using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using StardewValley; namespace StardewModdingAPI.Framework.Content { /// <summary>Encapsulates access and changes to image content being read from a data file.</summary> internal class AssetDataForImage : AssetData<Texture2D>, IAssetDataForImage { /********* ** Fields *********/ /// <summary>The minimum value to consider non-transparent.</summary> /// <remarks>On Linux/Mac, fully transparent pixels may have an alpha up to 4 for some reason.</remarks> private const byte MinOpacity = 5; /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="locale">The content's locale code, if the content is localized.</param> /// <param name="assetName">The normalized asset name being read.</param> /// <param name="data">The content data being read.</param> /// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param> /// <param name="onDataReplaced">A callback to invoke when the data is replaced (if any).</param> public AssetDataForImage(string locale, string assetName, Texture2D data, Func<string, string> getNormalizedPath, Action<Texture2D> onDataReplaced) : base(locale, assetName, data, getNormalizedPath, onDataReplaced) { } /// <summary>Overwrite part of the image.</summary> /// <param name="source">The image to patch into the content.</param> /// <param name="sourceArea">The part of the <paramref name="source"/> to copy (or <c>null</c> to take the whole texture). This must be within the bounds of the <paramref name="source"/> texture.</param> /// <param name="targetArea">The part of the content to patch (or <c>null</c> to patch the whole texture). The original content within this area will be erased. This must be within the bounds of the existing spritesheet.</param> /// <param name="patchMode">Indicates how an image should be patched.</param> /// <exception cref="ArgumentNullException">One of the arguments is null.</exception> /// <exception cref="ArgumentOutOfRangeException">The <paramref name="targetArea"/> is outside the bounds of the spritesheet.</exception> 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 (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); } /// <summary>Extend the image if needed to fit the given size. Note that this is an expensive operation, creates a new texture instance, and that extending a spritesheet horizontally may cause game errors or bugs.</summary> /// <param name="minWidth">The minimum texture width.</param> /// <param name="minHeight">The minimum texture height.</param> /// <returns>Whether the texture was resized.</returns> 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 Texture2D(Game1.graphics.GraphicsDevice, Math.Max(original.Width, minWidth), Math.Max(original.Height, minHeight)); this.ReplaceWith(texture); this.PatchImage(original); return true; } } }