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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-08-07 14:12:18 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-08-07 14:12:18 -0400
commitbaeaf826a9bb185c78732b5f2b91c3f499246f1a (patch)
treeae592eee8429aae9d8625c078e57fb54f524daec /src/StardewModdingAPI/IContentHelper.cs
parent7976df856578045b87e17a3d0ea5074715445622 (diff)
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add asset editors & loaders to content API in 2.0 (#255)
Diffstat (limited to 'src/StardewModdingAPI/IContentHelper.cs')
-rw-r--r--src/StardewModdingAPI/IContentHelper.cs16
1 files changed, 16 insertions, 0 deletions
diff --git a/src/StardewModdingAPI/IContentHelper.cs b/src/StardewModdingAPI/IContentHelper.cs
index beaaf5d4..f32c1d18 100644
--- a/src/StardewModdingAPI/IContentHelper.cs
+++ b/src/StardewModdingAPI/IContentHelper.cs
@@ -1,4 +1,5 @@
using System;
+using System.Collections.Generic;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
@@ -7,6 +8,21 @@ namespace StardewModdingAPI
/// <summary>Provides an API for loading content assets.</summary>
public interface IContentHelper : IModLinked
{
+ /*********
+ ** Accessors
+ *********/
+#if !SMAPI_1_x
+ /// <summary>Interceptors which provide the initial versions of matching content assets.</summary>
+ IList<IAssetLoader> AssetLoaders { get; }
+
+ /// <summary>Interceptors which edit matching content assets after they're loaded.</summary>
+ IList<IAssetEditor> AssetEditors { get; }
+#endif
+
+
+ /*********
+ ** Public methods
+ *********/
/// <summary>Load content from the game folder or mod folder (if not already cached), and return it. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary>
/// <typeparam name="T">The expected data type. The main supported types are <see cref="Texture2D"/> and dictionaries; other types may be supported by the game's content pipeline.</typeparam>
/// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to a content file relative to the mod folder.</param>