summaryrefslogtreecommitdiff
path: root/src/StardewModdingAPI/Metadata/CoreAssets.cs
diff options
context:
space:
mode:
authorJesse Plamondon-Willard <github@jplamondonw.com>2017-10-07 23:07:10 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-10-07 23:07:10 -0400
commit929dccb75a1405737975d76648e015a3e7c00177 (patch)
tree659fe16509327e694555db363caf7f47f326443b /src/StardewModdingAPI/Metadata/CoreAssets.cs
parent926894f8f52c2a5cf104fcac2f7f34b637f7b531 (diff)
downloadSMAPI-929dccb75a1405737975d76648e015a3e7c00177.tar.gz
SMAPI-929dccb75a1405737975d76648e015a3e7c00177.tar.bz2
SMAPI-929dccb75a1405737975d76648e015a3e7c00177.zip
reorganise repo structure
Diffstat (limited to 'src/StardewModdingAPI/Metadata/CoreAssets.cs')
-rw-r--r--src/StardewModdingAPI/Metadata/CoreAssets.cs166
1 files changed, 0 insertions, 166 deletions
diff --git a/src/StardewModdingAPI/Metadata/CoreAssets.cs b/src/StardewModdingAPI/Metadata/CoreAssets.cs
deleted file mode 100644
index 24f23af7..00000000
--- a/src/StardewModdingAPI/Metadata/CoreAssets.cs
+++ /dev/null
@@ -1,166 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using Microsoft.Xna.Framework.Graphics;
-using StardewModdingAPI.Framework;
-using StardewValley;
-using StardewValley.BellsAndWhistles;
-using StardewValley.Buildings;
-using StardewValley.Locations;
-using StardewValley.Objects;
-using StardewValley.Projectiles;
-using StardewValley.TerrainFeatures;
-
-namespace StardewModdingAPI.Metadata
-{
- /// <summary>Provides metadata about core assets in the game.</summary>
- internal class CoreAssets
- {
- /*********
- ** Properties
- *********/
- /// <summary>Normalises an asset key to match the cache key.</summary>
- protected readonly Func<string, string> GetNormalisedPath;
-
- /// <summary>Setters which update static or singleton texture fields indexed by normalised asset key.</summary>
- private readonly IDictionary<string, Action<SContentManager, string>> SingletonSetters;
-
-
- /*********
- ** Public methods
- *********/
- /// <summary>Initialise the core asset data.</summary>
- /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param>
- public CoreAssets(Func<string, string> getNormalisedPath)
- {
- this.GetNormalisedPath = getNormalisedPath;
- this.SingletonSetters =
- new Dictionary<string, Action<SContentManager, string>>
- {
- // from Game1.loadContent
- ["LooseSprites\\daybg"] = (content, key) => Game1.daybg = content.Load<Texture2D>(key),
- ["LooseSprites\\nightbg"] = (content, key) => Game1.nightbg = content.Load<Texture2D>(key),
- ["Maps\\MenuTiles"] = (content, key) => Game1.menuTexture = content.Load<Texture2D>(key),
- ["LooseSprites\\Lighting\\lantern"] = (content, key) => Game1.lantern = content.Load<Texture2D>(key),
- ["LooseSprites\\Lighting\\windowLight"] = (content, key) => Game1.windowLight = content.Load<Texture2D>(key),
- ["LooseSprites\\Lighting\\sconceLight"] = (content, key) => Game1.sconceLight = content.Load<Texture2D>(key),
- ["LooseSprites\\Lighting\\greenLight"] = (content, key) => Game1.cauldronLight = content.Load<Texture2D>(key),
- ["LooseSprites\\Lighting\\indoorWindowLight"] = (content, key) => Game1.indoorWindowLight = content.Load<Texture2D>(key),
- ["LooseSprites\\shadow"] = (content, key) => Game1.shadowTexture = content.Load<Texture2D>(key),
- ["LooseSprites\\Cursors"] = (content, key) => Game1.mouseCursors = content.Load<Texture2D>(key),
- ["LooseSprites\\ControllerMaps"] = (content, key) => Game1.controllerMaps = content.Load<Texture2D>(key),
- ["TileSheets\\animations"] = (content, key) => Game1.animations = content.Load<Texture2D>(key),
- ["Data\\Achievements"] = (content, key) => Game1.achievements = content.Load<Dictionary<int, string>>(key),
- ["Data\\NPCGiftTastes"] = (content, key) => Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key),
- ["Fonts\\SpriteFont1"] = (content, key) => Game1.dialogueFont = content.Load<SpriteFont>(key),
- ["Fonts\\SmallFont"] = (content, key) => Game1.smallFont = content.Load<SpriteFont>(key),
- ["Fonts\\tinyFont"] = (content, key) => Game1.tinyFont = content.Load<SpriteFont>(key),
- ["Fonts\\tinyFontBorder"] = (content, key) => Game1.tinyFontBorder = content.Load<SpriteFont>(key),
- ["Maps\\springobjects"] = (content, key) => Game1.objectSpriteSheet = content.Load<Texture2D>(key),
- ["TileSheets\\crops"] = (content, key) => Game1.cropSpriteSheet = content.Load<Texture2D>(key),
- ["TileSheets\\emotes"] = (content, key) => Game1.emoteSpriteSheet = content.Load<Texture2D>(key),
