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-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs545
-rw-r--r--src/SMAPI/Metadata/InstructionMetadata.cs22
2 files changed, 283 insertions, 284 deletions
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index 552bc000..5dee2c4d 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -45,8 +45,8 @@ namespace StardewModdingAPI.Metadata
/// <summary>Whether to enable more aggressive memory optimizations.</summary>
private readonly bool AggressiveMemoryOptimizations;
- /// <summary>Normalizes an asset key to match the cache key and assert that it's valid.</summary>
- private readonly Func<string, string> AssertAndNormalizeAssetName;
+ /// <summary>Parse a raw asset name.</summary>
+ private readonly Func<string, IAssetName> ParseAssetName;
/// <summary>Optimized bucket categories for batch reloading assets.</summary>
private enum AssetBucket
@@ -71,15 +71,15 @@ namespace StardewModdingAPI.Metadata
/// <param name="monitor">Writes messages to the console.</param>
/// <param name="reflection">Simplifies access to private code.</param>
/// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param>
- public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, IMonitor monitor, Reflector reflection, bool aggressiveMemoryOptimizations)
+ /// <param name="parseAssetName">Parse a raw asset name.</param>
+ public CoreAssetPropagator(LocalizedContentManager mainContent, GameContentManagerForAssetPropagation disposableContent, IMonitor monitor, Reflector reflection, bool aggressiveMemoryOptimizations, Func<string, IAssetName> parseAssetName)
{
this.MainContentManager = mainContent;
this.DisposableContentManager = disposableContent;
this.Monitor = monitor;
this.Reflection = reflection;
this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations;
-
- this.AssertAndNormalizeAssetName = disposableContent.AssertAndNormalizeAssetName;
+ this.ParseAssetName = parseAssetName;
}
/// <summary>Reload one of the game's core assets (if applicable).</summary>
@@ -87,22 +87,27 @@ namespace StardewModdingAPI.Metadata
/// <param name="ignoreWorld">Whether the in-game world is fully unloaded (e.g. on the title screen), so there's no need to propagate changes into the world.</param>
/// <param name="propagatedAssets">A lookup of asset names to whether they've been propagated.</param>
/// <param name="updatedNpcWarps">Whether the NPC pathfinding cache was reloaded.</param>
- public void Propagate(IDictionary<string, Type> assets, bool ignoreWorld, out IDictionary<string, bool> propagatedAssets, out bool updatedNpcWarps)
+ public void Propagate(IDictionary<IAssetName, Type> assets, bool ignoreWorld, out IDictionary<IAssetName, bool> propagatedAssets, out bool updatedNpcWarps)
{
+ // get base name lookup
+ propagatedAssets = assets
+ .Select(asset => asset.Key.GetBaseAssetName())
+ .Distinct()
+ .ToDictionary(name => name, _ => false);
+
// group into optimized lists
var buckets = assets.GroupBy(p =>
{
- if (this.IsInFolder(p.Key, "Characters") || this.IsInFolder(p.Key, "Characters\\Monsters"))
+ if (p.Key.IsDirectlyUnderPath("Characters") || p.Key.IsDirectlyUnderPath("Characters/Monsters"))
return AssetBucket.Sprite;
- if (this.IsInFolder(p.Key, "Portraits"))
+ if (p.Key.IsDirectlyUnderPath("Portraits"))
return AssetBucket.Portrait;
return AssetBucket.Other;
});
// reload assets
- propagatedAssets = assets.ToDictionary(p => p.Key, _ => false, StringComparer.OrdinalIgnoreCase);
updatedNpcWarps = false;
foreach (var bucket in buckets)
{
@@ -110,12 +115,12 @@ namespace StardewModdingAPI.Metadata
{
case AssetBucket.Sprite:
if (!ignoreWorld)
- this.ReloadNpcSprites(bucket.Select(p => p.Key), propagatedAssets);
+ this.ReloadNpcSprites(propagatedAssets);
break;
case AssetBucket.Portrait:
if (!ignoreWorld)
- this.ReloadNpcPortraits(bucket.Select(p => p.Key), propagatedAssets);
+ this.ReloadNpcPortraits(propagatedAssets);
break;
default:
@@ -149,16 +154,16 @@ namespace StardewModdingAPI.Metadata
** Private methods
*********/
/// <summary>Reload one of the game's core assets (if applicable).</summary>
- /// <param name="key">The asset key to reload.</param>
+ /// <param name="assetName">The asset name to reload.</param>
/// <param name="type">The asset type to reload.</param>
/// <param name="ignoreWorld">Whether the in-game world is fully unloaded (e.g. on the title screen), so there's no need to propagate changes into the world.</param>
/// <param name="changedWarps">Whether any map warps were changed as part of this propagation.</param>
/// <returns>Returns whether an asset was loaded. The return value may be true or false, or a non-null value for true.</returns>
[SuppressMessage("ReSharper", "StringLiteralTypo", Justification = "These deliberately match the asset names.")]
