525 lines
20 KiB
C#

using HarmonyLib;
using NewHorizons.Utility.OWML;
using OWML.Common;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Networking;
namespace NewHorizons.Utility.Files
{
public static class ImageUtilities
{
// key is path + applied effects
private static readonly Dictionary<string, Texture> _textureCache = new();
public static bool CheckCachedTexture(string key, out Texture existingTexture) => _textureCache.TryGetValue(key, out existingTexture);
public static void TrackCachedTexture(string key, Texture texture) => _textureCache.Add(key, texture);
private static string GetKey(string path) => path.Substring(Main.Instance.ModHelper.OwmlConfig.ModsPath.Length);
public static bool IsTextureLoaded(IModBehaviour mod, string filename)
{
var path = Path.Combine(mod.ModHelper.Manifest.ModFolderPath, filename);
var key = GetKey(path);
return _textureCache.ContainsKey(key);
}
// needed for backwards compat :P
public static Texture2D GetTexture(IModBehaviour mod, string filename, bool useMipmaps, bool wrap) => GetTexture(mod, filename, useMipmaps, wrap, false);
// bug: cache only considers file path, not wrap/mips/linear. oh well
public static Texture2D GetTexture(IModBehaviour mod, string filename, bool useMipmaps = true, bool wrap = false, bool linear = false)
{
if (mod == null)
{
NHLogger.LogError("Couldn't get texture, mod is null.");
return null;
}
// Copied from OWML but without the print statement lol
var path = Path.Combine(mod.ModHelper.Manifest.ModFolderPath, filename);
var key = GetKey(path);
if (_textureCache.TryGetValue(key, out var existingTexture))
{
NHLogger.LogVerbose($"Already loaded image at path: {path}");
return (Texture2D)existingTexture;
}
NHLogger.LogVerbose($"Loading image at path: {path}");
try
{
var data = File.ReadAllBytes(path);
var texture = new Texture2D(2, 2, TextureFormat.RGBA32, useMipmaps, linear);
texture.name = key;
texture.wrapMode = wrap ? TextureWrapMode.Repeat : TextureWrapMode.Clamp;
texture.LoadImage(data);
_textureCache.Add(key, texture);
return texture;
}
catch (Exception ex)
{
// Half the time when a texture doesn't load it doesn't need to exist so just log verbose
NHLogger.LogVerbose($"Exception thrown while loading texture [{filename}]:\n{ex}");
return null;
}
}
public static void DeleteTexture(IModBehaviour mod, string filename, Texture2D texture)
{
var path = Path.Combine(mod.ModHelper.Manifest.ModFolderPath, filename);
var key = GetKey(path);
if (_textureCache.ContainsKey(key))
{
if (_textureCache[key] == texture)
{
_textureCache.Remove(key);
UnityEngine.Object.Destroy(texture);
}
}
UnityEngine.Object.Destroy(texture);
}
public static void ClearCache()
{
NHLogger.LogVerbose("Clearing image cache");
foreach (var texture in _textureCache.Values)
{
if (texture == null) continue;
UnityEngine.Object.Destroy(texture);
}
_textureCache.Clear();
}
/// <summary>
/// used specifically for projected slides.
/// also adds a border (to prevent weird visual bug) and makes the texture linear (otherwise the projected image is too bright).