- ["TileSheets\\debris"] = (content, key) => Game1.debrisSpriteSheet = content.Load<Texture2D>(key),
- ["TileSheets\\Craftables"] = (content, key) => Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key),
- ["TileSheets\\rain"] = (content, key) => Game1.rainTexture = content.Load<Texture2D>(key),
- ["TileSheets\\BuffsIcons"] = (content, key) => Game1.buffsIcons = content.Load<Texture2D>(key),
- ["Data\\ObjectInformation"] = (content, key) => Game1.objectInformation = content.Load<Dictionary<int, string>>(key),
- ["Data\\BigCraftablesInformation"] = (content, key) => Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key),
- ["Characters\\Farmer\\hairstyles"] = (content, key) => FarmerRenderer.hairStylesTexture = content.Load<Texture2D>(key),
- ["Characters\\Farmer\\shirts"] = (content, key) => FarmerRenderer.shirtsTexture = content.Load<Texture2D>(key),
- ["Characters\\Farmer\\hats"] = (content, key) => FarmerRenderer.hatsTexture = content.Load<Texture2D>(key),
- ["Characters\\Farmer\\accessories"] = (content, key) => FarmerRenderer.accessoriesTexture = content.Load<Texture2D>(key),
- ["TileSheets\\furniture"] = (content, key) => Furniture.furnitureTexture = content.Load<Texture2D>(key),
- ["LooseSprites\\font_bold"] = (content, key) => SpriteText.spriteTexture = content.Load<Texture2D>(key),
- ["LooseSprites\\font_colored"] = (content, key) => SpriteText.coloredTexture = content.Load<Texture2D>(key),
- ["TileSheets\\weapons"] = (content, key) => Tool.weaponsTexture = content.Load<Texture2D>(key),
- ["TileSheets\\Projectiles"] = (content, key) => Projectile.projectileSheet = content.Load<Texture2D>(key),
-
- // from Game1.ResetToolSpriteSheet
- ["TileSheets\\tools"] = (content, key) => Game1.ResetToolSpriteSheet(),
-
- // from Bush
- ["TileSheets\\bushes"] = (content, key) => Bush.texture = content.Load<Texture2D>(key),
-
- // from Critter
- ["TileSheets\\critters"] = (content, key) => Critter.critterTexture = content.Load<Texture2D>(key),
-
- // from Farm
- ["Buildings\\houses"] = (content, key) =>
- {
- Farm farm = Game1.getFarm();
- if (farm != null)
- farm.houseTextures = content.Load<Texture2D>(key);
- },
-
- // from Farmer
- ["Characters\\Farmer\\farmer_base"] = (content, key) =>
- {
- if (Game1.player != null && Game1.player.isMale)
- Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key));
- },
- ["Characters\\Farmer\\farmer_girl_base"] = (content, key) =>
- {
- if (Game1.player != null && !Game1.player.isMale)
- Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key));
- },
-
- // from Flooring
- ["TerrainFeatures\\Flooring"] = (content, key) => Flooring.floorsTexture = content.Load<Texture2D>(key),
-
- // from FruitTree
- ["TileSheets\\fruitTrees"] = (content, key) => FruitTree.texture = content.Load<Texture2D>(key),
-
- // from HoeDirt
- ["TerrainFeatures\\hoeDirt"] = (content, key) => HoeDirt.lightTexture = content.Load<Texture2D>(key),
- ["TerrainFeatures\\hoeDirtDark"] = (content, key) => HoeDirt.darkTexture = content.Load<Texture2D>(key),
- ["TerrainFeatures\\hoeDirtSnow"] = (content, key) => HoeDirt.snowTexture = content.Load<Texture2D>(key),
-
- // from Wallpaper
- ["Maps\\walls_and_floors"] = (content, key) => Wallpaper.wallpaperTexture = content.Load<Texture2D>(key)
- }
- .ToDictionary(p => getNormalisedPath(p.Key), p => p.Value);
- }
-
- /// <summary>Reload one of the game's core assets (if applicable).</summary>
- /// <param name="content">The content manager through which to reload the asset.</param>
- /// <param name="key">The asset key to reload.</param>
- /// <returns>Returns whether an asset was reloaded.</returns>
- public bool ReloadForKey(SContentManager content, string key)
- {
- // static assets
- if (this.SingletonSetters.TryGetValue(key, out Action<SContentManager, string> reload))
- {
- reload(content, key);
- return true;
- }
-
- // building textures
- if (key.StartsWith(this.GetNormalisedPath("Buildings\\")))
- {
- Building[] buildings = this.GetAllBuildings().Where(p => key == this.GetNormalisedPath($"Buildings\\{p.buildingType}")).ToArray();
- if (buildings.Any())
- {
- Texture2D texture = content.Load<Texture2D>(key);
- foreach (Building building in buildings)
- building.texture = texture;
- return true;
- }
- return false;
- }
-
- return false;
- }
-
-
- /*********
- ** Private methods
- *********/
- /// <summary>Get all player-constructed buildings in the world.</summary>
- private IEnumerable<Building> GetAllBuildings()
- {
- return Game1.locations
- .OfType<BuildableGameLocation>()
- .SelectMany(p => p.buildings);
- }
- }
-}