diff options
Diffstat (limited to 'src/SMAPI/Framework/ContentCoordinator.cs')
-rw-r--r-- | src/SMAPI/Framework/ContentCoordinator.cs | 12 |
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; |