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-rw-r--r--src/SMAPI/Framework/ContentManagers/IContentManager.cs11
1 files changed, 7 insertions, 4 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/IContentManager.cs b/src/SMAPI/Framework/ContentManagers/IContentManager.cs
index ac67cad5..f2e3b9f0 100644
--- a/src/SMAPI/Framework/ContentManagers/IContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/IContentManager.cs
@@ -32,7 +32,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <typeparam name="T">The expected asset type.</typeparam>
/// <param name="assetName">The normalized asset name.</param>
bool DoesAssetExist<T>(IAssetName assetName)
- where T: notnull;
+ where T : notnull;
/// <summary>Load an asset through the content pipeline, using a localized variant of the <paramref name="assetName"/> if available.</summary>
/// <typeparam name="T">The type of asset to load.</typeparam>
@@ -65,10 +65,13 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
bool IsLoaded(IAssetName assetName);
+ /// <summary>Get all assets in the cache.</summary>
+ IEnumerable<KeyValuePair<string, object>> GetCachedAssets();
+
/// <summary>Purge matched assets from the cache.</summary>
- /// <param name="predicate">Matches the asset keys to invalidate.</param>
+ /// <param name="assetName">The asset name to dispose.</param>
/// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param>
- /// <returns>Returns the invalidated asset names and instances.</returns>
- IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false);
+ /// <returns>Returns whether the asset was in the cache.</returns>
+ bool InvalidateCache(IAssetName assetName, bool dispose = false);
}
}