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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2022-02-13 00:43:35 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2022-02-13 00:43:35 -0500
commit315926de25dc41c97a9a2351c92d5983a2e8df3e (patch)
treea4b5f0a9945ff34b350fc334a01e00b13cfe0740
parentf53ace623523ea1c304f59b187c478634481cbd2 (diff)
downloadSMAPI-315926de25dc41c97a9a2351c92d5983a2e8df3e.tar.gz
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flip slashes in asset propagator to match MonoGame
The game now uses MonoGame on all platforms.
-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs214
1 files changed, 107 insertions, 107 deletions
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index 9089a1e9..a6c4bb24 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -92,7 +92,7 @@ namespace StardewModdingAPI.Metadata
// group into optimized lists
var buckets = assets.GroupBy(p =>
{
- if (this.IsInFolder(p.Key, "Characters") || this.IsInFolder(p.Key, "Characters\\Monsters"))
+ if (this.IsInFolder(p.Key, "Characters") || this.IsInFolder(p.Key, "Characters/Monsters"))
return AssetBucket.Sprite;
if (this.IsInFolder(p.Key, "Portraits"))
@@ -214,22 +214,22 @@ namespace StardewModdingAPI.Metadata
** Propagate by key
****/
Reflector reflection = this.Reflection;
- switch (key.ToLower().Replace("/", "\\")) // normalized key so we can compare statically
+ switch (key.ToLower().Replace("\\", "/")) // normalized key so we can compare statically
{
/****
** Animals
****/
- case "animals\\horse":
+ case "animals/horse":
return !ignoreWorld && this.ReloadPetOrHorseSprites<Horse>(content, key);
/****
** Buildings
****/
- case "buildings\\houses": // Farm
+ case "buildings/houses": // Farm
Farm.houseTextures = this.LoadAndDisposeIfNeeded(Farm.houseTextures, key);
return true;
- case "buildings\\houses_paintmask": // Farm
+ case "buildings/houses_paintmask": // Farm
{
bool removedFromCache = this.RemoveFromPaintMaskCache(key);
@@ -242,149 +242,149 @@ namespace StardewModdingAPI.Metadata
/****
** Content\Characters\Farmer
****/
- case "characters\\farmer\\accessories": // Game1.LoadContent
+ case "characters/farmer/accessories": // Game1.LoadContent
FarmerRenderer.accessoriesTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.accessoriesTexture, key);
return true;
- case "characters\\farmer\\farmer_base": // Farmer
- case "characters\\farmer\\farmer_base_bald":
- case "characters\\farmer\\farmer_girl_base":
- case "characters\\farmer\\farmer_girl_base_bald":
+ case "characters/farmer/farmer_base": // Farmer
+ case "characters/farmer/farmer_base_bald":
+ case "characters/farmer/farmer_girl_base":
+ case "characters/farmer/farmer_girl_base_bald":
return !ignoreWorld && this.ReloadPlayerSprites(key);
- case "characters\\farmer\\hairstyles": // Game1.LoadContent
+ case "characters/farmer/hairstyles": // Game1.LoadContent
FarmerRenderer.hairStylesTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.hairStylesTexture, key);
return true;
- case "characters\\farmer\\hats": // Game1.LoadContent
+ case "characters/farmer/hats": // Game1.LoadContent
FarmerRenderer.hatsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.hatsTexture, key);
return true;
- case "characters\\farmer\\pants": // Game1.LoadContent
+ case "characters/farmer/pants": // Game1.LoadContent
FarmerRenderer.pantsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.pantsTexture, key);
return true;
- case "characters\\farmer\\shirts": // Game1.LoadContent
+ case "characters/farmer/shirts": // Game1.LoadContent
FarmerRenderer.shirtsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.shirtsTexture, key);
return true;
/****
** Content\Data
****/
- case "data\\achievements": // Game1.LoadContent
+ case "data/achievements": // Game1.LoadContent
Game1.achievements = content.Load<Dictionary<int, string>>(key);
return true;
- case "data\\bigcraftablesinformation": // Game1.LoadContent
+ case "data/bigcraftablesinformation": // Game1.LoadContent
Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key);
return true;