- private bool PropagateOther(string key, Type type, bool ignoreWorld, out bool changedWarps)
+ private bool PropagateOther(IAssetName assetName, Type type, bool ignoreWorld, out bool changedWarps)
{
var content = this.MainContentManager;
- key = this.AssertAndNormalizeAssetName(key);
+ string key = assetName.BaseName;
changedWarps = false;
/****
@@ -170,7 +175,7 @@ namespace StardewModdingAPI.Metadata
{
foreach (TileSheet tilesheet in Game1.currentLocation.map.TileSheets)
{
- if (this.NormalizeAssetNameIgnoringEmpty(tilesheet.ImageSource) == key)
+ if (this.IsSameBaseName(assetName, tilesheet.ImageSource))
Game1.mapDisplayDevice.LoadTileSheet(tilesheet);
}
}
@@ -188,7 +193,7 @@ namespace StardewModdingAPI.Metadata
{
GameLocation location = info.Location;
- if (!string.IsNullOrWhiteSpace(location.mapPath.Value) && this.NormalizeAssetNameIgnoringEmpty(location.mapPath.Value) == key)
+ if (this.IsSameBaseName(assetName, location.mapPath.Value))
{
static ISet<string> GetWarpSet(GameLocation location)
{
@@ -213,25 +218,24 @@ namespace StardewModdingAPI.Metadata
/****
** Propagate by key
****/
- Reflector reflection = this.Reflection;
- switch (key.ToLower().Replace("/", "\\")) // normalized key so we can compare statically
+ switch (assetName.BaseName.ToLower().Replace("\\", "/")) // normalized key so we can compare statically
{
/****
** Animals
****/
- case "animals\\horse":
- return !ignoreWorld && this.ReloadPetOrHorseSprites<Horse>(content, key);
+ case "animals/horse":
+ return !ignoreWorld && this.ReloadPetOrHorseSprites<Horse>(content, assetName);
/****
** Buildings
****/
- case "buildings\\houses": // Farm
+ case "buildings/houses": // Farm
Farm.houseTextures = this.LoadAndDisposeIfNeeded(Farm.houseTextures, key);
return true;
- case "buildings\\houses_paintmask": // Farm
+ case "buildings/houses_paintmask": // Farm
{
- bool removedFromCache = this.RemoveFromPaintMaskCache(key);
+ bool removedFromCache = this.RemoveFromPaintMaskCache(assetName);
Farm farm = Game1.getFarm();
farm?.ApplyHousePaint();
@@ -242,149 +246,149 @@ namespace StardewModdingAPI.Metadata
/****
** Content\Characters\Farmer
****/
- case "characters\\farmer\\accessories": // Game1.LoadContent
+ case "characters/farmer/accessories": // Game1.LoadContent
FarmerRenderer.accessoriesTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.accessoriesTexture, key);
return true;
- case "characters\\farmer\\farmer_base": // Farmer
- case "characters\\farmer\\farmer_base_bald":
- case "characters\\farmer\\farmer_girl_base":
- case "characters\\farmer\\farmer_girl_base_bald":
- return !ignoreWorld && this.ReloadPlayerSprites(key);
+ case "characters/farmer/farmer_base": // Farmer
+ case "characters/farmer/farmer_base_bald":
+ case "characters/farmer/farmer_girl_base":
+ case "characters/farmer/farmer_girl_base_bald":
+ return !ignoreWorld && this.ReloadPlayerSprites(assetName);
- case "characters\\farmer\\hairstyles": // Game1.LoadContent
+ case "characters/farmer/hairstyles": // Game1.LoadContent
FarmerRenderer.hairStylesTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.hairStylesTexture, key);
return true;
- case "characters\\farmer\\hats": // Game1.LoadContent
+ case "characters/farmer/hats": // Game1.LoadContent
FarmerRenderer.hatsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.hatsTexture, key);
return true;
- case "characters\\farmer\\pants": // Game1.LoadContent
+ case "characters/farmer/pants": // Game1.LoadContent
FarmerRenderer.pantsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.pantsTexture, key);
return true;
- case "characters\\farmer\\shirts": // Game1.LoadContent
