using System; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Diagnostics.CodeAnalysis; using System.IO; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Framework.Exceptions; using StardewValley; using xTile; using xTile.Format; using xTile.Tiles; namespace StardewModdingAPI.Framework { /// Provides an API for loading content assets. internal class ContentHelper : IContentHelper { /********* ** Properties *********/ /// SMAPI's underlying content manager. private readonly SContentManager ContentManager; /// The absolute path to the mod folder. private readonly string ModFolderPath; /// The path to the mod's folder, relative to the game's content folder (e.g. "../Mods/ModName"). private readonly string ModFolderPathFromContent; /// The friendly mod name for use in errors. private readonly string ModName; /********* ** Accessors *********/ /// The observable implementation of . internal ObservableCollection ObservableAssetEditors { get; } = new ObservableCollection(); /// Editors which change content assets after they're loaded. internal IList AssetEditors => this.ObservableAssetEditors; /********* ** Public methods *********/ /// Construct an instance. /// SMAPI's underlying content manager. /// The absolute path to the mod folder. /// The friendly mod name for use in errors. public ContentHelper(SContentManager contentManager, string modFolderPath, string modName) { this.ContentManager = contentManager; this.ModFolderPath = modFolderPath; this.ModName = modName; this.ModFolderPathFromContent = this.GetRelativePath(contentManager.FullRootDirectory, modFolderPath); } /// Load content from the game folder or mod folder (if not already cached), and return it. When loading a .png file, this must be called outside the game's draw loop. /// The expected data type. The main supported types are and dictionaries; other types may be supported by the game's content pipeline. /// The asset key to fetch (if the is ), or the local path to a content file relative to the mod folder. /// Where to search for a matching content asset. /// The is empty or contains invalid characters. /// The content asset couldn't be loaded (e.g. because it doesn't exist). public T Load(string key, ContentSource source = ContentSource.ModFolder) { SContentLoadException GetContentError(string reasonPhrase) => new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}: {reasonPhrase}."); this.AssertValidAssetKeyFormat(key); try { switch (source) { case ContentSource.GameContent: return this.ContentManager.Load(key); case ContentSource.ModFolder: // get file FileInfo file = this.GetModFile(key); if (!file.Exists) throw GetContentError($"there's no matching file at path '{file.FullName}'."); // get asset path string assetPath = this.GetModAssetPath(key, file.FullName); // try cache if (this.ContentManager.IsLoaded(assetPath)) return this.ContentManager.Load(assetPath); // load content switch (file.Extension.ToLower()) { // XNB file case ".xnb": { T asset = this.ContentManager.Load(assetPath); if (asset is Map) this.FixLocalMapTilesheets(asset as Map, key); return asset; } // unpacked map case ".tbin": { // validate if (typeof(T) != typeof(Map)) throw GetContentError($"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'."); // fetch & cache FormatManager formatManager = FormatManager.Instance; Map map = formatManager.LoadMap(file.FullName); this.FixLocalMapTilesheets(map, key); // inject map this.ContentManager.Inject(assetPath, map); return (T)(object)map; } // unpacked image case ".png": // validate if (typeof(T) != typeof(Texture2D)) throw GetContentError($"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.ContentManager.Inject(assetPath, texture); return (T)(object)texture; } default: throw GetContentError($"unknown file extension '{file.Extension}'; must be one of '.png', '.tbin', or '.xnb'."); } default: throw GetContentError($"unknown content source '{source}'."); } } catch (Exception ex) when (!(ex is SContentLoadException)) { throw new SContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}.", ex); } } /// Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists. /// The asset key to fetch (if the is ), or the local path to a content file relative to the mod folder. /// Where to search for a matching content asset. /// The is empty or contains invalid characters. public string GetActualAssetKey(string key, ContentSource source = ContentSource.ModFolder) { switch (source) { case ContentSource.GameContent: return this.ContentManager.NormaliseAssetName(key); case ContentSource.ModFolder: FileInfo file = this.GetModFile(key); return this.ContentManager.NormaliseAssetName(this.GetModAssetPath(key, file.FullName)); default: throw new NotSupportedException($"Unknown content source '{source}'."); } } /********* ** Private methods *********/ /// Fix the tilesheets for a map loaded from the mod folder. /// The map whose tilesheets to fix. /// The map asset key within the mod folder. /// The map tilesheets could not be loaded. private void FixLocalMapTilesheets(Map map, string mapKey) { if (!map.TileSheets.Any()) return; string relativeMapFolder = Path.GetDirectoryName(mapKey) ?? ""; // folder