- case "data\\clothinginformation": // Game1.LoadContent
+ case "data/clothinginformation": // Game1.LoadContent
Game1.clothingInformation = content.Load<Dictionary<int, string>>(key);
return true;
- case "data\\concessions": // MovieTheater.GetConcessions
+ case "data/concessions": // MovieTheater.GetConcessions
MovieTheater.ClearCachedLocalizedData();
return true;
- case "data\\concessiontastes": // MovieTheater.GetConcessionTasteForCharacter
+ case "data/concessiontastes": // MovieTheater.GetConcessionTasteForCharacter
this.Reflection
.GetField<List<ConcessionTaste>>(typeof(MovieTheater), "_concessionTastes")
.SetValue(content.Load<List<ConcessionTaste>>(key));
return true;
- case "data\\cookingrecipes": // CraftingRecipe.InitShared
+ case "data/cookingrecipes": // CraftingRecipe.InitShared
CraftingRecipe.cookingRecipes = content.Load<Dictionary<string, string>>(key);
return true;
- case "data\\craftingrecipes": // CraftingRecipe.InitShared
+ case "data/craftingrecipes": // CraftingRecipe.InitShared
CraftingRecipe.craftingRecipes = content.Load<Dictionary<string, string>>(key);
return true;
- case "data\\farmanimals": // FarmAnimal constructor
+ case "data/farmanimals": // FarmAnimal constructor
return !ignoreWorld && this.ReloadFarmAnimalData();
- case "data\\hairdata": // Farmer.GetHairStyleMetadataFile
+ case "data/hairdata": // Farmer.GetHairStyleMetadataFile
return this.ReloadHairData();
- case "data\\movies": // MovieTheater.GetMovieData
- case "data\\moviesreactions": // MovieTheater.GetMovieReactions
+ case "data/movies": // MovieTheater.GetMovieData
+ case "data/moviesreactions": // MovieTheater.GetMovieReactions
MovieTheater.ClearCachedLocalizedData();
return true;
- case "data\\npcdispositions": // NPC constructor
+ case "data/npcdispositions": // NPC constructor
return !ignoreWorld && this.ReloadNpcDispositions(content, key);
- case "data\\npcgifttastes": // Game1.LoadContent
+ case "data/npcgifttastes": // Game1.LoadContent
Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key);
return true;
- case "data\\objectcontexttags": // Game1.LoadContent
+ case "data/objectcontexttags": // Game1.LoadContent
Game1.objectContextTags = content.Load<Dictionary<string, string>>(key);
return true;
- case "data\\objectinformation": // Game1.LoadContent
+ case "data/objectinformation": // Game1.LoadContent
Game1.objectInformation = content.Load<Dictionary<int, string>>(key);
return true;
/****
** Content\Fonts
****/
- case "fonts\\spritefont1": // Game1.LoadContent
+ case "fonts/spritefont1": // Game1.LoadContent
Game1.dialogueFont = content.Load<SpriteFont>(key);
return true;
- case "fonts\\smallfont": // Game1.LoadContent
+ case "fonts/smallfont": // Game1.LoadContent
Game1.smallFont = content.Load<SpriteFont>(key);
return true;
- case "fonts\\tinyfont": // Game1.LoadContent
+ case "fonts/tinyfont": // Game1.LoadContent
Game1.tinyFont = content.Load<SpriteFont>(key);
return true;
- case "fonts\\tinyfontborder": // Game1.LoadContent
+ case "fonts/tinyfontborder": // Game1.LoadContent
Game1.tinyFontBorder = content.Load<SpriteFont>(key);
return true;
/****
** Content\LooseSprites\Lighting
****/
- case "loosesprites\\lighting\\greenlight": // Game1.LoadContent
+ case "loosesprites/lighting/greenlight": // Game1.LoadContent
Game1.cauldronLight = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\lighting\\indoorwindowlight": // Game1.LoadContent
+ case "loosesprites/lighting/indoorwindowlight": // Game1.LoadContent
Game1.indoorWindowLight = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\lighting\\lantern": // Game1.LoadContent
+ case "loosesprites/lighting/lantern": // Game1.LoadContent
Game1.lantern = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\lighting\\sconcelight": // Game1.LoadContent
+ case "loosesprites/lighting/sconcelight": // Game1.LoadContent
Game1.sconceLight = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\lighting\\windowlight": // Game1.LoadContent
+ case "loosesprites/lighting/windowlight": // Game1.LoadContent
Game1.windowLight = content.Load<Texture2D>(key);
