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-rw-r--r--src/SMAPI/Framework/SContentManager.cs52
1 files changed, 26 insertions, 26 deletions
diff --git a/src/SMAPI/Framework/SContentManager.cs b/src/SMAPI/Framework/SContentManager.cs
index a755a6df..524b2d17 100644
--- a/src/SMAPI/Framework/SContentManager.cs
+++ b/src/SMAPI/Framework/SContentManager.cs
@@ -102,7 +102,7 @@ namespace StardewModdingAPI.Framework
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
this.Cache = new ContentCache(this, reflection, SContentManager.PossiblePathSeparators, SContentManager.PreferredPathSeparator);
this.GetKeyLocale = reflection.GetPrivateMethod(this, "languageCode");
- this.ModContentPrefix = this.GetRelativePath(Constants.ModPath);
+ this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath);
// get asset data
this.CoreAssets = new CoreAssets(this.NormaliseAssetName);
@@ -140,19 +140,17 @@ namespace StardewModdingAPI.Framework
throw new ArgumentException("The asset key or local path contains invalid characters.");
}
- /// <summary>Get a directory path relative to the content root.</summary>
- /// <param name="targetPath">The target file path.</param>
- public string GetRelativePath(string targetPath)
+ /// <summary>Convert an absolute file path into a appropriate asset name.</summary>
+ /// <param name="absolutePath">The absolute path to the file.</param>
+ public string GetAssetNameFromFilePath(string absolutePath)
{
- // convert to URIs
- Uri from = new Uri(this.FullRootDirectory + "/");
- Uri to = new Uri(targetPath + "/");
- if (from.Scheme != to.Scheme)
- throw new InvalidOperationException($"Can't get path for '{targetPath}' relative to '{this.FullRootDirectory}'.");
-
- // get relative path
- return Uri.UnescapeDataString(from.MakeRelativeUri(to).ToString())
- .Replace(Path.DirectorySeparatorChar == '/' ? '\\' : '/', Path.DirectorySeparatorChar); // use correct separator for platform
+#if SMAPI_FOR_WINDOWS
+ // XNA doesn't allow absolute asset paths, so get a path relative to the content folder
+ return this.GetRelativePath(absolutePath);
+#else
+ // MonoGame is weird about relative paths on Mac, but allows absolute paths
+ return absolutePath;
+#endif
}
/****
@@ -395,6 +393,21 @@ namespace StardewModdingAPI.Framework
/****
** Asset name/key handling
****/
+ /// <summary>Get a directory or file path relative to the content root.</summary>
+ /// <param name="targetPath">The target file path.</param>
+ private string GetRelativePath(string targetPath)
+ {
+ // convert to URIs
+ Uri from = new Uri(this.FullRootDirectory + "/");
+ Uri to = new Uri(targetPath + "/");
+ if (from.Scheme != to.Scheme)
+ throw new InvalidOperationException($"Can't get path for '{targetPath}' relative to '{this.FullRootDirectory}'.");
+
+ // get relative path
+ return Uri.UnescapeDataString(from.MakeRelativeUri(to).ToString())
+ .Replace(Path.DirectorySeparatorChar == '/' ? '\\' : '/', Path.DirectorySeparatorChar); // use correct separator for platform
+ }
+
/// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary>
/// <param name="reflection">Simplifies access to private game code.</param>
private IDictionary<string, LanguageCode> GetKeyLocales(Reflector reflection)
@@ -551,19 +564,6 @@ namespace StardewModdingAPI.Framework
return file;
}
- /// <summary>Get a file from the game's content folder.</summary>
- /// <param name="key">The asset key.</param>
- private FileInfo GetContentFolderFile(string key)
- {
- // get file path
- string path = Path.Combine(this.FullRootDirectory, key);
- if (!path.EndsWith(".xnb"))
- path += ".xnb";
-
- // get file
- return new FileInfo(path);
- }
-
/// <summary>Load the initial asset from the registered <see cref="Loaders"/>.</summary>
/// <param name="info">The basic asset metadata.</param>
/// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns>