9,7 @@ using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Deprecations; +using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Utilities; using StardewModdingAPI.Internal; @@ -93,6 +94,9 @@ namespace StardewModdingAPI.Framework.ContentManagers /// public override T LoadExact(IAssetName assetName, bool useCache) { + if (typeof(IRawTextureData).IsAssignableFrom(typeof(T))) + throw new SContentLoadException(ContentLoadErrorType.Other, $"Can't load {nameof(IRawTextureData)} assets from the game content pipeline. This asset type is only available for mod files."); + // raise first-load callback if (GameContentManager.IsFirstLoad) { diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs index 055dcc5f..eb4f4555 100644 --- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs @@ -8,6 +8,7 @@ using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using SkiaSharp; +using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Toolkit.Serialization; @@ -188,12 +189,17 @@ namespace StardewModdingAPI.Framework.ContentManagers /// The file to load. private T LoadImageFile(IAssetName assetName, FileInfo file) { - // validate + // validate type + bool asRawData = false; if (typeof(T) != typeof(Texture2D)) - throw this.GetLoadError(assetName, ContentLoadErrorType.InvalidData, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); + { + asRawData = typeof(T) == typeof(IRawTextureData); + if (!asRawData) + throw this.GetLoadError(assetName, ContentLoadErrorType.InvalidData, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}' or '{typeof(IRawTextureData)}'."); + } // load - if (this.UseExperimentalImageLoading) + if (asRawData || this.UseExperimentalImageLoading) { // load raw data using FileStream stream = File.OpenRead(file.FullName); @@ -211,9 +217,14 @@ namespace StardewModdingAPI.Framework.ContentManagers } // create texture - Texture2D texture = new(Game1.graphics.GraphicsDevice, bitmap.Width, bitmap.Height); - texture.SetData(pixels); - return (T)(object)texture; + if (asRawData) + return (T)(object)new RawTextureData(bitmap.Width, bitmap.Height, pixels); + else + { + Texture2D texture = new(Game1.graphics.GraphicsDevice, bitmap.Width, bitmap.Height); + texture.SetData(pixels); + return (T)(object)texture; + } } else { diff --git a/src/SMAPI/IAssetDataForImage.cs b/src/SMAPI/IAssetDataForImage.cs index 6f8a4719..3e5b833d 100644 --- a/src/SMAPI/IAssetDataForImage.cs +++ b/src/SMAPI/IAssetDataForImage.cs @@ -10,6 +10,16 @@ namespace StardewModdingAPI /********* ** Public methods *********/ + /// Overwrite part of the image. + /// The image to patch into the content. + /// The part of the to copy (or null to take the whole texture). This must be within the bounds of the texture. + /// The part of the content to patch (or null to patch the whole texture). The original content within this area will be erased. This must be within the bounds of the existing spritesheet. + /// Indicates how an image should be patched. + /// One of the arguments is null. + /// The is outside the bounds of the spritesheet. + /// The content being read isn't an image. + void PatchImage(IRawTextureData source, Rectangle? sourceArea = null, Rectangle? targetArea = null, PatchMode patchMode = PatchMode.Replace); + /// Overwrite part of the image. /// The image to patch into the content. /// The part of the to copy (or null to take the whole texture). This must be within the bounds of the texture. diff --git a/src/SMAPI/IContentHelper.cs b/src/SMAPI/IContentHelper.cs index 2cd0c1fc..7637edf0 100644 --- a/src/SMAPI/IContentHelper.cs +++ b/src/SMAPI/IContentHelper.cs @@ -35,7 +35,7 @@ namespace StardewModdingAPI ** Public methods *********/ /// Load content from the game folder or mod folder (if not already cached), and return it. When loading a .png file, this must be called outside the game's draw loop. - /// The expected data type. The main supported types are , , dictionaries, and lists; other types may be supported by the game's content pipeline. + /// The expected data type. The main supported types are , , (for mod content only), and data structures; other types may be supported by the game's content pipeline. /// The asset key to fetch (if the is ), or the local path to a content file relative to the mod folder. /// Where to search for a matching content asset. /// The is empty or contains invalid characters. diff --git a/src/SMAPI/IContentPack.cs b/src/SMAPI/IContentPack.cs index 1215fe0b..73b1a860 100644 --- a/src/SMAPI/IContentPack.cs +++ b/src/SMAPI/IContentPack.cs @@ -48,7 +48,7 @@ namespace StardewModdingAPI where TModel : class; /// Load content from the content pack folder (if not already cached), and return it. When loading a .png file, this must be called outside the game's draw loop. - /// The expected data type. The main supported types are , , and dictionaries; other types may be supported by the game's content pipeline. + /// The expected data type. The main supported types are , , , and data structures; other types may be supported by the game's content pipeline. /// The relative file path within the content pack (case-insensitive). /// The is empty or contains invalid characters. /// The content asset couldn't be loaded (e.g. because it doesn't exist). diff --git a/src/SMAPI/IModContentHelper.cs b/src/SMAPI/IModContentHelper.cs index f1f6ce94..1e2d82a8 100644 --- a/src/SMAPI/IModContentHelper.cs +++ b/src/SMAPI/IModContentHelper.cs @@ -12,7 +12,7 @@ namespace StardewModdingAPI ** Public methods *********/ /// Load content from the mod folder and return it. When loading a .png file, this must be called outside the game's draw loop. - /// The expected data type. The main supported types are , , dictionaries, and lists; other types may be supported by the game's content pipeline. + /// The expected data type. The main supported types are , , , and data structures; other types may be supported by the game's content pipeline. /// The local path to a content file relative to the mod folder. /// The is empty or contains invalid characters. /// The content asset couldn't be loaded (e.g. because it doesn't exist). diff --git a/src/SMAPI/IRawTextureData.cs b/src/SMAPI/IRawTextureData.cs new file mode 100644 index 00000000..a4da52f3 --- /dev/null +++ b/src/SMAPI/IRawTextureData.cs @@ -0,0 +1,17 @@ +using Microsoft.Xna.Framework; + +namespace StardewModdingAPI +{ + /// The raw data for an image read from the filesystem. + public interface IRawTextureData + { + /// The image width. + int Width { get; } + + /// The image height. + int Height { get; } + + /// The loaded image data. + Color[] Data { get; } + } +} -- cgit