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-rw-r--r--src/SMAPI/Framework/ModHelpers/ContentHelper.cs31
1 files changed, 11 insertions, 20 deletions
diff --git a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
index be9594ee..4a1d3853 100644
--- a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics.CodeAnalysis;
+using System.Diagnostics.Contracts;
using System.IO;
using System.Linq;
using Microsoft.Xna.Framework.Content;
@@ -26,9 +27,6 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <summary>The absolute path to the mod folder.</summary>
private readonly string ModFolderPath;
- /// <summary>The path to the mod's folder, relative to the game's content folder (e.g. "../Mods/ModName").</summary>
- private readonly string ModFolderPathFromContent;
-
/// <summary>The friendly mod name for use in errors.</summary>
private readonly string ModName;
@@ -73,7 +71,6 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.ContentManager = contentManager;
this.ModFolderPath = modFolderPath;
this.ModName = modName;
- this.ModFolderPathFromContent = this.ContentManager.GetRelativePath(modFolderPath);
this.Monitor = monitor;
}
@@ -102,7 +99,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
throw GetContentError($"there's no matching file at path '{file.FullName}'.");
// get asset path
- string assetName = this.GetModAssetPath(key, file.FullName);
+ string assetName = this.ContentManager.GetAssetNameFromFilePath(file.FullName);
// try cache
if (this.ContentManager.IsLoaded(assetName))
@@ -138,6 +135,14 @@ namespace StardewModdingAPI.Framework.ModHelpers
}
}
+ /// <summary>Normalise an asset name so it's consistent with those generated by the game. This is mainly useful for string comparisons like <see cref="string.StartsWith(string)"/> on generated asset names, and isn't necessary when passing asset names into other content helper methods.</summary>
+ /// <param name="assetName">The asset key.</param>
+ [Pure]
+ public string NormaliseAssetName(string assetName)
+ {
+ return this.ContentManager.NormaliseAssetName(assetName);
+ }
+
/// <summary>Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists.</summary>
/// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to a content file relative to the mod folder.</param>
/// <param name="source">Where to search for a matching content asset.</param>
@@ -151,7 +156,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
case ContentSource.ModFolder:
FileInfo file = this.GetModFile(key);
- return this.ContentManager.NormaliseAssetName(this.GetModAssetPath(key, file.FullName));
+ return this.ContentManager.NormaliseAssetName(this.ContentManager.GetAssetNameFromFilePath(file.FullName));
default:
throw new NotSupportedException($"Unknown content source '{source}'.");
@@ -356,19 +361,5 @@ namespace StardewModdingAPI.Framework.ModHelpers
// get file
return new FileInfo(path);
}
-
- /// <summary>Get the asset path which loads a mod folder through a content manager.</summary>
- /// <param name="localPath">The file path relative to the mod's folder.</param>
- /// <param name="absolutePath">The absolute file path.</param>
- private string GetModAssetPath(string localPath, string absolutePath)
- {
-#if SMAPI_FOR_WINDOWS
- // XNA doesn't allow absolute asset paths, so get a path relative to the content folder
- return Path.Combine(this.ModFolderPathFromContent, localPath);
-#else
- // MonoGame is weird about relative paths on Mac, but allows absolute paths
- return absolutePath;
-#endif
- }
}
}