summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/Content/AssetDataForImage.cs
blob: 7c8cc6a84af2622dc6875c9d3f9ee36aca1cb388 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
using System;
using System.Buffers;
using System.Diagnostics.CodeAnalysis;
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/macOS, 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 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, IAssetName assetName, Texture2D data, Func<string, string> getNormalizedPath, Action<Texture2D> onDataReplaced)
            : base(locale, assetName, data, getNormalizedPath, onDataReplaced) { }

        /// <inheritdoc />
        public void PatchImage(IRawTextureData source, Rectangle? sourceArea = null, Rectangle? targetArea = null, PatchMode patchMode = PatchMode.Replace)
        {
            if (source == null)
                throw new ArgumentNullException(nameof(source), "Can't patch from null source data.");

            // get normalized bounds
            this.GetPatchBounds(ref sourceArea, ref targetArea, source.Width, source.Height);
            if (source.Data.Length < (sourceArea.Value.Bottom - 1) * source.Width + sourceArea.Value.Right)
                throw new ArgumentException("Can't apply image patch because the source image is smaller than the source area.", nameof(source));
            int areaX = sourceArea.Value.X;
            int areaY = sourceArea.Value.Y;
            int areaWidth = sourceArea.Value.Width;
            int areaHeight = sourceArea.Value.Height;

            // shortcut: if the area width matches the source image, we can apply the image as-is without needing
            // to copy the pixels into a smaller subset. It's fine if the source is taller than the area, since we'll
            // just ignore the extra data at the end of the pixel array.
            if (areaWidth == source.Width)
            {
                this.PatchImageImpl(source.Data, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode, areaY);
                return;
            }

            // else copy the pixels within the smaller area & apply that
            int pixelCount = areaWidth * areaHeight;
            Color[] sourceData = ArrayPool<Color>.Shared.Rent(pixelCount);
            try
            {
                for (int y = areaY, maxY = areaY + areaHeight; y < maxY; y++)
                {
                    int sourceIndex = (y * source.Width) + areaX;
                    int targetIndex = (y - areaY) * areaWidth;
                    Array.Copy(source.Data, sourceIndex, sourceData, targetIndex, areaWidth);
                }

                this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
            }
            finally
            {
                ArrayPool<Color>.Shared.Return(sourceData);
            }
        }

        /// <inheritdoc />
        public void PatchImage(Texture2D source, Rectangle? sourceArea = null, Rectangle? targetArea = null, PatchMode patchMode = PatchMode.Replace)
        {
            if (source == null)
                throw new ArgumentNullException(nameof(source), "Can't patch from a null source texture.");

            // get normalized bounds
            this.GetPatchBounds(ref sourceArea, ref targetArea, source.Width, source.Height);
            if (!source.Bounds.Contains(sourceArea.Value))
                throw new ArgumentOutOfRangeException(nameof(sourceArea), "The source area is outside the bounds of the source texture.");

            // get source data & apply
            int pixelCount = sourceArea.Value.Width * sourceArea.Value.Height;
            Color[] sourceData = ArrayPool<Color>.Shared.Rent(pixelCount);
            try
            {
                source.GetData(0, sourceArea, sourceData, 0, pixelCount);
                this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
            }
            finally
            {
                ArrayPool<Color>.Shared.Return(sourceData);
            }
        }

        /// <inheritdoc />
        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)).SetName(original.Name);
            this.ReplaceWith(texture);
            this.PatchImage(original);
            return true;
        }


        /*********
        ** Private methods
        *********/
        /// <summary>Get the bounds for an image patch.</summary>
        /// <param name="sourceArea">The source area to set if needed.</param>
        /// <param name="targetArea">The target area to set if needed.</param>
        /// <param name="sourceWidth">The width of the full source image.</param>
        /// <param name="sourceHeight">The height of the full source image.</param>
        private void GetPatchBounds([NotNull] ref Rectangle? sourceArea, [NotNull] ref Rectangle? targetArea, int sourceWidth, int sourceHeight)
        {
            sourceArea ??= new Rectangle(0, 0, sourceWidth, sourceHeight);
            targetArea ??= new Rectangle(0, 0, Math.Min(sourceArea.Value.Width, this.Data.Width), Math.Min(sourceArea.Value.Height, this.Data.Height));
        }

