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+using System;
+using System.Collections.Generic;
+using System.Diagnostics.CodeAnalysis;
+using System.Diagnostics.Contracts;
+using Microsoft.Xna.Framework.Content;
+using StardewModdingAPI.Framework.Exceptions;
+using StardewValley;
+
+namespace StardewModdingAPI.Framework.ContentManagers
+{
+ /// <summary>A content manager which handles reading files.</summary>
+ internal interface IContentManager : IDisposable
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>A name for the mod manager. Not guaranteed to be unique.</summary>
+ string Name { get; }
+
+ /// <summary>The current language as a constant.</summary>
+ LocalizedContentManager.LanguageCode Language { get; }
+
+ /// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary>
+ string FullRootDirectory { get; }
+
+ /// <summary>Whether this content manager is for a mod folder.</summary>
+ bool IsModContentManager { get; }
+
+
+ /*********
+ ** Methods
+ *********/
+ /// <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>
+ T Load<T>(string assetName);
+
+ /// <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>
+ T Load<T>(string assetName, LocalizedContentManager.LanguageCode language);
+
+ /// <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>
+ void Inject<T>(string assetName, T value);
+
+ /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="AssertAndNormaliseAssetName"/> instead.</summary>
+ /// <param name="path">The file path to normalise.</param>
+ [Pure]
+ string NormalisePathSeparators(string path);
+
+ /// <summary>Assert that the given key has a valid format and return a normalised form consistent with the underlying cache.</summary>
+ /// <param name="assetName">The asset key to check.</param>
+ /// <exception cref="SContentLoadException">The asset key is empty or contains invalid characters.</exception>
+ [SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")]
+ string AssertAndNormaliseAssetName(string assetName);
+
+ /// <summary>Get the current content locale.</summary>
+ string GetLocale();
+
+ /// <summary>The locale for a language.</summary>
+ /// <param name="language">The language.</param>
+ string GetLocale(LocalizedContentManager.LanguageCode language);
+
+ /// <summary>Get whether the content manager has already loaded and cached the given asset.</summary>
+ /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
+ bool IsLoaded(string assetName);
+
+ /// <summary>Get the cached asset keys.</summary>
+ IEnumerable<string> GetAssetKeys();
+
+ /// <summary>Purge matched assets from the cache.</summary>
+ /// <param name="predicate">Matches the asset keys to invalidate.</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 number of invalidated assets.</returns>
+ IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false);
+ }
+}