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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-07-23 19:39:17 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-07-23 19:39:17 -0400
commiteeee6b185d5438e5d44ed0da7c23cf19813b29ea (patch)
tree1690b76bea5612368528ea38448beb1ddcaaff44 /src
parent467ad2ffd45f7c034b89b668883bb5271524821d (diff)
downloadSMAPI-eeee6b185d5438e5d44ed0da7c23cf19813b29ea.tar.gz
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use more flexible approach to core asset reloading (#335)
Diffstat (limited to 'src')
-rw-r--r--src/StardewModdingAPI/Constants.cs62
-rw-r--r--src/StardewModdingAPI/Framework/SContentManager.cs26
-rw-r--r--src/StardewModdingAPI/Metadata/CoreAssets.cs107
-rw-r--r--src/StardewModdingAPI/StardewModdingAPI.csproj1
4 files changed, 115 insertions, 81 deletions
diff --git a/src/StardewModdingAPI/Constants.cs b/src/StardewModdingAPI/Constants.cs
index e85d7e2b..af120850 100644
--- a/src/StardewModdingAPI/Constants.cs
+++ b/src/StardewModdingAPI/Constants.cs
@@ -11,9 +11,6 @@ using StardewModdingAPI.AssemblyRewriters.Rewriters.Wrappers;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework;
using StardewValley;
-using StardewValley.BellsAndWhistles;
-using StardewValley.Objects;
-using StardewValley.Projectiles;
namespace StardewModdingAPI
{
@@ -223,65 +220,6 @@ namespace StardewModdingAPI
};
}
- /// <summary>Get the game's static asset setters by (non-normalised) asset name.</summary>
- /// <remarks>Derived from <see cref="Game1.LoadContent"/>.</remarks>
- internal static IDictionary<string, Action<SContentManager, string>> GetCoreAssetSetters()
- {
- return new Dictionary<string, Action<SContentManager, string>>
- {
- // from Game1.loadContent
- ["LooseSprites\\daybg"] = (content, key) => Game1.daybg = content.Load<Texture2D>(key),
- ["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 Farmer constructor
- ["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));
- }
- };
- }
-
/*********
** Private methods
diff --git a/src/StardewModdingAPI/Framework/SContentManager.cs b/src/StardewModdingAPI/Framework/SContentManager.cs
index 0741d04d..0854c379 100644
--- a/src/StardewModdingAPI/Framework/SContentManager.cs
+++ b/src/StardewModdingAPI/Framework/SContentManager.cs
@@ -8,6 +8,7 @@ using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.AssemblyRewriters;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Reflection;
+using StardewModdingAPI.Metadata;
using StardewValley;
namespace StardewModdingAPI.Framework
@@ -37,10 +38,10 @@ namespace StardewModdingAPI.Framework
private readonly IPrivateMethod GetKeyLocale;
/// <summary>The language codes used in asset keys.</summary>
- private IDictionary<string, LanguageCode> KeyLocales;
+ private readonly IDictionary<string, LanguageCode> KeyLocales;
- /// <summary>The game's static asset setters by normalised asset name.</summary>
- private readonly IDictionary<string, Action> CoreAssetSetters;
+ /// <summary>Provides metadata for core game assets.</summary>
+ private readonly CoreAssets CoreAssets;
/*********
@@ -89,22 +90,12 @@ namespace StardewModdingAPI.Framework
else
this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic
- // get asset key locales
+ // get asset data
+ this.CoreAssets = new CoreAssets(this.NormaliseAssetName);
this.KeyLocales = this.GetKeyLocales(reflection);
- this.CoreAssetSetters = this.GetCoreAssetSetters();
}
- /// <summary>Get methods to reload core game assets by normalised key.</summary>
- private IDictionary<string, Action> GetCoreAssetSetters()
- {
- return Constants.GetCoreAssetSetters()
- .ToDictionary<KeyValuePair<string, Action<SContentManager, string>>, string, Action>(
- p => this.NormaliseAssetName(p.Key),
- p => () => p.Value(this, p.Key)
- );
- }
-
/// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary>
/// <param name="reflection">Simplifies access to private game code.</param>
private IDictionary<string, LanguageCode> GetKeyLocales(Reflector reflection)
@@ -246,11 +237,8 @@ namespace StardewModdingAPI.Framework
int reloaded = 0;
foreach (string key in purgeAssetKeys)
{
- if (this.CoreAssetSetters.TryGetValue(key, out Action reloadAsset))
- {
- reloadAsset();
+ if(this.CoreAssets.ReloadForKey(this, key))
reloaded++;
- }
}
// report result
diff --git a/src/StardewModdingAPI/Metadata/CoreAssets.cs b/src/StardewModdingAPI/Metadata/CoreAssets.cs
new file mode 100644
index 00000000..256a911a
--- /dev/null
+++ b/src/StardewModdingAPI/Metadata/CoreAssets.cs
@@ -0,0 +1,107 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using Microsoft.Xna.Framework.Graphics;
+using StardewModdingAPI.Framework;
+using StardewValley;
+using StardewValley.BellsAndWhistles;
+using StardewValley.Objects;
+using StardewValley.Projectiles;
+
+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>The static asset setters.</summary>
+ private readonly IDictionary<string, Action<SContentManager, string>> StaticSetters;
+
+
+ /*********
+ ** 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.StaticSetters =
+ new Dictionary<string, Action<SContentManager, string>>
+ {
+ // from Game1.loadContent
+ ["LooseSprites\\daybg"] = (content, key) => Game1.daybg = content.Load<Texture2D>(key),
+ ["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 Farmer constructor
+ ["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));
+ }
+ }
+ .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.StaticSetters.TryGetValue(key, out Action<SContentManager, string> reload))
+ {
+ reload(content, key);
+ return true;
+ }
+
+ return false;
+ }
+ }
+}
diff --git a/src/StardewModdingAPI/StardewModdingAPI.csproj b/src/StardewModdingAPI/StardewModdingAPI.csproj
index 4cef91d9..8bbafca1 100644
--- a/src/StardewModdingAPI/StardewModdingAPI.csproj
+++ b/src/StardewModdingAPI/StardewModdingAPI.csproj
@@ -91,6 +91,7 @@
<Link>Properties\GlobalAssemblyInfo.cs</Link>
</Compile>
<Compile Include="Command.cs" />
+ <Compile Include="Metadata\CoreAssets.cs" />
<Compile Include="ContentSource.cs" />
<Compile Include="Events\ContentEvents.cs" />
<Compile Include="Events\EventArgsInput.cs" />