using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace StardewModdingAPI.Framework.Content { /// Encapsulates access and changes to image content being read from a data file. internal class AssetDataForImage : AssetData, IAssetDataForImage { /********* ** Properties *********/ /// The minimum value to consider non-transparent. /// On Linux/Mac, 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 localised. /// The normalised asset name being read. /// The content data being read. /// Normalises 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 getNormalisedPath, Action onDataReplaced) : base(locale, assetName, data, getNormalisedPath, onDataReplaced) { } /// 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. 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 = sourceArea ?? new Rectangle(0, 0, source.Width, source.Height); targetArea = targetArea ?? new Rectangle(0, 0, Math.Min(sourceArea.Value.Width, target.Width), Math.Min(sourceArea.Value.Height, target.Height)); // validate if (sourceArea.Value.X < 0 || sourceArea.Value.Y < 0 || sourceArea.Value.Right > source.Width || sourceArea.Value.Bottom > source.Height) throw new ArgumentOutOfRangeException(nameof(sourceArea), "The source area is outside the bounds of the source texture."); if (targetArea.Value.X < 0 || targetArea.Value.Y < 0 || targetArea.Value.Right > target.Width || targetArea.Value.Bottom > target.Height) throw new ArgumentOutOfRangeException(nameof(targetArea), "The target area is outside the bounds of the target texture."); if (sourceArea.Value.Width != targetArea.Value.Width || sourceArea.Value.Height != targetArea.Value.Height) 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 = new Color[pixelCount]; source.GetData(0, sourceArea, sourceData, 0, pixelCount); // merge data in overlay mode if (patchMode == PatchMode.Overlay) { // get target data Color[] targetData = new Color[pixelCount]; target.GetData(0, targetArea, targetData, 0, pixelCount); // merge pixels Color[] newData = new Color[targetArea.Value.Width * targetArea.Value.Height]; target.GetData(0, targetArea, newData, 0, newData.Length); for (int i = 0; i < sourceData.Length; i++) { Color above = sourceData[i]; Color below = targetData[i]; // shortcut transparency if (above.A < AssetDataForImage.MinOpacity) continue; if (below.A < AssetDataForImage.MinOpacity) { newData[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/Mac and Windows. float alphaBelow = 1 - (above.A / 255f); newData[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 ); } sourceData = newData; } // patch target texture target.SetData(0, targetArea, sourceData, 0, pixelCount); } } }