return true;
/****
** Content\LooseSprites
****/
- case "loosesprites\\birds": // Game1.LoadContent
+ case "loosesprites/birds": // Game1.LoadContent
Game1.birdsSpriteSheet = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\concessions": // Game1.LoadContent
+ case "loosesprites/concessions": // Game1.LoadContent
Game1.concessionsSpriteSheet = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\controllermaps": // Game1.LoadContent
+ case "loosesprites/controllermaps": // Game1.LoadContent
Game1.controllerMaps = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\cursors": // Game1.LoadContent
+ case "loosesprites/cursors": // Game1.LoadContent
Game1.mouseCursors = content.Load<Texture2D>(key);
foreach (DayTimeMoneyBox menu in Game1.onScreenMenus.OfType<DayTimeMoneyBox>())
{
@@ -396,56 +396,56 @@ namespace StardewModdingAPI.Metadata
this.ReloadDoorSprites(content, key);
return true;
- case "loosesprites\\cursors2": // Game1.LoadContent
+ case "loosesprites/cursors2": // Game1.LoadContent
Game1.mouseCursors2 = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\daybg": // Game1.LoadContent
+ case "loosesprites/daybg": // Game1.LoadContent
Game1.daybg = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\font_bold": // Game1.LoadContent
+ case "loosesprites/font_bold": // Game1.LoadContent
SpriteText.spriteTexture = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\font_colored": // Game1.LoadContent
+ case "loosesprites/font_colored": // Game1.LoadContent
SpriteText.coloredTexture = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\giftbox": // Game1.LoadContent
+ case "loosesprites/giftbox": // Game1.LoadContent
Game1.giftboxTexture = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\nightbg": // Game1.LoadContent
+ case "loosesprites/nightbg": // Game1.LoadContent
Game1.nightbg = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\shadow": // Game1.LoadContent
+ case "loosesprites/shadow": // Game1.LoadContent
Game1.shadowTexture = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\suspensionbridge": // SuspensionBridge constructor
+ case "loosesprites/suspensionbridge": // SuspensionBridge constructor
return !ignoreWorld && this.ReloadSuspensionBridges(content, key);
/****
** Content\Maps
****/
- case "maps\\menutiles": // Game1.LoadContent
+ case "maps/menutiles": // Game1.LoadContent
Game1.menuTexture = content.Load<Texture2D>(key);
return true;
- case "maps\\menutilesuncolored": // Game1.LoadContent
+ case "maps/menutilesuncolored": // Game1.LoadContent
Game1.uncoloredMenuTexture = content.Load<Texture2D>(key);
return true;
- case "maps\\springobjects": // Game1.LoadContent
+ case "maps/springobjects": // Game1.LoadContent
Game1.objectSpriteSheet = content.Load<Texture2D>(key);
return true;
/****
** Content\Minigames
****/
- case "minigames\\clouds": // TitleMenu
+ case "minigames/clouds": // TitleMenu
{
if (Game1.activeClickableMenu is TitleMenu titleMenu)
{
@@ -455,127 +455,127 @@ namespace StardewModdingAPI.Metadata
}
return false;
- case "minigames\\titlebuttons": // TitleMenu
+ case "minigames/titlebuttons": // TitleMenu
return this.ReloadTitleButtons(content, key);
/****
** Content\Strings
****/
- case "strings\\stringsfromcsfiles":
+ case "strings/stringsfromcsfiles":
return this.ReloadStringsFromCsFiles(content);
/****
** Content\TileSheets
****/
- case "tilesheets\\animations": // Game1.LoadContent
+ case "tilesheets/animations": // Game1.LoadContent
Game1.animations = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\buffsicons": // Game1.LoadContent
+ case "tilesheets/buffsicons": // Game1.LoadContent
Game1.buffsIcons = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\bushes": // new Bush()
+ case "tilesheets/bushes": // new Bush()
Bush.texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
return true;
- case "tilesheets\\chairtiles": // Game1.LoadContent
+ case "tilesheets/chairtiles": // Game1.LoadContent
return this.ReloadChairTiles(content, key, ignoreWorld);
- case "tilesheets\\craftables": // Game1.LoadContent
