drop UseRawImageLoading option
Raw image loading is now always enabled, except in PyTK compatibility mode.
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b78b269cf5
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27856ebea2
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@ -16,6 +16,7 @@
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* Optimized performance and memory usage (thanks to atravita!).
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* Other internal optimizations.
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* Added more file extensions to ignore when searching for mod folders: `.7z`, `.tar`, `.tar.gz`, and `.xcf` (thanks to atravita!).
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* Removed `UseRawImageLoading` option. This is now always enabled, except when PyTK is installed.
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* Fixed update alerts incorrectly shown for prerelease versions on GitHub that aren't marked as prerelease.
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* For mod authors:
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@ -34,9 +34,6 @@ namespace StardewModdingAPI.Framework
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/// <summary>An asset key prefix for assets from SMAPI mod folders.</summary>
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private readonly string ManagedPrefix = "SMAPI";
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/// <summary>Whether to use raw image data when possible, instead of initializing an XNA Texture2D instance through the GPU.</summary>
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private readonly bool UseRawImageLoading;
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/// <summary>Get a file lookup for the given directory.</summary>
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private readonly Func<string, IFileLookup> GetFileLookup;
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@ -139,8 +136,7 @@ namespace StardewModdingAPI.Framework
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/// <param name="getFileLookup">Get a file lookup for the given directory.</param>
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/// <param name="onAssetsInvalidated">A callback to invoke when any asset names have been invalidated from the cache.</param>
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/// <param name="requestAssetOperations">Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</param>
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/// <param name="useRawImageLoading">Whether to use raw image data when possible, instead of initializing an XNA Texture2D instance through the GPU.</param>
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public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, Func<string, IFileLookup> getFileLookup, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, AssetOperationGroup?> requestAssetOperations, bool useRawImageLoading)
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public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, Func<string, IFileLookup> getFileLookup, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, AssetOperationGroup?> requestAssetOperations)
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{
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this.GetFileLookup = getFileLookup;
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this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
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@ -151,7 +147,6 @@ namespace StardewModdingAPI.Framework
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this.OnAssetsInvalidated = onAssetsInvalidated;
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this.RequestAssetOperations = requestAssetOperations;
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this.FullRootDirectory = Path.Combine(Constants.GamePath, rootDirectory);
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this.UseRawImageLoading = useRawImageLoading;
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this.ContentManagers.Add(
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this.MainContentManager = new GameContentManager(
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name: "Game1.content",
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@ -230,8 +225,7 @@ namespace StardewModdingAPI.Framework
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reflection: this.Reflection,
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jsonHelper: this.JsonHelper,
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onDisposing: this.OnDisposing,
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fileLookup: this.GetFileLookup(rootDirectory),
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useRawImageLoading: this.UseRawImageLoading
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fileLookup: this.GetFileLookup(rootDirectory)
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);
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this.ContentManagers.Add(manager);
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return manager;
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@ -30,9 +30,6 @@ namespace StardewModdingAPI.Framework.ContentManagers
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/*********
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** Fields
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*********/
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/// <summary>Whether to use raw image data when possible, instead of initializing an XNA Texture2D instance through the GPU.</summary>
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private readonly bool UseRawImageLoading;
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/// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
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private readonly JsonHelper JsonHelper;
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@ -74,15 +71,13 @@ namespace StardewModdingAPI.Framework.ContentManagers
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/// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
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/// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param>
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/// <param name="fileLookup">A lookup for files within the <paramref name="rootDirectory"/>.</param>
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/// <param name="useRawImageLoading">Whether to use raw image data when possible, instead of initializing an XNA Texture2D instance through the GPU.</param>
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public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing, IFileLookup fileLookup, bool useRawImageLoading)
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public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing, IFileLookup fileLookup)
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: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true)
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{
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this.GameContentManager = gameContentManager;
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this.FileLookup = fileLookup;
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this.JsonHelper = jsonHelper;
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this.ModName = modName;
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this.UseRawImageLoading = useRawImageLoading;
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this.TryLocalizeKeys = false;
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}
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@ -205,36 +200,27 @@ namespace StardewModdingAPI.Framework.ContentManagers
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{
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this.AssertValidType<T>(assetName, file, typeof(Texture2D), typeof(IRawTextureData));
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bool returnRawData = typeof(T).IsAssignableTo(typeof(IRawTextureData));
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bool loadRawData =
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returnRawData
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|| (
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this.UseRawImageLoading
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#if SMAPI_DEPRECATED
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&& !this.ShouldDisableIntermediateRawDataLoad<T>(assetName, file)
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#endif
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);
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// load
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if (loadRawData)
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{
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IRawTextureData raw = this.LoadRawImageData(file, returnRawData);
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if (returnRawData)
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return (T)raw;
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else
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{
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Texture2D texture = new Texture2D(Game1.graphics.GraphicsDevice, raw.Width, raw.Height).SetName(assetName);
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texture.SetData(raw.Data);
