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;
}
}
}