+ case "tilesheets/craftables": // Game1.LoadContent
Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\critters": // Critter constructor
+ case "tilesheets/critters": // Critter constructor
return !ignoreWorld && this.ReloadCritterTextures(content, key) > 0;
- case "tilesheets\\crops": // Game1.LoadContent
+ case "tilesheets/crops": // Game1.LoadContent
Game1.cropSpriteSheet = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\debris": // Game1.LoadContent
+ case "tilesheets/debris": // Game1.LoadContent
Game1.debrisSpriteSheet = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\emotes": // Game1.LoadContent
+ case "tilesheets/emotes": // Game1.LoadContent
Game1.emoteSpriteSheet = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\fruittrees": // FruitTree
+ case "tilesheets/fruittrees": // FruitTree
FruitTree.texture = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\furniture": // Game1.LoadContent
+ case "tilesheets/furniture": // Game1.LoadContent
Furniture.furnitureTexture = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\furniturefront": // Game1.LoadContent
+ case "tilesheets/furniturefront": // Game1.LoadContent
Furniture.furnitureFrontTexture = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\projectiles": // Game1.LoadContent
+ case "tilesheets/projectiles": // Game1.LoadContent
Projectile.projectileSheet = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\rain": // Game1.LoadContent
+ case "tilesheets/rain": // Game1.LoadContent
Game1.rainTexture = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\tools": // Game1.ResetToolSpriteSheet
+ case "tilesheets/tools": // Game1.ResetToolSpriteSheet
Game1.ResetToolSpriteSheet();
return true;
- case "tilesheets\\weapons": // Game1.LoadContent
+ case "tilesheets/weapons": // Game1.LoadContent
Tool.weaponsTexture = content.Load<Texture2D>(key);
return true;
/****
** Content\TerrainFeatures
****/
- case "terrainfeatures\\flooring": // from Flooring
+ case "terrainfeatures/flooring": // from Flooring
Flooring.floorsTexture = content.Load<Texture2D>(key);
return true;
- case "terrainfeatures\\flooring_winter": // from Flooring
+ case "terrainfeatures/flooring_winter": // from Flooring
Flooring.floorsTextureWinter = content.Load<Texture2D>(key);
return true;
- case "terrainfeatures\\grass": // from Grass
+ case "terrainfeatures/grass": // from Grass
return !ignoreWorld && this.ReloadGrassTextures(content, key);
- case "terrainfeatures\\hoedirt": // from HoeDirt
+ case "terrainfeatures/hoedirt": // from HoeDirt
HoeDirt.lightTexture = content.Load<Texture2D>(key);
return true;
- case "terrainfeatures\\hoedirtdark": // from HoeDirt
+ case "terrainfeatures/hoedirtdark": // from HoeDirt
HoeDirt.darkTexture = content.Load<Texture2D>(key);
return true;
- case "terrainfeatures\\hoedirtsnow": // from HoeDirt
+ case "terrainfeatures/hoedirtsnow": // from HoeDirt
HoeDirt.snowTexture = content.Load<Texture2D>(key);
return true;
- case "terrainfeatures\\mushroom_tree": // from Tree
+ case "terrainfeatures/mushroom_tree": // from Tree
return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.mushroomTree);
- case "terrainfeatures\\tree_palm": // from Tree
+ case "terrainfeatures/tree_palm": // from Tree
return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.palmTree);
- case "terrainfeatures\\tree1_fall": // from Tree
- case "terrainfeatures\\tree1_spring": // from Tree
- case "terrainfeatures\\tree1_summer": // from Tree
- case "terrainfeatures\\tree1_winter": // from Tree
+ case "terrainfeatures/tree1_fall": // from Tree
+ case "terrainfeatures/tree1_spring": // from Tree
+ case "terrainfeatures/tree1_summer": // from Tree
+ case "terrainfeatures/tree1_winter": // from Tree
return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.bushyTree);
- case "terrainfeatures\\tree2_fall": // from Tree
- case "terrainfeatures\\tree2_spring": // from Tree
- case "terrainfeatures\\tree2_summer": // from Tree
- case "terrainfeatures\\tree2_winter": // from Tree
+ case "terrainfeatures/tree2_fall": // from Tree
