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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-05-01 18:16:09 -0400 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-05-01 18:16:09 -0400 |
commit | c8ad50dad1d706a1901798f9396f6becfea36c0e (patch) | |
tree | 28bd818a5db39ec5ece1bd141a28de955950463b /src/SMAPI/Framework/ContentManagers/IContentManager.cs | |
parent | 451b70953ff4c0b1b27ae0de203ad99379b45b2a (diff) | |
parent | f78093bdb58d477b400cde3f19b70ffd6ddf833d (diff) | |
download | SMAPI-c8ad50dad1d706a1901798f9396f6becfea36c0e.tar.gz SMAPI-c8ad50dad1d706a1901798f9396f6becfea36c0e.tar.bz2 SMAPI-c8ad50dad1d706a1901798f9396f6becfea36c0e.zip |
Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/IContentManager.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/IContentManager.cs | 37 |
1 files changed, 19 insertions, 18 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/IContentManager.cs b/src/SMAPI/Framework/ContentManagers/IContentManager.cs index d7963305..ac67cad5 100644 --- a/src/SMAPI/Framework/ContentManagers/IContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/IContentManager.cs @@ -1,6 +1,5 @@ using System; using System.Collections.Generic; -using System.Diagnostics.Contracts; using Microsoft.Xna.Framework.Content; using StardewModdingAPI.Framework.Exceptions; using StardewValley; @@ -29,22 +28,31 @@ namespace StardewModdingAPI.Framework.ContentManagers /********* ** Methods *********/ - /// <summary>Load an asset that has been processed by the content pipeline.</summary> + /// <summary>Get whether an asset exists and can be loaded.</summary> + /// <typeparam name="T">The expected asset type.</typeparam> + /// <param name="assetName">The normalized asset name.</param> + bool DoesAssetExist<T>(IAssetName assetName) + where T: notnull; + + /// <summary>Load an asset through the content pipeline, using a localized variant of the <paramref name="assetName"/> if available.</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> + /// <param name="assetName">The asset name relative to the loader root directory.</param> + /// <param name="language">The language for which to load the asset.</param> /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> - T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache); + T LoadLocalized<T>(IAssetName assetName, LocalizedContentManager.LanguageCode language, bool useCache) + where T : notnull; - /// <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] - string NormalizePathSeparators(string path); + /// <summary>Load an asset through the content pipeline, using the exact asset name without checking for localized variants.</summary> + /// <typeparam name="T">The type of asset to load.</typeparam> + /// <param name="assetName">The asset name relative to the loader root directory.</param> + /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> + T LoadExact<T>(IAssetName assetName, bool useCache) + where T : notnull; /// <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> - string AssertAndNormalizeAssetName(string assetName); + string AssertAndNormalizeAssetName(string? assetName); /// <summary>Get the current content locale.</summary> string GetLocale(); @@ -55,19 +63,12 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>Get whether the content manager has already loaded and cached the given asset.</summary> /// <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.</param> - bool IsLoaded(string assetName, LocalizedContentManager.LanguageCode language); - - /// <summary>Get the cached asset keys.</summary> - IEnumerable<string> GetAssetKeys(); + bool IsLoaded(IAssetName assetName); /// <summary>Purge matched assets from the cache.</summary> /// <param name="predicate">Matches the asset keys to invalidate.</param> /// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param> /// <returns>Returns the invalidated asset names and instances.</returns> IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false); - - /// <summary>Perform any cleanup needed when the locale changes.</summary> - void OnLocaleChanged(); } } |