+ case "characters/farmer/shirts": // Game1.LoadContent
FarmerRenderer.shirtsTexture = this.LoadAndDisposeIfNeeded(FarmerRenderer.shirtsTexture, key);
return true;
/****
** Content\Data
****/
- case "data\\achievements": // Game1.LoadContent
+ case "data/achievements": // Game1.LoadContent
Game1.achievements = content.Load<Dictionary<int, string>>(key);
return true;
- case "data\\bigcraftablesinformation": // Game1.LoadContent
+ case "data/bigcraftablesinformation": // Game1.LoadContent
Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key);
return true;
- case "data\\clothinginformation": // Game1.LoadContent
+ case "data/clothinginformation": // Game1.LoadContent
Game1.clothingInformation = content.Load<Dictionary<int, string>>(key);
return true;
- case "data\\concessions": // MovieTheater.GetConcessions
+ case "data/concessions": // MovieTheater.GetConcessions
MovieTheater.ClearCachedLocalizedData();
return true;
- case "data\\concessiontastes": // MovieTheater.GetConcessionTasteForCharacter
+ case "data/concessiontastes": // MovieTheater.GetConcessionTasteForCharacter
this.Reflection
.GetField<List<ConcessionTaste>>(typeof(MovieTheater), "_concessionTastes")
.SetValue(content.Load<List<ConcessionTaste>>(key));
return true;
- case "data\\cookingrecipes": // CraftingRecipe.InitShared
+ case "data/cookingrecipes": // CraftingRecipe.InitShared
CraftingRecipe.cookingRecipes = content.Load<Dictionary<string, string>>(key);
return true;
- case "data\\craftingrecipes": // CraftingRecipe.InitShared
+ case "data/craftingrecipes": // CraftingRecipe.InitShared
CraftingRecipe.craftingRecipes = content.Load<Dictionary<string, string>>(key);
return true;
- case "data\\farmanimals": // FarmAnimal constructor
+ case "data/farmanimals": // FarmAnimal constructor
return !ignoreWorld && this.ReloadFarmAnimalData();
- case "data\\hairdata": // Farmer.GetHairStyleMetadataFile
+ case "data/hairdata": // Farmer.GetHairStyleMetadataFile
return this.ReloadHairData();
- case "data\\movies": // MovieTheater.GetMovieData
- case "data\\moviesreactions": // MovieTheater.GetMovieReactions
+ case "data/movies": // MovieTheater.GetMovieData
+ case "data/moviesreactions": // MovieTheater.GetMovieReactions
MovieTheater.ClearCachedLocalizedData();
return true;
- case "data\\npcdispositions": // NPC constructor
- return !ignoreWorld && this.ReloadNpcDispositions(content, key);
+ case "data/npcdispositions": // NPC constructor
+ return !ignoreWorld && this.ReloadNpcDispositions(content, assetName);
- case "data\\npcgifttastes": // Game1.LoadContent
+ case "data/npcgifttastes": // Game1.LoadContent
Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key);
return true;
- case "data\\objectcontexttags": // Game1.LoadContent
+ case "data/objectcontexttags": // Game1.LoadContent
Game1.objectContextTags = content.Load<Dictionary<string, string>>(key);
return true;
- case "data\\objectinformation": // Game1.LoadContent
+ case "data/objectinformation": // Game1.LoadContent
Game1.objectInformation = content.Load<Dictionary<int, string>>(key);
return true;
/****
** Content\Fonts
****/
- case "fonts\\spritefont1": // Game1.LoadContent
+ case "fonts/spritefont1": // Game1.LoadContent
Game1.dialogueFont = content.Load<SpriteFont>(key);
return true;
- case "fonts\\smallfont": // Game1.LoadContent
+ case "fonts/smallfont": // Game1.LoadContent
Game1.smallFont = content.Load<SpriteFont>(key);
return true;
- case "fonts\\tinyfont": // Game1.LoadContent
+ case "fonts/tinyfont": // Game1.LoadContent
Game1.tinyFont = content.Load<SpriteFont>(key);
return true;
- case "fonts\\tinyfontborder": // Game1.LoadContent
+ case "fonts/tinyfontborder": // Game1.LoadContent
