summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
blob: 6485b3d4c244dcfddf50d5290e1d524ece1df92e (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
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
{
    /// <summary>A content manager which handles reading files from a SMAPI mod folder with support for unpacked files.</summary>
    internal class ModContentManager : BaseContentManager
    {
        /*********
        ** Fields
        *********/
        /// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
        private readonly JsonHelper JsonHelper;


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="name">A name for the mod manager. Not guaranteed to be unique.</param>
        /// <param name="serviceProvider">The service provider to use to locate services.</param>
        /// <param name="rootDirectory">The root directory to search for content.</param>
        /// <param name="currentCulture">The current culture for which to localise content.</param>
        /// <param name="coordinator">The central coordinator which manages content managers.</param>
        /// <param name="monitor">Encapsulates monitoring and logging.</param>
        /// <param name="reflection">Simplifies access to private code.</param>
        /// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
        /// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param>
        public ModContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing)
            : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isModFolder: true)
        {
            this.JsonHelper = jsonHelper;
        }

        /// <summary>Load an asset that has been processed by the content pipeline.</summary>
        /// <typeparam name="T">The type of asset to load.</typeparam>
        /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
        /// <param name="language">The language code for which to load content.</param>
        public override T Load<T>(string assetName, LanguageCode language)
        {
            assetName = this.AssertAndNormaliseAssetName(assetName);

            // get from cache
            if (this.IsLoaded(assetName))
                return base.Load<T>(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<T>(assetName, contentManagerID, relativePath, language);
                    this.Inject(assetName, data);
                    return data;
                }

                return this.LoadManagedAsset<T>(assetName, contentManagerID, relativePath, language);
            }

            throw new NotSupportedException("Can't load content folder asset from a mod content manager.");
        }

        /// <summary>Create a new content manager for temporary use.</summary>
        public override LocalizedContentManager CreateTemporary()
        {
            throw new NotSupportedException("Can't create a temporary mod content manager.");
        }


        /*********
        ** Private methods
        *********/
        /// <summary>Get whether an asset has already been loaded.</summary>
        /// <param name="normalisedAssetName">The normalised asset name.</param>
        protected override bool IsNormalisedKeyLoaded(string normalisedAssetName)
        {
            return this.Cache.ContainsKey(normalisedAssetName);
        }

        /// <summary>Load a managed mod asset.</summary>
        /// <typeparam name="T">The type of asset to load.</typeparam>
        /// <param name="internalKey">The internal asset key.</param>
        /// <param name="contentManagerID">The unique name for the content manager which should load this asset.</param>
        /// <param name="relativePath">The relative path within the mod folder.</param>
        /// <param name="language">The language code for which to load content.</param>
        private T LoadManagedAsset<T>(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<T>(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);
            }
        }

        /// <summary>Get a file from the mod folder.</summary>
        /// <param name="path">The asset path relative to the content folder.</param>
        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;
        }

        /// <summary>Premultiply a texture's alpha values to avoid transparency issues in the game.</summary>
        /// <param name="texture">The texture to premultiply.</param>
        /// <returns>Returns a premultiplied texture.</returns>
        /// <remarks>Based on <a href="https://gamedev.stackexchange.com/a/26037">code by David Gouveia</a>.</remarks>
        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;
        }
    }
}