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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-09-02 23:58:43 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-09-02 23:58:43 -0400
commit3e820b82bccf7cab390bc43d9156fdeb4ab08cd9 (patch)
tree475824186caf48be08a54b56b4ec6a8ef1639ed7 /src/StardewModdingAPI/Framework/ModHelpers
parentdac21226d275fca4ce4880ab9e15104f7987c133 (diff)
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account for game loading tilesheets from either Content or Content\Maps (#352)
Diffstat (limited to 'src/StardewModdingAPI/Framework/ModHelpers')
-rw-r--r--src/StardewModdingAPI/Framework/ModHelpers/ContentHelper.cs58
1 files changed, 37 insertions, 21 deletions
diff --git a/src/StardewModdingAPI/Framework/ModHelpers/ContentHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/ContentHelper.cs
index d24124e0..a3beaedf 100644
--- a/src/StardewModdingAPI/Framework/ModHelpers/ContentHelper.cs
+++ b/src/StardewModdingAPI/Framework/ModHelpers/ContentHelper.cs
@@ -214,6 +214,18 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <param name="map">The map whose tilesheets to fix.</param>
/// <param name="mapKey">The map asset key within the mod folder.</param>
/// <exception cref="ContentLoadException">The map tilesheets could not be loaded.</exception>
+ /// <remarks>
+ /// The game's logic for tilesheets in <see cref="Game1.setGraphicsForSeason"/> is a bit specialised. It boils down to this:
+ /// * If the location is indoors or the desert, or the image source contains 'path' or 'object', it's loaded as-is relative to the <c>Content</c> folder.
+ /// * Else it's loaded from <c>Content\Maps</c> with a seasonal prefix.
+ ///
+ /// That logic doesn't work well in our case, mainly because we have no location metadata at this point.
+ /// Instead we use a more heuristic approach: check relative to the map file first, then relative to
+ /// <c>Content\Maps</c>, then <c>Content</c>. If the image source filename contains a seasonal prefix, we try
+ /// for a seasonal variation and then an exact match.
+ ///
+ /// While that doesn't exactly match the game logic, it's close enough that it's unlikely to make a difference.
+ /// </remarks>
private void FixLocalMapTilesheets(Map map, string mapKey)
{
// check map info
@@ -262,12 +274,13 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <param name="relativeMapFolder">The folder path containing the map, relative to the mod folder.</param>
/// <param name="imageSource">The tilesheet image source to load.</param>
/// <returns>Returns the loaded asset key (if it was loaded successfully).</returns>
+ /// <remarks>See remarks on <see cref="FixLocalMapTilesheets"/>.</remarks>
private string TryLoadTilesheetImageSource(string relativeMapFolder, string imageSource)
{
if (imageSource == null)
return null;
- // check for tilesheet relative to map
+ // check relative to map file
{
string localKey = Path.Combine(relativeMapFolder, imageSource);
FileInfo localFile = this.GetModFile(localKey);
@@ -286,28 +299,31 @@ namespace StardewModdingAPI.Framework.ModHelpers
}
}
- // fallback to game content
+ // check relative to content folder
{
- string contentKey = imageSource.EndsWith(".png")
- ? imageSource.Substring(0, imageSource.Length - 4)
- : imageSource;
-
- try
+ foreach (string candidateKey in new[] { imageSource, $@"Maps\{imageSource}" })
{
- this.Load<Texture2D>(contentKey, ContentSource.GameContent);
- return contentKey;
- }
- catch
- {
- // ignore file-not-found errors
- // TODO: while it's useful to suppress a asset-not-found error here to avoid
- // confusion, this is a pretty naive approach. Even if the file doesn't exist,
- // the file may have been loaded through an IAssetLoader which failed. So even
- // if the content file doesn't exist, that doesn't mean the error here is a
- // content-not-found error. Unfortunately XNA doesn't provide a good way to
- // detect the error type.
- if (this.GetContentFolderFile(contentKey).Exists)
- throw;
+ string contentKey = candidateKey.EndsWith(".png")
+ ? candidateKey.Substring(0, imageSource.Length - 4)
+ : candidateKey;
+
+ try
+ {
+ this.Load<Texture2D>(contentKey, ContentSource.GameContent);
+ return contentKey;
+ }
+ catch
+ {
+ // ignore file-not-found errors
+ // TODO: while it's useful to suppress a asset-not-found error here to avoid
+ // confusion, this is a pretty naive approach. Even if the file doesn't exist,
+ // the file may have been loaded through an IAssetLoader which failed. So even
+ // if the content file doesn't exist, that doesn't mean the error here is a
+ // content-not-found error. Unfortunately XNA doesn't provide a good way to
+ // detect the error type.
+ if (this.GetContentFolderFile(contentKey).Exists)
+ throw;
+ }
}
}