        /// <summary>Overwrite part of the image.</summary>
        /// <param name="sourceData">The image data to patch into the content.</param>
        /// <param name="sourceWidth">The pixel width of the original source image.</param>
        /// <param name="sourceHeight">The pixel height of the original source image.</param>
        /// <param name="sourceArea">The part of the <paramref name="sourceData"/> to copy (or <c>null</c> to take the whole texture). This must be within the bounds of the <paramref name="sourceData"/> 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>
        /// <param name="startRow">The row to start on, for the sourceData.</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>
        /// <exception cref="InvalidOperationException">The content being read isn't an image.</exception>
        private void PatchImageImpl(Color[] sourceData, int sourceWidth, int sourceHeight, Rectangle sourceArea, Rectangle targetArea, PatchMode patchMode, int startRow = 0)
        {
            // get texture
            Texture2D target = this.Data;
            int pixelCount = sourceArea.Width * sourceArea.Height;

            // validate
            if (sourceArea.X < 0 || sourceArea.Y < 0 || sourceArea.Right > sourceWidth || sourceArea.Bottom > sourceHeight)
                throw new ArgumentOutOfRangeException(nameof(sourceArea), "The source area is outside the bounds of the source texture.");
            if (!target.Bounds.Contains(targetArea))
                throw new ArgumentOutOfRangeException(nameof(targetArea), "The target area is outside the bounds of the target texture.");
            if (sourceArea.Size != targetArea.Size)
                throw new InvalidOperationException("The source and target areas must be the same size.");

            // shortcut: replace the entire area
            if (patchMode == PatchMode.Replace)
            {
                target.SetData(0, targetArea, sourceData, startRow * sourceArea.Width, pixelCount);
                return;
            }

            // skip transparent pixels at the start & end (e.g. large spritesheet with a few sprites replaced)
            int startIndex = -1;
            int endIndex = -1;
            {
                for (int i = startRow * sourceArea.Width; i < pixelCount; i++)
                {
                    if (sourceData[i].A >= AssetDataForImage.MinOpacity)
                    {
                        startIndex = i;
                        break;
                    }
                }
                if (startIndex == -1)
                    return; // blank texture

                for (int i = startRow * sourceArea.Width + pixelCount - 1; i >= startIndex; i--)
                {
                    if (sourceData[i].A >= AssetDataForImage.MinOpacity)
                    {
                        endIndex = i;
                        break;
                    }
                }
                if (endIndex == -1)
                    return; // ???
            }

            // update target rectangle
            int sourceOffset;
            {
                int topOffset = startIndex / sourceArea.Width;
                int bottomOffset = endIndex / sourceArea.Width;

                targetArea = new(targetArea.X, targetArea.Y + topOffset - startRow, targetArea.Width, bottomOffset - topOffset + 1);
                pixelCount = targetArea.Width * targetArea.Height;
                sourceOffset = topOffset * sourceArea.Width;
            }

            // apply
            Color[] mergedData = ArrayPool<Color>.Shared.Rent(pixelCount);
            try
            {
                target.GetData(0, targetArea, mergedData, 0, pixelCount);

                for (int i = startIndex; i <= endIndex; i++)
                {
                    int targetIndex = i - sourceOffset;

                    Color above = sourceData[i];
                    Color below = mergedData[targetIndex];

                    // shortcut transparency
                    if (above.A < AssetDataForImage.MinOpacity)
                        continue;
                    if (below.A < AssetDataForImage.MinOpacity || above.A == byte.MaxValue)
                        mergedData[targetIndex] = above;

                    // merge pixels
                    else
                    {
                        // 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/.
                        float alphaBelow = 1 - (above.A / 255f);
                        mergedData[targetIndex] = new Color(
                            r: (int)(above.R + (below.R * alphaBelow)),
                            g: (int)(above.G + (below.G * alphaBelow)),
                            b: (int)(above.B + (below.B * alphaBelow)),
                            alpha: Math.Max(above.A, below.A)
                        );
                    }
                }

                target.SetData(0, targetArea, mergedData, 0, pixelCount);
            }
            finally
            {
                ArrayPool<Color>.Shared.Return(mergedData);
            }
        }
    }
}