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Diffstat (limited to 'src/SMAPI/Metadata/CoreAssets.cs')
-rw-r--r-- | src/SMAPI/Metadata/CoreAssets.cs | 220 |
1 files changed, 0 insertions, 220 deletions
diff --git a/src/SMAPI/Metadata/CoreAssets.cs b/src/SMAPI/Metadata/CoreAssets.cs deleted file mode 100644 index 87629682..00000000 --- a/src/SMAPI/Metadata/CoreAssets.cs +++ /dev/null @@ -1,220 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using Microsoft.Xna.Framework.Graphics; -using StardewModdingAPI.Framework.Reflection; -using StardewValley; -using StardewValley.BellsAndWhistles; -using StardewValley.Buildings; -using StardewValley.Locations; -using StardewValley.Menus; -using StardewValley.Objects; -using StardewValley.Projectiles; -using StardewValley.TerrainFeatures; - -namespace StardewModdingAPI.Metadata -{ - /// <summary>Provides metadata about core assets in the game.</summary> - internal class CoreAssets - { - /********* - ** Properties - *********/ - /// <summary>Normalises an asset key to match the cache key.</summary> - protected readonly Func<string, string> GetNormalisedPath; - - /// <summary>Setters which update static or singleton texture fields indexed by normalised asset key.</summary> - private readonly IDictionary<string, Action<LocalizedContentManager, string>> SingletonSetters; - - - /********* - ** Public methods - *********/ - /// <summary>Initialise the core asset data.</summary> - /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> - /// <param name="reflection">Simplifies access to private code.</param> - public CoreAssets(Func<string, string> getNormalisedPath, Reflector reflection) - { - this.GetNormalisedPath = getNormalisedPath; - this.SingletonSetters = - new Dictionary<string, Action<LocalizedContentManager, string>> - { - // from CraftingRecipe.InitShared - ["Data\\CraftingRecipes"] = (content, key) => CraftingRecipe.craftingRecipes = content.Load<Dictionary<string, string>>(key), - ["Data\\CookingRecipes"] = (content, key) => CraftingRecipe.cookingRecipes = content.Load<Dictionary<string, string>>(key), - - // from Game1.loadContent - ["LooseSprites\\daybg"] = (content, key) => Game1.daybg = content.Load<Texture2D>(key), - ["LooseSprites\\nightbg"] = (content, key) => Game1.nightbg = content.Load<Texture2D>(key), - ["Maps\\MenuTiles"] = (content, key) => Game1.menuTexture = content.Load<Texture2D>(key), - ["LooseSprites\\Lighting\\lantern"] = (content, key) => Game1.lantern = content.Load<Texture2D>(key), - ["LooseSprites\\Lighting\\windowLight"] = (content, key) => Game1.windowLight = content.Load<Texture2D>(key), - ["LooseSprites\\Lighting\\sconceLight"] = (content, key) => Game1.sconceLight = content.Load<Texture2D>(key), - ["LooseSprites\\Lighting\\greenLight"] = (content, key) => Game1.cauldronLight = content.Load<Texture2D>(key), - ["LooseSprites\\Lighting\\indoorWindowLight"] = (content, key) => Game1.indoorWindowLight = content.Load<Texture2D>(key), - ["LooseSprites\\shadow"] = (content, key) => Game1.shadowTexture = content.Load<Texture2D>(key), - ["LooseSprites\\Cursors"] = (content, key) => Game1.mouseCursors = content.Load<Texture2D>(key), - ["LooseSprites\\ControllerMaps"] = (content, key) => Game1.controllerMaps = content.Load<Texture2D>(key), - ["TileSheets\\animations"] = (content, key) => Game1.animations = content.Load<Texture2D>(key), - ["Data\\Achievements"] = (content, key) => Game1.achievements = content.Load<Dictionary<int, string>>(key), - ["Data\\NPCGiftTastes"] = (content, key) => Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key), - ["Fonts\\SpriteFont1"] = (content, key) => Game1.dialogueFont = content.Load<SpriteFont>(key), - ["Fonts\\SmallFont"] = (content, key) => Game1.smallFont = content.Load<SpriteFont>(key), - ["Fonts\\tinyFont"] = (content, key) => Game1.tinyFont = content.Load<SpriteFont>(key), - ["Fonts\\tinyFontBorder"] = (content, key) => Game1.tinyFontBorder = content.Load<SpriteFont>(key), - ["Maps\\springobjects"] = (content, key) => Game1.objectSpriteSheet = content.Load<Texture2D>(key), - ["TileSheets\\crops"] = (content, key) => Game1.cropSpriteSheet = content.Load<Texture2D>(key), - ["TileSheets\\emotes"] = (content, key) => Game1.emoteSpriteSheet = content.Load<Texture2D>(key), - ["TileSheets\\debris"] = (content, key) => Game1.debrisSpriteSheet = content.Load<Texture2D>(key), - ["TileSheets\\Craftables"] = (content, key) => Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key), - ["TileSheets\\rain"] = (content, key) => Game1.rainTexture = content.Load<Texture2D>(key), - ["TileSheets\\BuffsIcons"] = (content, key) => Game1.buffsIcons = content.Load<Texture2D>(key), - ["Data\\ObjectInformation"] = (content, key) => Game1.objectInformation = content.Load<Dictionary<int, string>>(key), - ["Data\\BigCraftablesInformation"] = (content, key) => Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key), - ["Characters\\Farmer\\hairstyles"] = (content, key) => FarmerRenderer.hairStylesTexture = content.Load<Texture2D>(key), - ["Characters\\Farmer\\shirts"] = (content, key) => FarmerRenderer.shirtsTexture = content.Load<Texture2D>(key), - ["Characters\\Farmer\\hats"] = (content, key) => FarmerRenderer.hatsTexture = content.Load<Texture2D>(key), - ["Characters\\Farmer\\accessories"] = (content, key) => FarmerRenderer.accessoriesTexture = content.Load<Texture2D>(key), - ["TileSheets\\furniture"] = (content, key) => Furniture.furnitureTexture = content.Load<Texture2D>(key), - ["LooseSprites\\font_bold"] = (content, key) => SpriteText.spriteTexture = content.Load<Texture2D>(key), - ["LooseSprites\\font_colored"] = (content, key) => SpriteText.coloredTexture = content.Load<Texture2D>(key), - ["TileSheets\\weapons"] = (content, key) => Tool.weaponsTexture = content.Load<Texture2D>(key), - ["TileSheets\\Projectiles"] = (content, key) => Projectile.projectileSheet = content.Load<Texture2D>(key), - - // from Game1.ResetToolSpriteSheet - ["TileSheets\\tools"] = (content, key) => Game1.ResetToolSpriteSheet(), - -#if STARDEW_VALLEY_1_3 - // from Bush - ["TileSheets\\bushes"] = (content, key) => reflection.GetField<Lazy<Texture2D>>(typeof(Bush), "texture").SetValue(new Lazy<Texture2D>(() => content.Load<Texture2D>(key))), - - // from Farm - ["Buildings\\houses"] = (content, key) => reflection.GetField<Texture2D>(typeof(Farm), nameof(Farm.houseTextures)).SetValue(content.Load<Texture2D>(key)), - - // from Farmer - ["Characters\\Farmer\\farmer_base"] = (content, key) => - { - if (Game1.player != null && Game1.player.isMale) - Game1.player.FarmerRenderer = new FarmerRenderer(key); - }, - ["Characters\\Farmer\\farmer_girl_base"] = (content, key) => - { - if (Game1.player != null && !Game1.player.isMale) - Game1.player.FarmerRenderer = new FarmerRenderer(key); - }, -#else - // from Bush - ["TileSheets\\bushes"] = (content, key) => Bush.texture = content.Load<Texture2D>(key), - - // from Critter - ["TileSheets\\critters"] = (content, key) => Critter.critterTexture = content.Load<Texture2D>(key), - - // from Farm - ["Buildings\\houses"] = (content, key) => - { - Farm