+ case "terrainfeatures/tree2_spring": // from Tree
+ case "terrainfeatures/tree2_summer": // from Tree
+ case "terrainfeatures/tree2_winter": // from Tree
return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.leafyTree);
- case "terrainfeatures\\tree3_fall": // from Tree
- case "terrainfeatures\\tree3_spring": // from Tree
- case "terrainfeatures\\tree3_winter": // from Tree
+ case "terrainfeatures/tree3_fall": // from Tree
+ case "terrainfeatures/tree3_spring": // from Tree
+ case "terrainfeatures/tree3_winter": // from Tree
return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.pineTree);
}
@@ -585,9 +585,9 @@ namespace StardewModdingAPI.Metadata
if (!ignoreWorld)
{
// dynamic textures
- if (this.KeyStartsWith(key, "animals\\cat"))
+ if (this.KeyStartsWith(key, "animals/cat"))
return this.ReloadPetOrHorseSprites<Cat>(content, key);
- if (this.KeyStartsWith(key, "animals\\dog"))
+ if (this.KeyStartsWith(key, "animals/dog"))
return this.ReloadPetOrHorseSprites<Dog>(content, key);
if (this.IsInFolder(key, "Animals"))
return this.ReloadFarmAnimalSprites(content, key);
@@ -595,14 +595,14 @@ namespace StardewModdingAPI.Metadata
if (this.IsInFolder(key, "Buildings"))
return this.ReloadBuildings(key);
- if (this.KeyStartsWith(key, "LooseSprites\\Fence"))
+ if (this.KeyStartsWith(key, "LooseSprites/Fence"))
return this.ReloadFenceTextures(key);
// dynamic data
- if (this.IsInFolder(key, "Characters\\Dialogue"))
+ if (this.IsInFolder(key, "Characters/Dialogue"))
return this.ReloadNpcDialogue(key);
- if (this.IsInFolder(key, "Characters\\schedules"))
+ if (this.IsInFolder(key, "Characters/schedules"))
return this.ReloadNpcSchedules(key);
}
@@ -687,7 +687,7 @@ namespace StardewModdingAPI.Metadata
: animal.type.Value;
if (animal.showDifferentTextureWhenReadyForHarvest.Value && animal.currentProduce.Value <= 0)
expectedKey = $"Sheared{expectedKey}";
- expectedKey = $"Animals\\{expectedKey}";
+ expectedKey = $"Animals/{expectedKey}";
// reload asset
if (this.IsSameAssetKey(expectedKey, key))
@@ -1153,17 +1153,17 @@ namespace StardewModdingAPI.Metadata
/// <remarks>Derived from the <see cref="Game1.TranslateFields"/>.</remarks>
private bool ReloadStringsFromCsFiles(LocalizedContentManager content)
{
- Game1.samBandName = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.2156");
- Game1.elliottBookName = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.2157");
+ Game1.samBandName = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.2156");
+ Game1.elliottBookName = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.2157");
string[] dayNames = this.Reflection.GetField<string[]>(typeof(Game1), "_shortDayDisplayName").GetValue();
- dayNames[0] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3042");
- dayNames[1] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3043");
- dayNames[2] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3044");
- dayNames[3] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3045");
- dayNames[4] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3046");
- dayNames[5] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3047");
- dayNames[6] = content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3048");
+ dayNames[0] = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.3042");
+ dayNames[1] = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.3043");
+ dayNames[2] = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.3044");
+ dayNames[3] = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.3045");
+ dayNames[4] = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.3046");
+ dayNames[5] = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.3047");
+ dayNames[6] = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.3048");
return true;
}
@@ -1272,7 +1272,7 @@ namespace StardewModdingAPI.Metadata
private bool IsInFolder(string key, string folder, bool allowSubfolders = false)
{
return
- this.KeyStartsWith(key, $"{folder}\\")
+ this.KeyStartsWith(key, $"{folder}/")
&& (allowSubfolders || this.CountSegments(key) == this.CountSegments(folder) + 1);
}