using System; using System.Buffers; using System.Diagnostics.CodeAnalysis; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using StardewValley; namespace StardewModdingAPI.Framework.Content { /// Encapsulates access and changes to image content being read from a data file. internal class AssetDataForImage : AssetData, IAssetDataForImage { /********* ** Fields *********/ /// The minimum value to consider non-transparent. /// On Linux/macOS, fully transparent pixels may have an alpha up to 4 for some reason. private const byte MinOpacity = 5; /********* ** Public methods *********/ /// Construct an instance. /// The content's locale code, if the content is localized. /// The asset name being read. /// The content data being read. /// Normalizes an asset key to match the cache key. /// A callback to invoke when the data is replaced (if any). public AssetDataForImage(string? locale, IAssetName assetName, Texture2D data, Func getNormalizedPath, Action onDataReplaced) : base(locale, assetName, data, getNormalizedPath, onDataReplaced) { } /// public void PatchImage(IRawTextureData source, Rectangle? sourceArea = null, Rectangle? targetArea = null, PatchMode patchMode = PatchMode.Replace) { // nullcheck if (source == null) throw new ArgumentNullException(nameof(source), "Can't patch from null source data."); this.GetPatchBounds(ref sourceArea, ref targetArea, source.Width, source.Height); // get the pixels for the source area Color[] trimmedSourceData; { int areaX = sourceArea.Value.X; int areaY = sourceArea.Value.Y; int areaWidth = sourceArea.Value.Width; int areaHeight = sourceArea.Value.Height; if (areaX == 0 && areaY == 0 && areaWidth == source.Width && areaHeight == source.Height) { trimmedSourceData = source.Data; this.PatchImageImpl(trimmedSourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode); } else { int pixelCount = areaWidth * areaHeight; trimmedSourceData = ArrayPool.Shared.Rent(pixelCount); // shortcut! If I want a horizontal slice of the texture // I can copy the whole array in one pass // Likely ~uncommon but Array.Copy significantly benefits // from being able to do this. if (areaWidth == source.Width && areaX == 0) { int sourceIndex = areaY * source.Width; int targetIndex = 0; Array.Copy(source.Data, sourceIndex, trimmedSourceData, targetIndex, pixelCount); } else { // copying line-by-line // Array.Copy isn't great at small scale for (int y = areaY, maxY = areaY + areaHeight; y < maxY; y++) { int sourceIndex = (y * source.Width) + areaX; int targetIndex = (y - areaY) * areaWidth; Array.Copy(source.Data, sourceIndex, trimmedSourceData, targetIndex, areaWidth); } } // apply this.PatchImageImpl(trimmedSourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode); // return ArrayPool.Shared.Return(trimmedSourceData); } } } /// public void PatchImage(Texture2D source, Rectangle? sourceArea = null, Rectangle? targetArea = null, PatchMode patchMode = PatchMode.Replace) { // nullcheck if (source == null) throw new ArgumentNullException(nameof(source), "Can't patch from a null source texture."); this.GetPatchBounds(ref sourceArea, ref targetArea, source.Width, source.Height); // validate source bounds if (!source.Bounds.Contains(sourceArea.Value)) throw new ArgumentOutOfRangeException(nameof(sourceArea), "The source area is outside the bounds of the source texture."); // get source data int pixelCount = sourceArea.Value.Width * sourceArea.Value.Height; Color[] sourceData = ArrayPool.Shared.Rent(pixelCount); source.GetData(0, sourceArea, sourceData, 0, pixelCount); // apply this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode); // return ArrayPool.Shared.Return(sourceData); } /// 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[] mergedData = ArrayPool.Shared.Rent(pixelCount); target.GetData(0, targetArea, mergedData, 0, pixelCount); // merge pixels for (int i = 0; i < pixelCount; i++) { // should probably benchmark this... ref Color above = ref sourceData[i]; ref Color below = ref mergedData[i]; // shortcut transparency if (above.A < MinOpacity) continue; if (below.A < MinOpacity || above.A == byte.MaxValue) mergedData[i] = above; // merge pixels 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) ); } } target.SetData(0, targetArea, mergedData, 0, pixelCount); ArrayPool.Shared.Return(mergedData); } else target.SetData(0, targetArea, sourceData, 0, pixelCount); } } }