diff options
Diffstat (limited to 'src/SMAPI/Framework/ContentCoordinator.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentCoordinator.cs | 13 |
1 files changed, 4 insertions, 9 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index 9e044b44..86415a5f 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -34,9 +34,6 @@ namespace StardewModdingAPI.Framework /// <summary>An asset key prefix for assets from SMAPI mod folders.</summary> private readonly string ManagedPrefix = "SMAPI"; - /// <summary>Whether to use raw image data when possible, instead of initializing an XNA Texture2D instance through the GPU.</summary> - private readonly bool UseRawImageLoading; - /// <summary>Get a file lookup for the given directory.</summary> private readonly Func<string, IFileLookup> GetFileLookup; @@ -132,6 +129,7 @@ namespace StardewModdingAPI.Framework /// <param name="rootDirectory">The root directory to search for content.</param> /// <param name="currentCulture">The current culture for which to localize content.</param> /// <param name="monitor">Encapsulates monitoring and logging.</param> + /// <param name="multiplayer">The multiplayer instance whose map cache to update during asset propagation.</param> /// <param name="reflection">Simplifies access to private code.</param> /// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param> /// <param name="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param> @@ -139,8 +137,7 @@ namespace StardewModdingAPI.Framework /// <param name="getFileLookup">Get a file lookup for the given directory.</param> /// <param name="onAssetsInvalidated">A callback to invoke when any asset names have been invalidated from the cache.</param> /// <param name="requestAssetOperations">Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</param> - /// <param name="useRawImageLoading">Whether to use raw image data when possible, instead of initializing an XNA Texture2D instance through the GPU.</param> - public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, Func<string, IFileLookup> getFileLookup, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, AssetOperationGroup?> requestAssetOperations, bool useRawImageLoading) + public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Multiplayer multiplayer, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, Func<string, IFileLookup> getFileLookup, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, AssetOperationGroup?> requestAssetOperations) { this.GetFileLookup = getFileLookup; this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); @@ -151,7 +148,6 @@ namespace StardewModdingAPI.Framework this.OnAssetsInvalidated = onAssetsInvalidated; this.RequestAssetOperations = requestAssetOperations; this.FullRootDirectory = Path.Combine(Constants.GamePath, rootDirectory); - this.UseRawImageLoading = useRawImageLoading; this.ContentManagers.Add( this.MainContentManager = new GameContentManager( name: "Game1.content", @@ -182,7 +178,7 @@ namespace StardewModdingAPI.Framework this.ContentManagers.Add(contentManagerForAssetPropagation); this.VanillaContentManager = new LocalizedContentManager(serviceProvider, rootDirectory); - this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, this.Monitor, reflection, name => this.ParseAssetName(name, allowLocales: true)); + this.CoreAssets = new CoreAssetPropagator(this.MainContentManager, contentManagerForAssetPropagation, this.Monitor, multiplayer, reflection, name => this.ParseAssetName(name, allowLocales: true)); this.LocaleCodes = new Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>>(() => this.GetLocaleCodes(customLanguages: Enumerable.Empty<ModLanguage>())); } @@ -230,8 +226,7 @@ namespace StardewModdingAPI.Framework reflection: this.Reflection, jsonHelper: this.JsonHelper, onDisposing: this.OnDisposing, - fileLookup: this.GetFileLookup(rootDirectory), - useRawImageLoading: this.UseRawImageLoading + fileLookup: this.GetFileLookup(rootDirectory) ); this.ContentManagers.Add(manager); return manager; |