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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
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
{
/*********
** Properties
*********/
/// <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 localised.</param>
/// <param name="assetName">The normalised asset name being read.</param>
/// <param name="data">The content data being read.</param>
/// <param name="getNormalisedPath">Normalises 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> getNormalisedPath, Action<Texture2D> onDataReplaced)
: base(locale, assetName, data, getNormalisedPath, 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 = 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);
}
}
}
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