Game1.tinyFontBorder = content.Load<SpriteFont>(key);
return true;
/****
** Content\LooseSprites\Lighting
****/
- case "loosesprites\\lighting\\greenlight": // Game1.LoadContent
+ case "loosesprites/lighting/greenlight": // Game1.LoadContent
Game1.cauldronLight = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\lighting\\indoorwindowlight": // Game1.LoadContent
+ case "loosesprites/lighting/indoorwindowlight": // Game1.LoadContent
Game1.indoorWindowLight = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\lighting\\lantern": // Game1.LoadContent
+ case "loosesprites/lighting/lantern": // Game1.LoadContent
Game1.lantern = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\lighting\\sconcelight": // Game1.LoadContent
+ case "loosesprites/lighting/sconcelight": // Game1.LoadContent
Game1.sconceLight = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\lighting\\windowlight": // Game1.LoadContent
+ case "loosesprites/lighting/windowlight": // Game1.LoadContent
Game1.windowLight = content.Load<Texture2D>(key);
return true;
/****
** Content\LooseSprites
****/
- case "loosesprites\\birds": // Game1.LoadContent
+ case "loosesprites/birds": // Game1.LoadContent
Game1.birdsSpriteSheet = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\concessions": // Game1.LoadContent
+ case "loosesprites/concessions": // Game1.LoadContent
Game1.concessionsSpriteSheet = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\controllermaps": // Game1.LoadContent
+ case "loosesprites/controllermaps": // Game1.LoadContent
Game1.controllerMaps = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\cursors": // Game1.LoadContent
+ case "loosesprites/cursors": // Game1.LoadContent
Game1.mouseCursors = content.Load<Texture2D>(key);
foreach (DayTimeMoneyBox menu in Game1.onScreenMenus.OfType<DayTimeMoneyBox>())
{
@@ -393,59 +397,59 @@ namespace StardewModdingAPI.Metadata
}
if (!ignoreWorld)
- this.ReloadDoorSprites(content, key);
+ this.ReloadDoorSprites(content, assetName);
return true;
- case "loosesprites\\cursors2": // Game1.LoadContent
+ case "loosesprites/cursors2": // Game1.LoadContent
Game1.mouseCursors2 = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\daybg": // Game1.LoadContent
+ case "loosesprites/daybg": // Game1.LoadContent
Game1.daybg = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\font_bold": // Game1.LoadContent
+ case "loosesprites/font_bold": // Game1.LoadContent
SpriteText.spriteTexture = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\font_colored": // Game1.LoadContent
+ case "loosesprites/font_colored": // Game1.LoadContent
SpriteText.coloredTexture = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\giftbox": // Game1.LoadContent
+ case "loosesprites/giftbox": // Game1.LoadContent
Game1.giftboxTexture = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\nightbg": // Game1.LoadContent
+ case "loosesprites/nightbg": // Game1.LoadContent
Game1.nightbg = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\shadow": // Game1.LoadContent
+ case "loosesprites/shadow": // Game1.LoadContent
Game1.shadowTexture = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\suspensionbridge": // SuspensionBridge constructor
- return !ignoreWorld && this.ReloadSuspensionBridges(content, key);
+ case "loosesprites/suspensionbridge": // SuspensionBridge constructor
+ return !ignoreWorld && this.ReloadSuspensionBridges(content, assetName);
/****
** Content\Maps
****/
- case "maps\\menutiles": // Game1.LoadContent
+ case "maps/menutiles": // Game1.LoadContent
Game1.menuTexture = content.Load<Texture2D>(key);
return true;
- case "maps\\menutilesuncolored": // Game1.LoadContent
