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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-02-13 00:43:35 -0500 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-02-13 00:43:35 -0500 |
commit | 315926de25dc41c97a9a2351c92d5983a2e8df3e (patch) | |
tree | a4b5f0a9945ff34b350fc334a01e00b13cfe0740 /src/SMAPI/Metadata | |
parent | f53ace623523ea1c304f59b187c478634481cbd2 (diff) | |
download | SMAPI-315926de25dc41c97a9a2351c92d5983a2e8df3e.tar.gz SMAPI-315926de25dc41c97a9a2351c92d5983a2e8df3e.tar.bz2 SMAPI-315926de25dc41c97a9a2351c92d5983a2e8df3e.zip |
flip slashes in asset propagator to match MonoGame
The game now uses MonoGame on all platforms.
Diffstat (limited to 'src/SMAPI/Metadata')
-rw-r--r-- | src/SMAPI/Metadata/CoreAssetPropagator.cs | 214 |
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); } |