diff options
Diffstat (limited to 'src/SMAPI/Framework')
43 files changed, 269 insertions, 269 deletions
diff --git a/src/SMAPI/Framework/CommandManager.cs b/src/SMAPI/Framework/CommandManager.cs index fdaafff1..ceeb6f93 100644 --- a/src/SMAPI/Framework/CommandManager.cs +++ b/src/SMAPI/Framework/CommandManager.cs @@ -29,7 +29,7 @@ namespace StardewModdingAPI.Framework /// <exception cref="ArgumentException">There's already a command with that name.</exception> public void Add(IModMetadata mod, string name, string documentation, Action<string, string[]> callback, bool allowNullCallback = false) { - name = this.GetNormalisedName(name); + name = this.GetNormalizedName(name); // validate format if (string.IsNullOrWhiteSpace(name)) @@ -52,7 +52,7 @@ namespace StardewModdingAPI.Framework /// <returns>Returns the matching command, or <c>null</c> if not found.</returns> public Command Get(string name) { - name = this.GetNormalisedName(name); + name = this.GetNormalizedName(name); this.Commands.TryGetValue(name, out Command command); return command; } @@ -84,7 +84,7 @@ namespace StardewModdingAPI.Framework // parse input args = this.ParseArgs(input); - name = this.GetNormalisedName(args[0]); + name = this.GetNormalizedName(args[0]); args = args.Skip(1).ToArray(); // get command @@ -97,8 +97,8 @@ namespace StardewModdingAPI.Framework /// <returns>Returns whether a matching command was triggered.</returns> public bool Trigger(string name, string[] arguments) { - // get normalised name - name = this.GetNormalisedName(name); + // get normalized name + name = this.GetNormalizedName(name); if (name == null) return false; @@ -140,9 +140,9 @@ namespace StardewModdingAPI.Framework return args.Where(item => !string.IsNullOrWhiteSpace(item)).ToArray(); } - /// <summary>Get a normalised command name.</summary> + /// <summary>Get a normalized command name.</summary> /// <param name="name">The command name.</param> - private string GetNormalisedName(string name) + private string GetNormalizedName(string name) { name = name?.Trim().ToLower(); return !string.IsNullOrWhiteSpace(name) diff --git a/src/SMAPI/Framework/Content/AssetData.cs b/src/SMAPI/Framework/Content/AssetData.cs index 553404d3..cacc6078 100644 --- a/src/SMAPI/Framework/Content/AssetData.cs +++ b/src/SMAPI/Framework/Content/AssetData.cs @@ -24,13 +24,13 @@ namespace StardewModdingAPI.Framework.Content ** Public methods *********/ /// <summary>Construct an instance.</summary> - /// <param name="locale">The content's locale code, if the content is localised.</param> - /// <param name="assetName">The normalised asset name being read.</param> + /// <param name="locale">The content's locale code, if the content is localized.</param> + /// <param name="assetName">The normalized asset name being read.</param> /// <param name="data">The content data being read.</param> - /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> + /// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param> /// <param name="onDataReplaced">A callback to invoke when the data is replaced (if any).</param> - public AssetData(string locale, string assetName, TValue data, Func<string, string> getNormalisedPath, Action<TValue> onDataReplaced) - : base(locale, assetName, data.GetType(), getNormalisedPath) + public AssetData(string locale, string assetName, TValue data, Func<string, string> getNormalizedPath, Action<TValue> onDataReplaced) + : base(locale, assetName, data.GetType(), getNormalizedPath) { this.Data = data; this.OnDataReplaced = onDataReplaced; diff --git a/src/SMAPI/Framework/Content/AssetDataForDictionary.cs b/src/SMAPI/Framework/Content/AssetDataForDictionary.cs index a331f38a..26cbff5a 100644 --- a/src/SMAPI/Framework/Content/AssetDataForDictionary.cs +++ b/src/SMAPI/Framework/Content/AssetDataForDictionary.cs @@ -10,12 +10,12 @@ namespace StardewModdingAPI.Framework.Content ** Public methods *********/ /// <summary>Construct an instance.</summary> - /// <param name="locale">The content's locale code, if the content is localised.</param> - /// <param name="assetName">The normalised asset name being read.</param> + /// <param name="locale">The content's locale code, if the content is localized.</param> + /// <param name="assetName">The normalized asset name being read.</param> /// <param name="data">The content data being read.</param> - /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> + /// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param> /// <param name="onDataReplaced">A callback to invoke when the data is replaced (if any).