+ case "maps/menutilesuncolored": // Game1.LoadContent
Game1.uncoloredMenuTexture = content.Load<Texture2D>(key);
return true;
- case "maps\\springobjects": // Game1.LoadContent
+ case "maps/springobjects": // Game1.LoadContent
Game1.objectSpriteSheet = content.Load<Texture2D>(key);
return true;
/****
** Content\Minigames
****/
- case "minigames\\clouds": // TitleMenu
+ case "minigames/clouds": // TitleMenu
{
if (Game1.activeClickableMenu is TitleMenu titleMenu)
{
@@ -455,128 +459,128 @@ namespace StardewModdingAPI.Metadata
}
return false;
- case "minigames\\titlebuttons": // TitleMenu
- return this.ReloadTitleButtons(content, key);
+ case "minigames/titlebuttons": // TitleMenu
+ return this.ReloadTitleButtons(content, assetName);
/****
** Content\Strings
****/
- case "strings\\stringsfromcsfiles":
+ case "strings/stringsfromcsfiles":
return this.ReloadStringsFromCsFiles(content);
/****
** Content\TileSheets
****/
- case "tilesheets\\animations": // Game1.LoadContent
+ case "tilesheets/animations": // Game1.LoadContent
Game1.animations = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\buffsicons": // Game1.LoadContent
+ case "tilesheets/buffsicons": // Game1.LoadContent
Game1.buffsIcons = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\bushes": // new Bush()
+ case "tilesheets/bushes": // new Bush()
Bush.texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
return true;
- case "tilesheets\\chairtiles": // Game1.LoadContent
- return this.ReloadChairTiles(content, key, ignoreWorld);
+ case "tilesheets/chairtiles": // Game1.LoadContent
+ return this.ReloadChairTiles(content, assetName, ignoreWorld);
- case "tilesheets\\craftables": // Game1.LoadContent
+ case "tilesheets/craftables": // Game1.LoadContent
Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\critters": // Critter constructor
- return !ignoreWorld && this.ReloadCritterTextures(content, key) > 0;
+ case "tilesheets/critters": // Critter constructor
+ return !ignoreWorld && this.ReloadCritterTextures(content, assetName) > 0;
- case "tilesheets\\crops": // Game1.LoadContent
+ case "tilesheets/crops": // Game1.LoadContent
Game1.cropSpriteSheet = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\debris": // Game1.LoadContent
+ case "tilesheets/debris": // Game1.LoadContent
Game1.debrisSpriteSheet = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\emotes": // Game1.LoadContent
+ case "tilesheets/emotes": // Game1.LoadContent
Game1.emoteSpriteSheet = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\fruittrees": // FruitTree
+ case "tilesheets/fruittrees": // FruitTree
FruitTree.texture = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\furniture": // Game1.LoadContent
+ case "tilesheets/furniture": // Game1.LoadContent
Furniture.furnitureTexture = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\furniturefront": // Game1.LoadContent
+ case "tilesheets/furniturefront": // Game1.LoadContent
Furniture.furnitureFrontTexture = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\projectiles": // Game1.LoadContent
+ case "tilesheets/projectiles": // Game1.LoadContent
Projectile.projectileSheet = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\rain": // Game1.LoadContent
+ case "tilesheets/rain": // Game1.LoadContent
Game1.rainTexture = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\tools": // Game1.ResetToolSpriteSheet
+ case "tilesheets/tools": // Game1.ResetToolSpriteSheet
Game1.ResetToolSpriteSheet();
return true;
- case "tilesheets\\weapons": // Game1.LoadContent
+ case "tilesheets/weapons": // Game1.LoadContent
Tool.weaponsTexture = content.Load<Texture2D>(key);
return true;
/****
