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)
{
if (source == null)
throw new ArgumentNullException(nameof(source), "Can't patch from null source data.");
// get normalized bounds
this.GetPatchBounds(ref sourceArea, ref targetArea, source.Width, source.Height);
if (source.Data.Length < (sourceArea.Value.Bottom - 1) * source.Width + sourceArea.Value.Right)
throw new ArgumentException("Can't apply image patch because the source image is smaller than the source area.", nameof(source));
int areaX = sourceArea.Value.X;
int areaY = sourceArea.Value.Y;
int areaWidth = sourceArea.Value.Width;
int areaHeight = sourceArea.Value.Height;
// shortcut: if the area width matches the source image, we can apply the image as-is without needing
// to copy the pixels into a smaller subset. It's fine if the source is taller than the area, since we'll
// just ignore the extra data at the end of the pixel array.
if (areaWidth == source.Width)
{
this.PatchImageImpl(source.Data, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode, areaY);
return;
}
// else copy the pixels within the smaller area & apply that
int pixelCount = areaWidth * areaHeight;
Color[] sourceData = ArrayPool.Shared.Rent(pixelCount);
try
{
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, sourceData, targetIndex, areaWidth);
}
this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
}
finally
{
ArrayPool.Shared.Return(sourceData);
}
}
///
public void PatchImage(Texture2D source, Rectangle? sourceArea = null, Rectangle? targetArea = null, PatchMode patchMode = PatchMode.Replace)
{
if (source == null)
throw new ArgumentNullException(nameof(source), "Can't patch from a null source texture.");
// get normalized bounds
this.GetPatchBounds(ref sourceArea, ref targetArea, source.Width, source.Height);
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 & apply
int pixelCount = sourceArea.Value.Width * sourceArea.Value.Height;
Color[] sourceData = ArrayPool.Shared.Rent(pixelCount);
try
{
source.GetData(0, sourceArea, sourceData, 0, pixelCount);
this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
}
finally
{
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 original source image.
/// The pixel height of the original 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.
/// The row to start on, for the sourceData.
/// 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, int startRow = 0)
{
// 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.");
// shortcut: replace the entire area
if (patchMode == PatchMode.Replace)
{
target.SetData(0, targetArea, sourceData, startRow * sourceArea.Width, pixelCount);
return;
}
// skip transparent pixels at the start & end (e.g. large spritesheet with a few sprites replaced)
int startIndex = -1;
int endIndex = -1;
{
for (int i = startRow * sourceArea.Width; i < pixelCount; i++)
{
if (sourceData[i].A >= AssetDataForImage.MinOpacity)
{
startIndex = i;
break;
}
}
if (startIndex == -1)
return; // blank texture
for (int i = startRow * sourceArea.Width + pixelCount - 1; i >= startIndex; i--)
{
if (sourceData[i].A >= AssetDataForImage.MinOpacity)
{
endIndex = i;
break;
}
}
if (endIndex == -1)
return; // ???
}
// update target rectangle
int sourceOffset;
{
int topOffset = startIndex / sourceArea.Width;
int bottomOffset = endIndex / sourceArea.Width;
targetArea = new(targetArea.X, targetArea.Y + topOffset, targetArea.Width, bottomOffset - topOffset + 1);
pixelCount = targetArea.Width * targetArea.Height;
sourceOffset = topOffset * sourceArea.Width;
}
// apply
Color[] mergedData = ArrayPool.Shared.Rent(pixelCount);
try
{
target.GetData(0, targetArea, mergedData, 0, pixelCount);
for (int i = startIndex; i <= endIndex; i++)
{
int targetIndex = i - sourceOffset;
Color above = sourceData[i];
Color below = mergedData[targetIndex];
// shortcut transparency
if (above.A < AssetDataForImage.MinOpacity)
continue;
if (below.A < AssetDataForImage.MinOpacity || above.A == byte.MaxValue)
mergedData[targetIndex] = 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[targetIndex] = 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);
}
finally
{
ArrayPool.Shared.Return(mergedData);
}
}
}
}