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return (T)(object)texture;
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}
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}
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else
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if (!returnRawData && this.ShouldDisableIntermediateRawDataLoad<T>(assetName, file))
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{
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using FileStream stream = File.OpenRead(file.FullName);
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Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream).SetName(assetName);
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this.PremultiplyTransparency(texture);
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return (T)(object)texture;
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}
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#endif
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IRawTextureData raw = this.LoadRawImageData(file, returnRawData);
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if (returnRawData)
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return (T)raw;
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else
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{
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Texture2D texture = new Texture2D(Game1.graphics.GraphicsDevice, raw.Width, raw.Height).SetName(assetName);
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texture.SetData(raw.Data);
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return (T)(object)texture;
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}
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}
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#if SMAPI_DEPRECATED
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@ -22,7 +22,6 @@ namespace StardewModdingAPI.Framework.Models
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[nameof(WebApiBaseUrl)] = "https://smapi.io/api/",
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[nameof(LogNetworkTraffic)] = false,
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[nameof(RewriteMods)] = true,
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[nameof(UseRawImageLoading)] = true,
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[nameof(UseCaseInsensitivePaths)] = Constants.Platform is Platform.Android or Platform.Linux,
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[nameof(SuppressHarmonyDebugMode)] = true
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};
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@ -68,9 +67,6 @@ namespace StardewModdingAPI.Framework.Models
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/// <summary>Whether SMAPI should rewrite mods for compatibility.</summary>
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public bool RewriteMods { get; set; }
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/// <summary>Whether to use raw image data when possible, instead of initializing an XNA Texture2D instance through the GPU.</summary>
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public bool UseRawImageLoading { get; set; }
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/// <summary>Whether to make SMAPI file APIs case-insensitive, even on Linux.</summary>
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public bool UseCaseInsensitivePaths { get; set; }
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@ -99,13 +95,12 @@ namespace StardewModdingAPI.Framework.Models
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/// <param name="webApiBaseUrl">The base URL for SMAPI's web API, used to perform update checks.</param>
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/// <param name="verboseLogging">The log contexts for which to enable verbose logging, which may show a lot more information to simplify troubleshooting.</param>
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/// <param name="rewriteMods">Whether SMAPI should rewrite mods for compatibility.</param>
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/// <param name="useRawImageLoading">Whether to use raw image data when possible, instead of initializing an XNA Texture2D instance through the GPU.</param>
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/// <param name="useCaseInsensitivePaths">>Whether to make SMAPI file APIs case-insensitive, even on Linux.</param>
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/// <param name="logNetworkTraffic">Whether SMAPI should log network traffic.</param>
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/// <param name="consoleColors">The colors to use for text written to the SMAPI console.</param>
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/// <param name="suppressHarmonyDebugMode">Whether to prevent mods from enabling Harmony's debug mode, which impacts performance and creates a file on your desktop. Debug mode should never be enabled by a released mod.</param>
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/// <param name="suppressUpdateChecks">The mod IDs SMAPI should ignore when performing update checks or validating update keys.</param>
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public SConfig(bool developerMode, bool? checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, string[]? verboseLogging, bool? rewriteMods, bool? useRawImageLoading, bool? useCaseInsensitivePaths, bool? logNetworkTraffic, ColorSchemeConfig consoleColors, bool? suppressHarmonyDebugMode, string[]? suppressUpdateChecks)
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public SConfig(bool developerMode, bool? checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, string[]? verboseLogging, bool? rewriteMods, bool? useCaseInsensitivePaths, bool? logNetworkTraffic, ColorSchemeConfig consoleColors, bool? suppressHarmonyDebugMode, string[]? suppressUpdateChecks)
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{
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this.DeveloperMode = developerMode;
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this.CheckForUpdates = checkForUpdates ?? (bool)SConfig.DefaultValues[nameof(this.CheckForUpdates)];
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@ -115,7 +110,6 @@ namespace StardewModdingAPI.Framework.Models
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this.WebApiBaseUrl = webApiBaseUrl;
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this.VerboseLogging = new HashSet<string>(verboseLogging ?? Array.Empty<string>(), StringComparer.OrdinalIgnoreCase);
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this.RewriteMods = rewriteMods ?? (bool)SConfig.DefaultValues[nameof(this.RewriteMods)];
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this.UseRawImageLoading = useRawImageLoading ?? (bool)SConfig.DefaultValues[nameof(this.UseRawImageLoading)];
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this.UseCaseInsensitivePaths = useCaseInsensitivePaths ?? (bool)SConfig.DefaultValues[nameof(this.UseCaseInsensitivePaths)];
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this.LogNetworkTraffic = logNetworkTraffic ?? (bool)SConfig.DefaultValues[nameof(this.LogNetworkTraffic)];
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this.ConsoleColors = consoleColors;
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@ -1333,8 +1333,7 @@ namespace StardewModdingAPI.Framework
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onAssetLoaded: this.OnAssetLoaded,
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onAssetsInvalidated: this.OnAssetsInvalidated,
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getFileLookup: this.GetFileLookup,
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requestAssetOperations: this.RequestAssetOperations,
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useRawImageLoading: this.Settings.UseRawImageLoading
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requestAssetOperations: this.RequestAssetOperations
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);
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if (this.ContentCore.Language != this.Translator.LocaleEnum)
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this.Translator.SetLocale(this.ContentCore.GetLocale(), this.ContentCore.Language);
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@ -54,12 +54,6 @@ copy all the settings, or you may cause bugs due to overridden changes in future
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*/
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"UseCaseInsensitivePaths": null,
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/**
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* Whether to use raw image data when possible, instead of initializing an XNA Texture2D
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* instance through the GPU.
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*/
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"UseRawImageLoading": true,
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/**
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* Whether to add a section to the 'mod issues' list for mods which directly use potentially
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* sensitive .NET APIs like file or shell access. Note that many mods do this legitimately as
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