/// </summary>
public static Texture2D Invert(Texture2D texture)
{
var key = $"{texture.name} > invert";
if (_textureCache.TryGetValue(key, out var existingTexture)) return (Texture2D)existingTexture;
var pixels = texture.GetPixels();
for (int i = 0; i < pixels.Length; i++)
{
var x = i % texture.width;
var y = (int)Mathf.Floor(i / texture.height);
// Needs a black border
if (x == 0 || y == 0 || x == texture.width - 1 || y == texture.height - 1)
{
pixels[i].r = 1;
pixels[i].g = 1;
pixels[i].b = 1;
pixels[i].a = 1;
}
else
{
pixels[i].r = 1f - pixels[i].r;
pixels[i].g = 1f - pixels[i].g;
pixels[i].b = 1f - pixels[i].b;
}
}
var newTexture = new Texture2D(texture.width, texture.height, texture.format, texture.mipmapCount != 1, true);
newTexture.name = key;
newTexture.SetPixels(pixels);
newTexture.Apply();
newTexture.wrapMode = texture.wrapMode;
_textureCache.Add(key, newTexture);
return newTexture;
}
public static Texture2D MakeReelTexture(Texture2D[] textures)
{
var key = $"SlideReelAtlas of {textures.Join(x => x.name)}";
if (_textureCache.TryGetValue(key, out var existingTexture)) return (Texture2D)existingTexture;
var size = 256;
var texture = new Texture2D(size * 4, size * 4, TextureFormat.ARGB32, false);
texture.name = key;
var fillPixels = new Color[size * size * 4 * 4];
for (int xIndex = 0; xIndex < 4; xIndex++)
{
for (int yIndex = 0; yIndex < 4; yIndex++)
{
int index = yIndex * 4 + xIndex;
var srcTexture = index < textures.Length ? textures[index] : null;
for (int i = 0; i < size; i++)
{
for (int j = 0; j < size; j++)
{
var colour = Color.black;
if (srcTexture)
{
var srcX = i * srcTexture.width / (float)size;
var srcY = j * srcTexture.height / (float)size;
if (srcX >= 0 && srcX < srcTexture.width && srcY >= 0 && srcY < srcTexture.height)
{
colour = srcTexture.GetPixel((int)srcX, (int)srcY);
}
}
var x = xIndex * size + i;
// Want it to start from the first row from the bottom then go down then modulo around idk
// 5 because no pos mod idk
var y = (5 - yIndex) % 4 * size + j;
var pixelIndex = x + y * size * 4;
if (pixelIndex < fillPixels.Length && pixelIndex >= 0) fillPixels[pixelIndex] = colour;
}
}
}
}
texture.SetPixels(fillPixels);
texture.Apply();
_textureCache.Add(key, texture);
return texture;
}
public static Texture2D MakeOutline(Texture2D texture, Color color, int thickness)
{
var key = $"{texture.name} > outline {color} {thickness}";
if (_textureCache.TryGetValue(key, out var existingTexture)) return (Texture2D)existingTexture;
var outline = new Texture2D(texture.width, texture.height, texture.format, texture.mipmapCount != 1);
outline.name = key;
var outlinePixels = new Color[texture.width * texture.height];
var pixels = texture.GetPixels();
for (int x = 0; x < texture.width; x++)
{
for (int y = 0; y < texture.height; y++)
{
var fillColor = new Color(0, 0, 0, 0);
if (pixels[x + y * texture.width].a == 1 && CloseToTransparent(pixels, texture.width, texture.height, x, y, thickness))
{
fillColor = color;
}
outlinePixels[x + y * texture.width] = fillColor;
}
}
outline.SetPixels(outlinePixels);
outline.Apply();
outline.wrapMode = texture.wrapMode;
_textureCache.Add(key, outline);
return outline;
}
private static bool CloseToTransparent(Color[] pixels, int width, int height, int x, int y, int thickness)
{
// Check nearby
var minX = Math.Max(0, x - thickness / 2);
var minY = Math.Max(0, y - thickness / 2);
var maxX = Math.Min(width, x + thickness / 2);
var maxY = Math.Min(height, y + thickness / 2);
for (int i = minX; i < maxX; i++)
{
for (int j = minY; j < maxY; j++)
{
if (pixels[i + j * width].a < 1) return true;
}
}
return false;
}
public static Texture2D TintImage(Texture2D image, Color tint)
{