** Content\TerrainFeatures
****/
- case "terrainfeatures\\flooring": // from Flooring
+ case "terrainfeatures/flooring": // from Flooring
Flooring.floorsTexture = content.Load<Texture2D>(key);
return true;
- case "terrainfeatures\\flooring_winter": // from Flooring
+ case "terrainfeatures/flooring_winter": // from Flooring
Flooring.floorsTextureWinter = content.Load<Texture2D>(key);
return true;
- case "terrainfeatures\\grass": // from Grass
- return !ignoreWorld && this.ReloadGrassTextures(content, key);
+ case "terrainfeatures/grass": // from Grass
+ return !ignoreWorld && this.ReloadGrassTextures(content, assetName);
- case "terrainfeatures\\hoedirt": // from HoeDirt
+ case "terrainfeatures/hoedirt": // from HoeDirt
HoeDirt.lightTexture = content.Load<Texture2D>(key);
return true;
- case "terrainfeatures\\hoedirtdark": // from HoeDirt
+ case "terrainfeatures/hoedirtdark": // from HoeDirt
HoeDirt.darkTexture = content.Load<Texture2D>(key);
return true;
- case "terrainfeatures\\hoedirtsnow": // from HoeDirt
+ case "terrainfeatures/hoedirtsnow": // from HoeDirt
HoeDirt.snowTexture = content.Load<Texture2D>(key);
return true;
- case "terrainfeatures\\mushroom_tree": // from Tree
- return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.mushroomTree);
+ case "terrainfeatures/mushroom_tree": // from Tree
+ return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.mushroomTree);
- case "terrainfeatures\\tree_palm": // from Tree
- return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.palmTree);
+ case "terrainfeatures/tree_palm": // from Tree
+ return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.palmTree);
- case "terrainfeatures\\tree1_fall": // from Tree
- case "terrainfeatures\\tree1_spring": // from Tree
- case "terrainfeatures\\tree1_summer": // from Tree
- case "terrainfeatures\\tree1_winter": // from Tree
- return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.bushyTree);
+ case "terrainfeatures/tree1_fall": // from Tree
+ case "terrainfeatures/tree1_spring": // from Tree
+ case "terrainfeatures/tree1_summer": // from Tree
+ case "terrainfeatures/tree1_winter": // from Tree
+ return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.bushyTree);
- case "terrainfeatures\\tree2_fall": // from Tree
- case "terrainfeatures\\tree2_spring": // from Tree
- case "terrainfeatures\\tree2_summer": // from Tree
- case "terrainfeatures\\tree2_winter": // from Tree
- return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.leafyTree);
+ case "terrainfeatures/tree2_fall": // from Tree
+ case "terrainfeatures/tree2_spring": // from Tree
+ case "terrainfeatures/tree2_summer": // from Tree
+ case "terrainfeatures/tree2_winter": // from Tree
+ return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.leafyTree);
- case "terrainfeatures\\tree3_fall": // from Tree
- case "terrainfeatures\\tree3_spring": // from Tree
- case "terrainfeatures\\tree3_winter": // from Tree
- return !ignoreWorld && this.ReloadTreeTextures(content, key, Tree.pineTree);
+ case "terrainfeatures/tree3_fall": // from Tree
+ case "terrainfeatures/tree3_spring": // from Tree
+ case "terrainfeatures/tree3_winter": // from Tree
+ return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.pineTree);
}
/****
@@ -585,25 +589,25 @@ namespace StardewModdingAPI.Metadata
if (!ignoreWorld)
{
// dynamic textures
- if (this.KeyStartsWith(key, "animals\\cat"))
- return this.ReloadPetOrHorseSprites<Cat>(content, key);
- if (this.KeyStartsWith(key, "animals\\dog"))
- return this.ReloadPetOrHorseSprites<Dog>(content, key);
- if (this.IsInFolder(key, "Animals"))
- return this.ReloadFarmAnimalSprites(content, key);
