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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2019-08-09 01:18:05 -0400 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2019-09-14 19:08:06 -0400 |
commit | fd77ae93d59222d70c86aebfc044f3af11063372 (patch) | |
tree | 76fac6ffc0cac70fb44f8b9ffc72471a2796a02f /src/SMAPI/Framework/ContentManagers/BaseContentManager.cs | |
parent | 3f6865e8301535c8fbe83bc0f931a116adac0636 (diff) | |
download | SMAPI-fd77ae93d59222d70c86aebfc044f3af11063372.tar.gz SMAPI-fd77ae93d59222d70c86aebfc044f3af11063372.tar.bz2 SMAPI-fd77ae93d59222d70c86aebfc044f3af11063372.zip |
fix typos and inconsistent spelling
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/BaseContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/BaseContentManager.cs | 34 |
1 files changed, 17 insertions, 17 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs index fc558eb9..de39dbae 100644 --- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs @@ -64,7 +64,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <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="currentCulture">The current culture for which to localize 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> @@ -109,7 +109,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> public abstract T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache); - /// <summary>Load the base asset without localisation.</summary> + /// <summary>Load the base asset without localization.</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> [Obsolete("This method is implemented for the base game and should not be used directly. To load an asset from the underlying content manager directly, use " + nameof(BaseContentManager.RawLoad) + " instead.")] @@ -121,19 +121,19 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>Perform any cleanup needed when the locale changes.</summary> public virtual void OnLocaleChanged() { } - /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="AssertAndNormaliseAssetName"/> instead.</summary> - /// <param name="path">The file path to normalise.</param> + /// <summary>Normalize path separators in a file path. For asset keys, see <see cref="AssertAndNormalizeAssetName"/> instead.</summary> + /// <param name="path">The file path to normalize.</param> [Pure] - public string NormalisePathSeparators(string path) + public string NormalizePathSeparators(string path) { - return this.Cache.NormalisePathSeparators(path); + return this.Cache.NormalizePathSeparators(path); } - /// <summary>Assert that the given key has a valid format and return a normalised form consistent with the underlying cache.</summary> + /// <summary>Assert that the given key has a valid format and return a normalized form consistent with the underlying cache.</summary> /// <param name="assetName">The asset key to check.</param> /// <exception cref="SContentLoadException">The asset key is empty or contains invalid characters.</exception> [SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")] - public string AssertAndNormaliseAssetName(string assetName) + public string AssertAndNormalizeAssetName(string assetName) { // NOTE: the game checks for ContentLoadException to handle invalid keys, so avoid // throwing other types like ArgumentException here. @@ -142,7 +142,7 @@ namespace StardewModdingAPI.Framework.ContentManagers if (assetName.Intersect(Path.GetInvalidPathChars()).Any()) throw new SContentLoadException("The asset key or local path contains invalid characters."); - return this.Cache.NormaliseKey(assetName); + return this.Cache.NormalizeKey(assetName); } /**** @@ -165,8 +165,8 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> public bool IsLoaded(string assetName) { - assetName = this.Cache.NormaliseKey(assetName); - return this.IsNormalisedKeyLoaded(assetName); + assetName = this.Cache.NormalizeKey(assetName); + return this.IsNormalizedKeyLoaded(assetName); } /// <summary>Get the cached asset keys.</summary> @@ -248,7 +248,7 @@ namespace StardewModdingAPI.Framework.ContentManagers *********/ /// <summary>Load an asset file directly from the underlying content manager.</summary> /// <typeparam name="T">The type of asset to load.</typeparam> - /// <param name="assetName">The normalised asset key.</param> + /// <param name="assetName">The normalized asset key.</param> /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> protected virtual T RawLoad<T>(string assetName, bool useCache) { @@ -264,17 +264,17 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="language">The language code for which to inject the asset.</param> protected virtual void Inject<T>(string assetName, T value, LanguageCode language) { - assetName = this.AssertAndNormaliseAssetName(assetName); + assetName = this.AssertAndNormalizeAssetName(assetName); this.Cache[assetName] = value; } /// <summary>Parse a cache key into its component parts.</summary> /// <param name="cacheKey">The input cache key.</param> /// <param name="assetName">The original asset name.</param> - /// <param name="localeCode">The asset locale code (or <c>null</c> if not localised).</param> + /// <param name="localeCode">The asset locale code (or <c>null</c> if not localized).</param> protected void ParseCacheKey(string cacheKey, out string assetName, out string localeCode) { - // handle localised key + // handle localized key if (!string.IsNullOrWhiteSpace(cacheKey)) { int lastSepIndex = cacheKey.LastIndexOf(".", StringComparison.InvariantCulture); @@ -296,8 +296,8 @@ namespace StardewModdingAPI.Framework.ContentManagers } /// <summary>Get whether an asset has already been loaded.</summary> - /// <param name="normalisedAssetName">The normalised asset name.</param> - protected abstract bool IsNormalisedKeyLoaded(string normalisedAssetName); + /// <param name="normalizedAssetName">The normalized asset name.</param> + protected abstract bool IsNormalizedKeyLoaded(string normalizedAssetName); /// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary> private IDictionary<LanguageCode, string> GetKeyLocales() |