var key = $"{image.name} > tint {tint}";
if (_textureCache.TryGetValue(key, out var existingTexture)) return (Texture2D)existingTexture;
if (image == null)
{
NHLogger.LogError($"Tried to tint null image");
return null;
}
var pixels = image.GetPixels();
for (int i = 0; i < pixels.Length; i++)
{
pixels[i].r *= tint.r;
pixels[i].g *= tint.g;
pixels[i].b *= tint.b;
}
var newImage = new Texture2D(image.width, image.height, image.format, image.mipmapCount != 1);
newImage.name = key;
newImage.SetPixels(pixels);
newImage.Apply();
newImage.wrapMode = image.wrapMode;
_textureCache.Add(key, newImage);
return newImage;
}
public static Texture2D LerpGreyscaleImage(Texture2D image, Color lightTint, Color darkTint)
{
var key = $"{image.name} > lerp greyscale {lightTint} {darkTint}";
if (_textureCache.TryGetValue(key, out var existingTexture)) return (Texture2D)existingTexture;
var pixels = image.GetPixels();
for (int i = 0; i < pixels.Length; i++)
{
pixels[i].r = Mathf.Lerp(darkTint.r, lightTint.r, pixels[i].r);
pixels[i].g = Mathf.Lerp(darkTint.g, lightTint.g, pixels[i].g);
pixels[i].b = Mathf.Lerp(darkTint.b, lightTint.b, pixels[i].b);
}
var newImage = new Texture2D(image.width, image.height, image.format, image.mipmapCount != 1);
newImage.name = key;
newImage.SetPixels(pixels);
newImage.Apply();
newImage.wrapMode = image.wrapMode;
_textureCache.Add(key, newImage);
return newImage;
}
public static Color LerpColor(Color start, Color end, float amount)
{
return new Color(Mathf.Lerp(start.r, end.r, amount), Mathf.Lerp(start.g, end.g, amount), Mathf.Lerp(start.b, end.b, amount));
}
public static Texture2D LerpGreyscaleImageAlongX(Texture2D image, Color lightTintStart, Color darkTintStart, Color lightTintEnd, Color darkTintEnd)
{
var key = $"{image.name} > lerp greyscale {lightTintStart} {darkTintStart} {lightTintEnd} {darkTintEnd}";
if (_textureCache.TryGetValue(key, out var existingTexture)) return (Texture2D)existingTexture;
var pixels = image.GetPixels();
for (int i = 0; i < pixels.Length; i++)
{
var amount = (i % image.width) / (float) image.width;
var lightTint = LerpColor(lightTintStart, lightTintEnd, amount);
var darkTint = LerpColor(darkTintStart, darkTintEnd, amount);
pixels[i].r = Mathf.Lerp(darkTint.r, lightTint.r, pixels[i].r);
pixels[i].g = Mathf.Lerp(darkTint.g, lightTint.g, pixels[i].g);
pixels[i].b = Mathf.Lerp(darkTint.b, lightTint.b, pixels[i].b);
}
var newImage = new Texture2D(image.width, image.height, image.format, image.mipmapCount != 1);
newImage.name = key;
newImage.SetPixels(pixels);
newImage.Apply();
newImage.wrapMode = image.wrapMode;
_textureCache.Add(key, newImage);
return newImage;
}
public static Texture2D ClearTexture(int width, int height, bool wrap = false)
{
var key = $"Clear {width} {height} {wrap}";
if (_textureCache.TryGetValue(key, out var existingTexture)) return (Texture2D)existingTexture;
var tex = new Texture2D(1, 1, TextureFormat.ARGB32, false);
tex.name = key;
var fillColor = Color.clear;
var fillPixels = new Color[tex.width * tex.height];
for (int i = 0; i < fillPixels.Length; i++)
{
fillPixels[i] = fillColor;
}
tex.SetPixels(fillPixels);
tex.Apply();
tex.wrapMode = wrap ? TextureWrapMode.Repeat : TextureWrapMode.Clamp;
_textureCache.Add(key, tex);
return tex;
}
public static Texture2D CanvasScaled(Texture2D src, int width, int height)
{
var key = $"{src.name} > canvas scaled {width} {height}";
if (_textureCache.TryGetValue(key, out var existingTexture)) return (Texture2D)existingTexture;
var tex = new Texture2D(width, height, src.format, src.mipmapCount != 1);
tex.name = key;
var fillPixels = new Color[tex.width * tex.height];
for (int i = 0; i < tex.width; i++)
{
for (int j = 0; j < tex.height; j++)