</param> - public AssetDataForDictionary(string locale, string assetName, IDictionary<TKey, TValue> data, Func<string, string> getNormalisedPath, Action<IDictionary<TKey, TValue>> onDataReplaced) - : base(locale, assetName, data, getNormalisedPath, onDataReplaced) { } + public AssetDataForDictionary(string locale, string assetName, IDictionary<TKey, TValue> data, Func<string, string> getNormalizedPath, Action<IDictionary<TKey, TValue>> onDataReplaced) + : base(locale, assetName, data, getNormalizedPath, onDataReplaced) { } } } diff --git a/src/SMAPI/Framework/Content/AssetDataForImage.cs b/src/SMAPI/Framework/Content/AssetDataForImage.cs index f2d21b5e..4ae2ad68 100644 --- a/src/SMAPI/Framework/Content/AssetDataForImage.cs +++ b/src/SMAPI/Framework/Content/AssetDataForImage.cs @@ -19,13 +19,13 @@ namespace StardewModdingAPI.Framework.Content ** Public methods *********/ /// <summary>Construct an instance.</summary> - /// <param name="locale">The content's locale code, if the content is localised.</param> - /// <param name="assetName">The normalised asset name being read.</param> + /// <param name="locale">The content's locale code, if the content is localized.</param> + /// <param name="assetName">The normalized asset name being read.</param> /// <param name="data">The content data being read.</param> - /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> + /// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param> /// <param name="onDataReplaced">A callback to invoke when the data is replaced (if any).</param> - public AssetDataForImage(string locale, string assetName, Texture2D data, Func<string, string> getNormalisedPath, Action<Texture2D> onDataReplaced) - : base(locale, assetName, data, getNormalisedPath, onDataReplaced) { } + public AssetDataForImage(string locale, string assetName, Texture2D data, Func<string, string> getNormalizedPath, Action<Texture2D> onDataReplaced) + : base(locale, assetName, data, getNormalizedPath, onDataReplaced) { } /// <summary>Overwrite part of the image.</summary> /// <param name="source">The image to patch into the content.</param> diff --git a/src/SMAPI/Framework/Content/AssetDataForObject.cs b/src/SMAPI/Framework/Content/AssetDataForObject.cs index 90f9e2d4..4dbc988c 100644 --- a/src/SMAPI/Framework/Content/AssetDataForObject.cs +++ b/src/SMAPI/Framework/Content/AssetDataForObject.cs @@ -11,19 +11,19 @@ namespace StardewModdingAPI.Framework.Content ** Public methods *********/ /// <summary>Construct an instance.</summary> - /// <param name="locale">The content's locale code, if the content is localised.</param> - /// <param name="assetName">The normalised asset name being read.</param> + /// <param name="locale">The content's locale code, if the content is localized.</param> + /// <param name="assetName">The normalized asset name being read.</param> /// <param name="data">The content data being read.</param> - /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> - public AssetDataForObject(string locale, string assetName, object data, Func<string, string> getNormalisedPath) - : base(locale, assetName, data, getNormalisedPath, onDataReplaced: null) { } + /// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param> + public AssetDataForObject(string locale, string assetName, object data, Func<string, string> getNormalizedPath) + : base(locale, assetName, data, getNormalizedPath, onDataReplaced: null) { } /// <summary>Construct an instance.</summary> /// <param name="info">The asset metadata.</param> /// <param name="data">The content data being read.</param> - /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> - public AssetDataForObject(IAssetInfo info, object data, Func<string, string> getNormalisedPath) - : this(info.Locale, info.AssetName, data, getNormalisedPath) { } + /// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param> + public AssetDataForObject(IAssetInfo info, object data, Func<string, string> getNormalizedPath) + : this(info.Locale, info.AssetName, data, getNormalizedPath) { } /// <summary>Get a helper to manipulate the data as a dictionary.</summary> /// <typeparam name="TKey">The expected dictionary key.</typeparam> @@ -31,14 +31,14 @@ namespace StardewModdingAPI.Framework.Content /// <exception cref="InvalidOperationException">The content being read isn't a dictionary.