farm = Game1.getFarm(); - if (farm != null) - farm.houseTextures = content.Load<Texture2D>(key); - }, - - // from Farmer - ["Characters\\Farmer\\farmer_base"] = (content, key) => - { - if (Game1.player != null && Game1.player.isMale) - Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key)); - }, - ["Characters\\Farmer\\farmer_girl_base"] = (content, key) => - { - if (Game1.player != null && !Game1.player.isMale) - Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key)); - }, -#endif - - // from Flooring - ["TerrainFeatures\\Flooring"] = (content, key) => Flooring.floorsTexture = content.Load<Texture2D>(key), - - // from FruitTree - ["TileSheets\\fruitTrees"] = (content, key) => FruitTree.texture = content.Load<Texture2D>(key), - - // from HoeDirt - ["TerrainFeatures\\hoeDirt"] = (content, key) => HoeDirt.lightTexture = content.Load<Texture2D>(key), - ["TerrainFeatures\\hoeDirtDark"] = (content, key) => HoeDirt.darkTexture = content.Load<Texture2D>(key), - ["TerrainFeatures\\hoeDirtSnow"] = (content, key) => HoeDirt.snowTexture = content.Load<Texture2D>(key), - - // from TitleMenu - ["Minigames\\Clouds"] = (content, key) => - { - if (Game1.activeClickableMenu is TitleMenu) - reflection.GetField<Texture2D>(Game1.activeClickableMenu, "cloudsTexture").SetValue(content.Load<Texture2D>(key)); - }, - ["Minigames\\TitleButtons"] = (content, key) => - { - if (Game1.activeClickableMenu is TitleMenu titleMenu) - { - reflection.GetField<Texture2D>(titleMenu, "titleButtonsTexture").SetValue(content.Load<Texture2D>(key)); - foreach (TemporaryAnimatedSprite bird in reflection.GetField<List<TemporaryAnimatedSprite>>(titleMenu, "birds").GetValue()) -#if STARDEW_VALLEY_1_3 - bird.texture = content.Load<Texture2D>(key); -#else - bird.Texture = content.Load<Texture2D>(key); -#endif - } - }, - - // from Wallpaper - ["Maps\\walls_and_floors"] = (content, key) => Wallpaper.wallpaperTexture = content.Load<Texture2D>(key) - } - .ToDictionary(p => getNormalisedPath(p.Key), p => p.Value); - } - - /// <summary>Reload one of the game's core assets (if applicable).</summary> - /// <param name="content">The content manager through which to reload the asset.</param> - /// <param name="key">The asset key to reload.</param> - /// <returns>Returns whether an asset was reloaded.</returns> - public bool ReloadForKey(LocalizedContentManager content, string key) - { - // static assets - if (this.SingletonSetters.TryGetValue(key, out Action<LocalizedContentManager, string> reload)) - { - reload(content, key); - return true; - } - - // building textures - if (key.StartsWith(this.GetNormalisedPath("Buildings\\"))) - { - Building[] buildings = this.GetAllBuildings().Where(p => key == this.GetNormalisedPath($"Buildings\\{p.buildingType}")).ToArray(); - if (buildings.Any()) - { -#if STARDEW_VALLEY_1_3 - foreach (Building building in buildings) - building.texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key)); -#else - Texture2D texture = content.Load<Texture2D>(key); - foreach (Building building in buildings) - building.texture = texture; -#endif - - return true; - } - return false; - } - - return false; - } - - - /********* - ** Private methods - *********/ - /// <summary>Get all player-constructed buildings in the world.</summary> - private IEnumerable<Building> GetAllBuildings() - { - foreach (BuildableGameLocation location in Game1.locations.OfType<BuildableGameLocation>()) - { - foreach (Building building in location.buildings) - yield return building; - } - } - } -} |