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+using System;
+using System.Collections.Generic;
+using System.Linq;
+using Microsoft.Xna.Framework.Graphics;
+using StardewModdingAPI.Framework;
+using StardewValley;
+using StardewValley.BellsAndWhistles;
+using StardewValley.Buildings;
+using StardewValley.Locations;
+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<SContentManager, string>> SingletonSetters;
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Initialise the core asset data.</summary>
+ /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param>
+ public CoreAssets(Func<string, string> getNormalisedPath)
+ {
+ this.GetNormalisedPath = getNormalisedPath;
+ this.SingletonSetters =
+ new Dictionary<string, Action<SContentManager, 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(),
+
+ // 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));
+ },
+
+ // 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 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(SContentManager content, string key)
+ {
+ // static assets
+ if (this.SingletonSetters.TryGetValue(key, out Action<SContentManager, 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())
+ {
+ Texture2D texture = content.Load<Texture2D>(key);
+ foreach (Building building in buildings)
+ building.texture = texture;
+ return true;
+ }
+ return false;
+ }
+
+ return false;
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Get all player-constructed buildings in the world.</summary>
+ private IEnumerable<Building> GetAllBuildings()
+ {
+ return Game1.locations
+ .OfType<BuildableGameLocation>()
+ .SelectMany(p => p.buildings);
+ }
+ }
+}