</exception> public IAssetDataForDictionary<TKey, TValue> AsDictionary<TKey, TValue>() { - return new AssetDataForDictionary<TKey, TValue>(this.Locale, this.AssetName, this.GetData<IDictionary<TKey, TValue>>(), this.GetNormalisedPath, this.ReplaceWith); + return new AssetDataForDictionary<TKey, TValue>(this.Locale, this.AssetName, this.GetData<IDictionary<TKey, TValue>>(), this.GetNormalizedPath, this.ReplaceWith); } /// <summary>Get a helper to manipulate the data as an image.</summary> /// <exception cref="InvalidOperationException">The content being read isn't an image.</exception> public IAssetDataForImage AsImage() { - return new AssetDataForImage(this.Locale, this.AssetName, this.GetData<Texture2D>(), this.GetNormalisedPath, this.ReplaceWith); + return new AssetDataForImage(this.Locale, this.AssetName, this.GetData<Texture2D>(), this.GetNormalizedPath, this.ReplaceWith); } /// <summary>Get the data as a given type.</summary> diff --git a/src/SMAPI/Framework/Content/AssetInfo.cs b/src/SMAPI/Framework/Content/AssetInfo.cs index e5211290..9b685e72 100644 --- a/src/SMAPI/Framework/Content/AssetInfo.cs +++ b/src/SMAPI/Framework/Content/AssetInfo.cs @@ -9,17 +9,17 @@ namespace StardewModdingAPI.Framework.Content /********* ** Fields *********/ - /// <summary>Normalises an asset key to match the cache key.</summary> - protected readonly Func<string, string> GetNormalisedPath; + /// <summary>Normalizes an asset key to match the cache key.</summary> + protected readonly Func<string, string> GetNormalizedPath; /********* ** Accessors *********/ - /// <summary>The content's locale code, if the content is localised.</summary> + /// <summary>The content's locale code, if the content is localized.</summary> public string Locale { get; } - /// <summary>The normalised asset name being read. The format may change between platforms; see <see cref="AssetNameEquals"/> to compare with a known path.</summary> + /// <summary>The normalized asset name being read. The format may change between platforms; see <see cref="AssetNameEquals"/> to compare with a known path.</summary> public string AssetName { get; } /// <summary>The content data type.</summary> @@ -30,23 +30,23 @@ namespace StardewModdingAPI.Framework.Content ** Public methods *********/ /// <summary>Construct an instance.</summary> - /// <param name="locale">The content's locale code, if the content is localised.</param> - /// <param name="assetName">The normalised asset name being read.</param> + /// <param name="locale">The content's locale code, if the content is localized.</param> + /// <param name="assetName">The normalized asset name being read.</param> /// <param name="type">The content type being read.</param> - /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> - public AssetInfo(string locale, string assetName, Type type, Func<string, string> getNormalisedPath) + /// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param> + public AssetInfo(string locale, string assetName, Type type, Func<string, string> getNormalizedPath) { this.Locale = locale; this.AssetName = assetName; this.DataType = type; - this.GetNormalisedPath = getNormalisedPath; + this.GetNormalizedPath = getNormalizedPath; } - /// <summary>Get whether the asset name being loaded matches a given name after normalisation.</summary> + /// <summary>Get whether the asset name being loaded matches a given name after normalization.</summary> /// <param name="path">The expected asset path, relative to the game's content folder and without the .xnb extension or locale suffix (like 'Data\ObjectInformation').</param> public bool AssetNameEquals(string path) { - path = this.GetNormalisedPath(path); + path = this.GetNormalizedPath(path); return this.AssetName.Equals(path, StringComparison.InvariantCultureIgnoreCase); } diff --git a/src/SMAPI/Framework/Content/ContentCache.cs b/src/SMAPI/Framework/Content/ContentCache.cs index 55a96ed2..4178b663 100644 --- a/src/SMAPI/Framework/Content/ContentCache.cs +++ b/src/SMAPI/Framework/Content/ContentCache.cs @@ -10,7 +10,7 @@ using StardewValley; namespace StardewModdingAPI.Framework.Content { - /// <summary>A low-level wrapper around the content cache which handles reading, writing, and invalidating entries in the cache. This doesn't handle any higher-level logic like localisation, loading content, etc. It assumes all keys passed in are already normalised.