+ if (assetName.StartsWith("animals/cat"))
+ return this.ReloadPetOrHorseSprites<Cat>(content, assetName);
+ if (assetName.StartsWith("animals/dog"))
+ return this.ReloadPetOrHorseSprites<Dog>(content, assetName);
+ if (assetName.IsDirectlyUnderPath("Animals"))
+ return this.ReloadFarmAnimalSprites(content, assetName);
- if (this.IsInFolder(key, "Buildings"))
- return this.ReloadBuildings(key);
+ if (assetName.IsDirectlyUnderPath("Buildings"))
+ return this.ReloadBuildings(assetName);
- if (this.KeyStartsWith(key, "LooseSprites\\Fence"))
- return this.ReloadFenceTextures(key);
+ if (assetName.StartsWith("LooseSprites/Fence"))
+ return this.ReloadFenceTextures(assetName);
// dynamic data
- if (this.IsInFolder(key, "Characters\\Dialogue"))
- return this.ReloadNpcDialogue(key);
+ if (assetName.IsDirectlyUnderPath("Characters/Dialogue"))
+ return this.ReloadNpcDialogue(assetName);
- if (this.IsInFolder(key, "Characters\\schedules"))
- return this.ReloadNpcSchedules(key);
+ if (assetName.IsDirectlyUnderPath("Characters/schedules"))
+ return this.ReloadNpcSchedules(assetName);
}
return false;
@@ -618,14 +622,14 @@ namespace StardewModdingAPI.Metadata
****/
/// <summary>Reload buttons on the title screen.</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
- /// <param name="key">The asset key to reload.</param>
+ /// <param name="assetName">The asset name to reload.</param>
/// <returns>Returns whether any textures were reloaded.</returns>
/// <remarks>Derived from the <see cref="TitleMenu"/> constructor and <see cref="TitleMenu.setUpIcons"/>.</remarks>
- private bool ReloadTitleButtons(LocalizedContentManager content, string key)
+ private bool ReloadTitleButtons(LocalizedContentManager content, IAssetName assetName)
{
if (Game1.activeClickableMenu is TitleMenu titleMenu)
{
- Texture2D texture = content.Load<Texture2D>(key);
+ Texture2D texture = content.Load<Texture2D>(assetName.BaseName);
titleMenu.titleButtonsTexture = texture;
titleMenu.backButton.texture = texture;
@@ -645,21 +649,21 @@ namespace StardewModdingAPI.Metadata
/// <summary>Reload the sprites for matching pets or horses.</summary>
/// <typeparam name="TAnimal">The animal type.</typeparam>
/// <param name="content">The content manager through which to reload the asset.</param>
- /// <param name="key">The asset key to reload.</param>
+ /// <param name="assetName">The asset name to reload.</param>
/// <returns>Returns whether any textures were reloaded.</returns>
- private bool ReloadPetOrHorseSprites<TAnimal>(LocalizedContentManager content, string key)
+ private bool ReloadPetOrHorseSprites<TAnimal>(LocalizedContentManager content, IAssetName assetName)
where TAnimal : NPC
{
// find matches
TAnimal[] animals = this.GetCharacters()
.OfType<TAnimal>()
- .Where(p => key == this.NormalizeAssetNameIgnoringEmpty(p.Sprite?.Texture?.Name))
+ .Where(p => this.IsSameBaseName(assetName, p.Sprite?.Texture?.Name))
.ToArray();
if (!animals.Any())
return false;
// update sprites
- Texture2D texture = content.Load<Texture2D>(key);
+ Texture2D texture = content.Load<Texture2D>(assetName.BaseName);
foreach (TAnimal animal in animals)
animal.Sprite.spriteTexture = texture;
return true;
@@ -667,10 +671,10 @@ namespace StardewModdingAPI.Metadata
/// <summary>Reload the sprites for matching farm animals.</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
- /// <param name="key">The asset key to reload.</param>
+ /// <param name="assetName">The asset name to reload.</param>
/// <returns>Returns whether any textures were reloaded.</returns>
/// <remarks>Derived from <see cref="FarmAnimal.reload"/>.</remarks>
