using System; 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 StardewValley; 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; /********* ** 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) { 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 new ContentLoadException($"There is no file at path '{file.FullName}'."); // get asset path string assetPath = this.GetModAssetPath(key, file.FullName); // load content switch (file.Extension.ToLower()) { case ".xnb": return this.ContentManager.Load(assetPath); case ".png": // validate if (typeof(T) != typeof(Texture2D)) throw new ContentLoadException($"Can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'."); // try cache if (this.ContentManager.IsLoaded(assetPath)) return this.ContentManager.Load(assetPath); // 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 new ContentLoadException($"Unknown file extension '{file.Extension}'; must be '.xnb' or '.png'."); } default: throw new NotSupportedException($"Unknown content source '{source}'."); } } catch (Exception ex) { throw new ContentLoadException($"{this.ModName} failed loading content asset '{key}' from {source}.", ex); } } /// Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists. /// The asset key to fetch (if the is ), or the local path to a content file relative to the mod folder. /// Where to search for a matching content asset. /// The is empty or contains invalid characters. public string GetActualAssetKey(string key, ContentSource source = ContentSource.ModFolder) { switch (source) { case ContentSource.GameContent: return this.ContentManager.NormaliseAssetName(key); case ContentSource.ModFolder: FileInfo file = this.GetModFile(key); return this.ContentManager.NormaliseAssetName(this.GetModAssetPath(key, file.FullName)); default: throw new NotSupportedException($"Unknown content source '{source}'."); } } /********* ** Private methods *********/ /// 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) { path = Path.Combine(this.ModFolderPath, this.ContentManager.NormalisePathSeparators(path)); FileInfo file = new FileInfo(path); if (!file.Exists && file.Extension == "") file = new FileInfo(Path.Combine(this.ModFolderPath, path + ".xnb")); 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; } } }