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diff --git a/src/SMAPI/Framework/ContentManagerShim.cs b/src/SMAPI/Framework/ContentManagerShim.cs
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-using System;
-using System.Globalization;
-using StardewValley;
-
-namespace StardewModdingAPI.Framework
-{
- /// <summary>A minimal content manager which defers to SMAPI's core content logic.</summary>
- internal class ContentManagerShim : LocalizedContentManager
- {
- /*********
- ** Properties
- *********/
- /// <summary>SMAPI's core content logic.</summary>
- private readonly ContentCore ContentCore;
-
-
- /*********
- ** Accessors
- *********/
- /// <summary>The content manager's name for logs (if any).</summary>
- public string Name { get; }
-
-
- /*********
- ** Public methods
- *********/
- /// <summary>Construct an instance.</summary>
- /// <param name="contentCore">SMAPI's core content logic.</param>
- /// <param name="name">The content manager's name for logs (if any).</param>
- /// <param name="serviceProvider">The service provider to use to locate services.</param>
- /// <param name="rootDirectory">The root directory to search for content.</param>
- /// <param name="currentCulture">The current culture for which to localise content.</param>
- /// <param name="languageCodeOverride">The current language code for which to localise content.</param>
- public ContentManagerShim(ContentCore contentCore, string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride)
- : base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride)
- {
- this.ContentCore = contentCore;
- this.Name = name;
- }
-
- /// <summary>Load an asset that has been processed by the content pipeline.</summary>
- /// <typeparam name="T">The type of asset to load.</typeparam>
- /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
- public override T Load<T>(string assetName)
- {
-#if STARDEW_VALLEY_1_3
- return this.Load<T>(assetName, LocalizedContentManager.CurrentLanguageCode);
-#else
- return this.ContentCore.Load<T>(assetName, this);
-#endif
- }
-
-#if STARDEW_VALLEY_1_3
- /// <summary>Load an asset that has been processed by the content pipeline.</summary>
- /// <typeparam name="T">The type of asset to load.</typeparam>
- /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
- /// <param name="language">The language code for which to load content.</param>
- public override T Load<T>(string assetName, LanguageCode language)
- {
- return this.ContentCore.Load<T>(assetName, this, language);
- }
-
- /// <summary>Load the base asset without localisation.</summary>
- /// <typeparam name="T">The type of asset to load.</typeparam>
- /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
- public override T LoadBase<T>(string assetName)
- {
- return this.Load<T>(assetName, LanguageCode.en);
- }
-#endif
-
- /// <summary>Inject an asset into the cache.</summary>
- /// <typeparam name="T">The type of asset to inject.</typeparam>
- /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
- /// <param name="value">The asset value.</param>
- public void Inject<T>(string assetName, T value)
- {
- this.ContentCore.Inject<T>(assetName, value, this);
- }
-
-#if STARDEW_VALLEY_1_3
- /// <summary>Create a new content manager for temporary use.</summary>
- public override LocalizedContentManager CreateTemporary()
- {
- return this.ContentCore.CreateContentManager("(temporary)");
- }
-#endif
-
-
- /*********
- ** Protected methods
- *********/
- /// <summary>Dispose held resources.</summary>
- /// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param>
- protected override void Dispose(bool disposing)
- {
- this.ContentCore.DisposeFor(this);
- }
- }
-}