path containing the map, relative to the mod folder foreach (TileSheet tilesheet in map.TileSheets) { // check for tilesheet relative to map { string localKey = Path.Combine(relativeMapFolder, tilesheet.ImageSource); FileInfo localFile = this.GetModFile(localKey); if (localFile.Exists) { try { this.Load(localKey); } catch (Exception ex) { throw new ContentLoadException($"The local '{tilesheet.ImageSource}' tilesheet couldn't be loaded.", ex); } tilesheet.ImageSource = this.GetActualAssetKey(localKey); continue; } } // fallback to game content { string contentKey = tilesheet.ImageSource; if (contentKey.EndsWith(".png")) contentKey = contentKey.Substring(0, contentKey.Length - 4); try { this.ContentManager.Load(contentKey); } catch (Exception ex) { throw new ContentLoadException($"The '{tilesheet.ImageSource}' tilesheet couldn't be loaded relative to either map file or the game's content folder.", ex); } tilesheet.ImageSource = contentKey; } } } /// Assert that the given key has a valid format. /// The asset key to check. /// The asset key is empty or contains invalid characters. [SuppressMessage("ReSharper", "UnusedParameter.Local", Justification = "Parameter is only used for assertion checks by design.")] private void AssertValidAssetKeyFormat(string key) { if (string.IsNullOrWhiteSpace(key)) throw new ArgumentException("The asset key or local path is empty."); if (key.Intersect(Path.GetInvalidPathChars()).Any()) throw new ArgumentException("The asset key or local path contains invalid characters."); } /// Get a file from the mod folder. /// The asset path relative to the mod folder. private FileInfo GetModFile(string path) { // try exact match path = Path.Combine(this.ModFolderPath, this.ContentManager.NormalisePathSeparators(path)); FileInfo file = new FileInfo(path); // try with default extension if (!file.Exists && file.Extension.ToLower() != ".xnb") { FileInfo result = new FileInfo(path + ".xnb"); if (result.Exists) file = result; } return file; } /// Get the asset path which loads a mod folder through a content manager. /// The file path relative to the mod's folder. /// The absolute file path. private string GetModAssetPath(string localPath, string absolutePath) { #if SMAPI_FOR_WINDOWS // XNA doesn't allow absolute asset paths, so get a path relative to the content folder return Path.Combine(this.ModFolderPathFromContent, localPath); #else // MonoGame is weird about relative paths on Mac, but allows absolute paths return absolutePath; #endif } /// Get a directory path relative to a given root. /// The root path from which the path should be relative. /// The target file path. private string GetRelativePath(string rootPath, string targetPath) { // convert to URIs Uri from = new Uri(rootPath + "/"); Uri to = new Uri(targetPath + "/"); if (from.Scheme != to.Scheme) throw new InvalidOperationException($"Can't get path for '{targetPath}' relative to '{rootPath}'."); // get relative path return Uri.UnescapeDataString(from.MakeRelativeUri(to).ToString()) .Replace(Path.DirectorySeparatorChar == '/' ? '\\' : '/', Path.DirectorySeparatorChar); // use correct separator for platform } /// Premultiply a texture's alpha values to avoid transparency issues in the game. This is only possible if the game isn't currently drawing. /// The texture to premultiply. /// Returns a premultiplied texture. /// Based on code by Layoric. private Texture2D PremultiplyTransparency(Texture2D texture) { // validate if (Context.IsInDrawLoop) throw new NotSupportedException("Can't load a PNG file while the game is drawing to the screen. Make sure you load content outside the draw loop."); // process texture SpriteBatch spriteBatch = Game1.spriteBatch; GraphicsDevice gpu = Game1.graphics.GraphicsDevice; using (RenderTarget2D renderTarget = new RenderTarget2D(Game1.graphics.GraphicsDevice, texture.Width, texture.Height)) { // create blank render target to premultiply gpu.SetRenderTarget(renderTarget); gpu.Clear(Color.Black); // multiply each color by the source alpha, and write just the color values into the final texture spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState { ColorDestinationBlend = Blend.Zero, ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue, AlphaDestinationBlend = Blend.Zero, AlphaSourceBlend = Blend.SourceAlpha, ColorSourceBlend = Blend.SourceAlpha }); spriteBatch.Draw(texture, texture.Bounds, Color.White); spriteBatch.End(); // copy the alpha values from the source texture into the final one without multiplying them spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState { ColorWriteChannels = ColorWriteChannels.Alpha, AlphaDestinationBlend = Blend.Zero, ColorDestinationBlend = Blend.Zero, AlphaSourceBlend = Blend.One, ColorSourceBlend = Blend.One }); spriteBatch.Draw(texture, texture.Bounds, Color.White); spriteBatch.End(); // release GPU gpu.SetRenderTarget(null); // extract premultiplied data Color[] data = new Color[texture.Width * texture.Height]; renderTarget.GetData(data); // unset texture from GPU to regain control gpu.Textures[0] = null; // update texture with premultiplied data texture.SetData(data); } return texture; } } }