using System; 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 normalized 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, string assetName, Texture2D data, Func getNormalizedPath, Action onDataReplaced) : base(locale, assetName, data, getNormalizedPath, onDataReplaced) { } /// public void PatchImage(Texture2D source, Rectangle? sourceArea = null, Rectangle? targetArea = null, PatchMode patchMode = PatchMode.Replace) { // get texture if (source == null) throw new ArgumentNullException(nameof(source), "Can't patch from a null source texture."); Texture2D target = this.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)); // validate 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 if (patchMode == PatchMode.Overlay) { // get target data Color[] targetData = GC.AllocateUninitializedArray(pixelCount); target.GetData(0, targetArea, targetData, 0, pixelCount); // merge pixels for (int i = 0; i < sourceData.Length; i++) { Color above = sourceData[i]; Color below = targetData[i]; // shortcut transparency if (above.A < MinOpacity) { sourceData[i] = below; continue; } if (below.A < MinOpacity) { sourceData[i] = above; continue; } // 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 ); } } // 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; } } }