</summary> + /// <summary>A low-level wrapper around the content cache which handles reading, writing, and invalidating entries in the cache. This doesn't handle any higher-level logic like localization, loading content, etc. It assumes all keys passed in are already normalized.</summary> internal class ContentCache { /********* @@ -19,8 +19,8 @@ namespace StardewModdingAPI.Framework.Content /// <summary>The underlying asset cache.</summary> private readonly IDictionary<string, object> Cache; - /// <summary>Applies platform-specific asset key normalisation so it's consistent with the underlying cache.</summary> - private readonly Func<string, string> NormaliseAssetNameForPlatform; + /// <summary>Applies platform-specific asset key normalization so it's consistent with the underlying cache.</summary> + private readonly Func<string, string> NormalizeAssetNameForPlatform; /********* @@ -52,14 +52,14 @@ namespace StardewModdingAPI.Framework.Content // init this.Cache = reflection.GetField<Dictionary<string, object>>(contentManager, "loadedAssets").GetValue(); - // get key normalisation logic + // get key normalization logic if (Constants.Platform == Platform.Windows) { IReflectedMethod method = reflection.GetMethod(typeof(TitleContainer), "GetCleanPath"); - this.NormaliseAssetNameForPlatform = path => method.Invoke<string>(path); + this.NormalizeAssetNameForPlatform = path => method.Invoke<string>(path); } else - this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic + this.NormalizeAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic } /**** @@ -74,25 +74,25 @@ namespace StardewModdingAPI.Framework.Content /**** - ** Normalise + ** Normalize ****/ - /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="NormaliseKey"/> instead.</summary> - /// <param name="path">The file path to normalise.</param> + /// <summary>Normalize path separators in a file path. For asset keys, see <see cref="NormalizeKey"/> instead.</summary> + /// <param name="path">The file path to normalize.</param> [Pure] - public string NormalisePathSeparators(string path) + public string NormalizePathSeparators(string path) { - return PathUtilities.NormalisePathSeparators(path); + return PathUtilities.NormalizePathSeparators(path); } - /// <summary>Normalise a cache key so it's consistent with the underlying cache.</summary> + /// <summary>Normalize a cache key so it's consistent with the underlying cache.</summary> /// <param name="key">The asset key.</param> [Pure] - public string NormaliseKey(string key) + public string NormalizeKey(string key) { - key = this.NormalisePathSeparators(key); + key = this.NormalizePathSeparators(key); return key.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase) ? key.Substring(0, key.Length - 4) - : this.NormaliseAssetNameForPlatform(key); + : this.NormalizeAssetNameForPlatform(key); } /**** diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index 39bebdd1..08ebe6a5 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -9,7 +9,7 @@ using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.ContentManagers; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Metadata; -using StardewModdingAPI.Toolkit.Serialisation; +using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Toolkit.Utilities; using StardewValley; @@ -74,7 +74,7 @@ namespace StardewModdingAPI.Framework /// <summary>Construct an instance.</summary> /// <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="currentCulture">The current culture for which to localize content.</param> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="reflection">Simplifies access to private code.</param> /// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param> @@ -89,7 +89,7 @@ namespace StardewModdingAPI.Framework this.ContentManagers.Add( this.MainContentManager = new GameContentManager("Game1.content", serviceProvider, rootDirectory, currentCulture, this, monitor, reflection, this.OnDisposing, onLoadingFirstAsset) ); - this.CoreAssets = new CoreAssetPropagator(this.MainContentManager.AssertAndNormaliseAssetName, reflection, monitor); + this.CoreAssets = new CoreAssetPropagator(this.MainContentManager.AssertAndNormalizeAssetName, reflection, monitor); } /// <summary>Get a new content manager which handles reading files from the game content folder with support for interception.