- private bool ReloadFarmAnimalSprites(LocalizedContentManager content, string key)
+ private bool ReloadFarmAnimalSprites(LocalizedContentManager content, IAssetName assetName)
{
// find matches
FarmAnimal[] animals = this.GetFarmAnimals().ToArray();
@@ -678,7 +682,7 @@ namespace StardewModdingAPI.Metadata
return false;
// update sprites
- Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
+ Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(assetName.BaseName));
foreach (FarmAnimal animal in animals)
{
// get expected key
@@ -687,26 +691,26 @@ namespace StardewModdingAPI.Metadata
: animal.type.Value;
if (animal.showDifferentTextureWhenReadyForHarvest.Value && animal.currentProduce.Value <= 0)
expectedKey = $"Sheared{expectedKey}";
- expectedKey = $"Animals\\{expectedKey}";
+ expectedKey = $"Animals/{expectedKey}";
// reload asset
- if (expectedKey == key)
+ if (this.IsSameBaseName(assetName, expectedKey))
animal.Sprite.spriteTexture = texture.Value;
}
return texture.IsValueCreated;
}
/// <summary>Reload building textures.</summary>
- /// <param name="key">The asset key to reload.</param>
+ /// <param name="assetName">The asset name to reload.</param>
/// <returns>Returns whether any textures were reloaded.</returns>
- private bool ReloadBuildings(string key)
+ private bool ReloadBuildings(IAssetName assetName)
{
// get paint mask info
const string paintMaskSuffix = "_PaintMask";
- bool isPaintMask = key.EndsWith(paintMaskSuffix, StringComparison.OrdinalIgnoreCase);
+ bool isPaintMask = assetName.BaseName.EndsWith(paintMaskSuffix, StringComparison.OrdinalIgnoreCase);
// get building type
- string type = Path.GetFileName(key);
+ string type = Path.GetFileName(assetName.BaseName);
if (isPaintMask)
type = type.Substring(0, type.Length - paintMaskSuffix.Length);
@@ -718,7 +722,7 @@ namespace StardewModdingAPI.Metadata
.ToArray();
// remove from paint mask cache
- bool removedFromCache = this.RemoveFromPaintMaskCache(key);
+ bool removedFromCache = this.RemoveFromPaintMaskCache(assetName);
// reload textures
if (buildings.Any())
@@ -734,22 +738,20 @@ namespace StardewModdingAPI.Metadata
/// <summary>Reload map seat textures.</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
- /// <param name="key">The asset key to reload.</param>
+ /// <param name="assetName">The asset name to reload.</param>
/// <param name="ignoreWorld">Whether the in-game world is fully unloaded (e.g. on the title screen), so there's no need to propagate changes into the world.</param>
/// <returns>Returns whether any textures were reloaded.</returns>
- private bool ReloadChairTiles(LocalizedContentManager content, string key, bool ignoreWorld)
+ private bool ReloadChairTiles(LocalizedContentManager content, IAssetName assetName, bool ignoreWorld)
{
- MapSeat.mapChairTexture = content.Load<Texture2D>(key);
+ MapSeat.mapChairTexture = content.Load<Texture2D>(assetName.BaseName);
if (!ignoreWorld)
{
- foreach (var location in this.GetLocations())
+ foreach (GameLocation location in this.GetLocations())
{
foreach (MapSeat seat in location.mapSeats.Where(p => p != null))
{
- string curKey = this.NormalizeAssetNameIgnoringEmpty(seat._loadedTextureFile);
-
- if (curKey == null || key.Equals(curKey, StringComparison.OrdinalIgnoreCase))
+ if (this.IsSameBaseName(assetName, seat._loadedTextureFile))
seat.overlayTexture = MapSeat.mapChairTexture;
}
}
@@ -760,9 +762,9 @@ namespace StardewModdingAPI.Metadata
/// <summary>Reload critter textures.</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
- /// <param name="key">The asset key to reload.</param>
+ /// <param name="assetName">The asset name to reload.</param>
/// <returns>Returns the number of relo