using System;
using System.Globalization;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Toolkit.Serialisation;
using StardewValley;
namespace StardewModdingAPI.Framework.ContentManagers
{
/// A content manager which handles reading files from a SMAPI mod folder with support for unpacked files.
internal class ModContentManager : BaseContentManager
{
/*********
** Properties
*********/
/// Encapsulates SMAPI's JSON file parsing.
private readonly JsonHelper JsonHelper;
/*********
** Public methods
*********/
/// Construct an instance.
/// A name for the mod manager. Not guaranteed to be unique.
/// The service provider to use to locate services.
/// The root directory to search for content.
/// The current culture for which to localise content.
/// The central coordinator which manages content managers.
/// Encapsulates monitoring and logging.
/// Simplifies access to private code.
/// Encapsulates SMAPI's JSON file parsing.
/// A callback to invoke when the content manager is being disposed.
public ModContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onDisposing)
: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isModFolder: true)
{
this.JsonHelper = jsonHelper;
}
/// Load an asset that has been processed by the content pipeline.
/// The type of asset to load.
/// The asset path relative to the loader root directory, not including the .xnb extension.
/// The language code for which to load content.
public override T Load(string assetName, LanguageCode language)
{
assetName = this.AssertAndNormaliseAssetName(assetName);
// get from cache
if (this.IsLoaded(assetName))
return base.Load(assetName, language);
// get managed asset
if (this.Coordinator.TryParseManagedAssetKey(assetName, out string contentManagerID, out string relativePath))
{
if (contentManagerID != this.Name)
{
T data = this.Coordinator.LoadAndCloneManagedAsset(assetName, contentManagerID, relativePath, language);
this.Inject(assetName, data);
return data;
}
return this.LoadManagedAsset(assetName, contentManagerID, relativePath, language);
}
throw new NotSupportedException("Can't load content folder asset from a mod content manager.");
}
/// Create a new content manager for temporary use.
public override LocalizedContentManager CreateTemporary()
{
throw new NotSupportedException("Can't create a temporary mod content manager.");
}
/*********
** Private methods
*********/
/// Get whether an asset has already been loaded.
/// The normalised asset name.
protected override bool IsNormalisedKeyLoaded(string normalisedAssetName)
{
return this.Cache.ContainsKey(normalisedAssetName);
}
/// Load a managed mod asset.
/// The type of asset to load.
/// The internal asset key.
/// The unique name for the content manager which should load this asset.
/// The relative path within the mod folder.
/// The language code for which to load content.
private T LoadManagedAsset(string internalKey, string contentManagerID, string relativePath, LanguageCode language)
{
SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"Failed loading asset '{relativePath}' from {contentManagerID}: {reasonPhrase}");
try
{
// get file
FileInfo file = this.GetModFile(relativePath);
if (!file.Exists)
throw GetContentError("the specified path doesn't exist.");
// load content
switch (file.Extension.ToLower())
{
// XNB file
case ".xnb":
return base.Load(relativePath, language);
// unpacked data
case ".json":
{
if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out T data))
throw GetContentError("the JSON file is invalid."); // should never happen since we check for file existence above
return data;
}
// unpacked image
case ".png":
// validate
if (typeof(T) != typeof(Texture2D))
throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
// fetch & cache
using (FileStream stream = File.OpenRead(file.FullName))
{
Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
texture = this.PremultiplyTransparency(texture);
this.Inject(internalKey, texture);
return (T)(object)texture;
}
// unpacked map
case ".tbin":
throw GetContentError($"can't read unpacked map file directly from the underlying content manager. It must be loaded through the mod's {typeof(IModHelper)}.{nameof(IModHelper.Content)} helper.");
default:
throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.png', '.tbin', or '.xnb'.");
}
}
catch (Exception ex) when (!(ex is SContentLoadException))
{
if (ex.GetInnermostException() is DllNotFoundException dllEx && dllEx.Message == "libgdiplus.dylib")
throw GetContentError("couldn't find libgdiplus, which is needed to load mod images. Make sure Mono is installed and you're running the game through the normal launcher.");
throw new SContentLoadException($"The content manager failed loading content asset '{relativePath}' from {contentManagerID}.", ex);
}
}
/// Get a file from the mod folder.
/// The asset path relative to the content folder.
private FileInfo GetModFile(string path)
{
// try exact match
FileInfo file = new FileInfo(Path.Combine(this.FullRootDirectory, path));
// try with default extension
if (!file.Exists && file.Extension.ToLower() != ".xnb")
{
FileInfo result = new FileInfo(file.FullName + ".xnb");
if (result.Exists)
file = result;
}
return file;
}
/// Premultiply a texture's alpha values to avoid transparency issues in the game.
/// The texture to premultiply.
/// Returns a premultiplied texture.
/// Based on code by David Gouveia.
private Texture2D PremultiplyTransparency(Texture2D texture)
{
// Textures loaded by Texture2D.FromStream are already premultiplied on Linux/Mac, even
// though the XNA documentation explicitly says otherwise. That's a glitch in MonoGame
// fixed in newer versions, but the game uses a bundled version that will always be
// affected. See https://github.com/MonoGame/MonoGame/issues/4820 for more info.
if (Constants.TargetPlatform != GamePlatform.Windows)
return texture;
// premultiply pixels
Color[] data = new Color[texture.Width * texture.Height];
texture.GetData(data);
for (int i = 0; i < data.Length; i++)
data[i] = Color.FromNonPremultiplied(data[i].ToVector4());
texture.SetData(data);
return texture;
}
}
}