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-rw-r--r--src/SMAPI/Framework/ContentCoordinator.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs
index 3ad112cd..3e09ac62 100644
--- a/src/SMAPI/Framework/ContentCoordinator.cs
+++ b/src/SMAPI/Framework/ContentCoordinator.cs
@@ -32,8 +32,8 @@ namespace StardewModdingAPI.Framework
/// <summary>An asset key prefix for assets from SMAPI mod folders.</summary>
private readonly string ManagedPrefix = "SMAPI";
- /// <summary>Whether to use a newer approach when loading image files from mod folder which may be faster.</summary>
- private readonly bool UseExperimentalImageLoading;
+ /// <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;
@@ -133,8 +133,8 @@ 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="useExperimentalImageLoading">Whether to use a newer approach when loading image files from mod folder which may be faster.</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 useExperimentalImageLoading)
+ /// <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)
{
this.GetFileLookup = getFileLookup;
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
@@ -145,7 +145,7 @@ namespace StardewModdingAPI.Framework
this.OnAssetsInvalidated = onAssetsInvalidated;
this.RequestAssetOperations = requestAssetOperations;
this.FullRootDirectory = Path.Combine(Constants.GamePath, rootDirectory);
- this.UseExperimentalImageLoading = useExperimentalImageLoading;
+ this.UseRawImageLoading = useRawImageLoading;
this.ContentManagers.Add(
this.MainContentManager = new GameContentManager(
name: "Game1.content",
@@ -225,7 +225,7 @@ namespace StardewModdingAPI.Framework
jsonHelper: this.JsonHelper,
onDisposing: this.OnDisposing,
fileLookup: this.GetFileLookup(rootDirectory),
- useExperimentalImageLoading: this.UseExperimentalImageLoading
+ useRawImageLoading: this.UseRawImageLoading
);
this.ContentManagers.Add(manager);
return manager;