{
var x = i + (src.width - width) / 2;
var y = j + (src.height - height) / 2;
var colour = Color.black;
if (x < src.width && y < src.height) colour = src.GetPixel(i, j);
fillPixels[i + j * tex.width] = colour;
}
}
tex.SetPixels(fillPixels);
tex.Apply();
tex.wrapMode = src.wrapMode;
_textureCache.Add(key, tex);
return tex;
}
public static Color GetAverageColor(Texture2D src)
{
var pixels = src.GetPixels32();
var r = 0f;
var g = 0f;
var b = 0f;
var length = pixels.Length;
for (int i = 0; i < pixels.Length; i++)
{
var color = pixels[i];
r += (float)color.r / length;
g += (float)color.g / length;
b += (float)color.b / length;
}
return new Color(r / 255, g / 255, b / 255);
}
public static Texture2D MakeSolidColorTexture(int width, int height, Color color)
{
var pixels = new Color[width * height];
for (int i = 0; i < pixels.Length; i++)
{
pixels[i] = color;
}
var newTexture = new Texture2D(width, height);
newTexture.SetPixels(pixels);
newTexture.Apply();
return newTexture;
}
public static Sprite GetButtonSprite(JoystickButton button) => GetButtonSprite(ButtonPromptLibrary.SharedInstance.GetButtonTexture(button));
public static Sprite GetButtonSprite(KeyCode key) => GetButtonSprite(ButtonPromptLibrary.SharedInstance.GetButtonTexture(key));
private static Sprite GetButtonSprite(Texture2D texture)
{
var sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f), 100, 0, SpriteMeshType.FullRect, Vector4.zero, false);
sprite.name = texture.name;
return sprite;
}
// Modified from https://stackoverflow.com/a/69141085/9643841
public class AsyncImageLoader : MonoBehaviour
{
public List<(int index, string path)> PathsToLoad { get; private set; } = new();
public class ImageLoadedEvent : UnityEvent<Texture2D, int> { }
public ImageLoadedEvent imageLoadedEvent = new();
private readonly object _lockObj = new();
public bool FinishedLoading { get; private set; }
private int _loadedCount = 0;
// TODO: set up an optional “StartLoading” and “StartUnloading” condition on AsyncTextureLoader,
// and make use of that for at least for projector stuff (require player to be in the same sector as the slides
// for them to start loading, and unload when the player leaves)
void Start()
{
imageLoadedEvent.AddListener(OnImageLoaded);
foreach (var (index, path) in PathsToLoad)
{
StartCoroutine(DownloadTexture(path, index));
}
}
private void OnImageLoaded(Texture texture, int index)
{
lock (_lockObj)
{
_loadedCount++;
if (_loadedCount >= PathsToLoad.Count)
{
NHLogger.LogVerbose($"Finished loading all textures for {gameObject.name} (one was {PathsToLoad.FirstOrDefault()}");
FinishedLoading = true;
}
}
}
IEnumerator DownloadTexture(string url, int index)
{
var key = GetKey(url);
lock (_textureCache)
{
if (_textureCache.TryGetValue(key, out var existingTexture))
{
NHLogger.LogVerbose($"Already loaded image {index}:{url}");
imageLoadedEvent?.Invoke((Texture2D)existingTexture, index);
yield break;
}
}
using UnityWebRequest uwr = UnityWebRequestTexture.GetTexture(url);
yield return uwr.SendWebRequest();
var hasError = uwr.error != null && uwr.error != "";
if (hasError)
{
NHLogger.LogError($"Failed to load {index}:{url} - {uwr.error}");
}
else
{
var texture = new Texture2D(2, 2, TextureFormat.RGBA32, false);
texture.name = key;
texture.wrapMode = TextureWrapMode.Clamp;
var handler = (DownloadHandlerTexture)uwr.downloadHandler;
texture.LoadImage(handler.data);
lock (_textureCache)
{
if (_textureCache.TryGetValue(key, out var existingTexture))
{
NHLogger.LogVerbose($"Already loaded image {index}:{url}");
Destroy(texture);
texture = (Texture2D)existingTexture;
}
else
{
_textureCache.Add(key, texture);
}
imageLoadedEvent?.Invoke(texture, index);
}
}
}
}
}
}