</summary> @@ -250,7 +250,7 @@ namespace StardewModdingAPI.Framework string locale = this.GetLocale(); return this.InvalidateCache((assetName, type) => { - IAssetInfo info = new AssetInfo(locale, assetName, type, this.MainContentManager.AssertAndNormaliseAssetName); + IAssetInfo info = new AssetInfo(locale, assetName, type, this.MainContentManager.AssertAndNormalizeAssetName); return predicate(info); }, dispose); } diff --git a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs index fc558eb9..de39dbae 100644 --- a/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs @@ -64,7 +64,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="name">A name for the mod manager. Not guaranteed to be unique.</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="currentCulture">The current culture for which to localize content.</param> /// <param name="coordinator">The central coordinator which manages content managers.</param> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="reflection">Simplifies access to private code.</param> @@ -109,7 +109,7 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> public abstract T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache); - /// <summary>Load the base asset without localisation.</summary> + /// <summary>Load the base asset without localization.</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> [Obsolete("This method is implemented for the base game and should not be used directly. To load an asset from the underlying content manager directly, use " + nameof(BaseContentManager.RawLoad) + " instead.")] @@ -121,19 +121,19 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>Perform any cleanup needed when the locale changes.</summary> public virtual void OnLocaleChanged() { } - /// <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> + /// <summary>Normalize path separators in a file path. For asset keys, see <see cref="AssertAndNormalizeAssetName"/> instead.</summary> + /// <param name="path">The file path to normalize.</param> [Pure] - public string NormalisePathSeparators(string path) + public string NormalizePathSeparators(string path) { - return this.Cache.NormalisePathSeparators(path); + return this.Cache.NormalizePathSeparators(path); } - /// <summary>Assert that the given key has a valid format and return a normalised form consistent with the underlying cache.</summary> + /// <summary>Assert that the given key has a valid format and return a normalized 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.")] - public string AssertAndNormaliseAssetName(string assetName) + public string AssertAndNormalizeAssetName(string assetName) { // NOTE: the game checks for ContentLoadException to handle invalid keys, so avoid // throwing other types like ArgumentException here. @@ -142,7 +142,7 @@ namespace StardewModdingAPI.Framework.ContentManagers if (assetName.Intersect(Path.GetInvalidPathChars()).Any()) throw new SContentLoadException("The asset key or local path contains invalid characters."); - return this.Cache.NormaliseKey(assetName); + return this.Cache.NormalizeKey(assetName); } /**** @@ -165,8 +165,8 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> public bool IsLoaded(string assetName) { - assetName = this.Cache.NormaliseKey(assetName); - return this.IsNormalisedKeyLoaded(assetName); + assetName = this.Cache.NormalizeKey(assetName); + return this.IsNormalizedKeyLoaded(assetName); } /// <summary>Get the cached asset keys.</summary> @@ -248,7 +248,7 @@ namespace StardewModdingAPI.Framework.ContentManagers *********/ /// <summary>Load an asset file directly from the underlying content manager.</summary> /// <typeparam name="T">The type of asset to load.</typeparam> - /// <param name="assetName">The normalised asset key.</param> + /// <param name="assetName">The normalized asset key.</param> /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> protected virtual T RawLoad<T>(string assetName, bool useCache) { @@ -264,17 +264,17 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="language">The language code for which to inject the asset.</param> protected virtual void Inject<T>(string assetName, T value, LanguageCode language) { - assetName = this.AssertAndNormaliseAssetName(assetName); + assetName = this.AssertAndNormalizeAssetName(assetName); this.Cache[assetName] = value; } /// <summary>Parse a cache key into its component parts.</summary> /// <param name="cacheKey">The input cache key.</param> /// <param name="assetName">The original asset name.</param> - /// <param name="localeCode">The asset locale code (or <c>null</c> if not localised).</param> + /// <param name="localeCode">T |
