diff options
Diffstat (limited to 'src/StardewModdingAPI/Framework/SContentManager.cs')
-rw-r--r-- | src/StardewModdingAPI/Framework/SContentManager.cs | 42 |
1 files changed, 20 insertions, 22 deletions
diff --git a/src/StardewModdingAPI/Framework/SContentManager.cs b/src/StardewModdingAPI/Framework/SContentManager.cs index e363e6b4..99814c94 100644 --- a/src/StardewModdingAPI/Framework/SContentManager.cs +++ b/src/StardewModdingAPI/Framework/SContentManager.cs @@ -83,6 +83,26 @@ namespace StardewModdingAPI.Framework this.NormaliseAssetNameForPlatform = key => key.Replace('\\', '/'); // based on MonoGame's ContentManager.Load<T> logic } + /// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary> + /// <param name="assetName">The asset key.</param> + public string NormaliseAssetName(string assetName) + { + // ensure name format is consistent + string[] parts = assetName.Split(SContentManager.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries); + assetName = string.Join(SContentManager.PreferredPathSeparator, parts); + + // apply platform normalisation logic + return this.NormaliseAssetNameForPlatform(assetName); + } + + /// <summary>Get whether the content manager has already loaded and cached the given asset.</summary> + /// <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.NormaliseAssetName(assetName); + return this.IsNormalisedKeyLoaded(assetName); + } + /// <summary>Load an asset that has been processed by the content pipeline.</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> @@ -116,31 +136,9 @@ namespace StardewModdingAPI.Framework this.Cache[assetName] = value; } - /// <summary>Get whether the content manager has already loaded and cached the given asset.</summary> - /// <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.NormaliseAssetName(assetName); - return this.IsNormalisedKeyLoaded(assetName); - - } - - /********* ** Private methods *********/ - /// <summary>Normalise an asset name so it's consistent with the underlying cache.</summary> - /// <param name="assetName">The asset key.</param> - private string NormaliseAssetName(string assetName) - { - // ensure name format is consistent - string[] parts = assetName.Split(SContentManager.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries); - assetName = string.Join(SContentManager.PreferredPathSeparator, parts); - - // apply platform normalisation logic - return this.NormaliseAssetNameForPlatform(assetName); - } - /// <summary>Get whether an asset has already been loaded.</summary> /// <param name="normalisedAssetName">The normalised asset name.</param> private bool IsNormalisedKeyLoaded(string normalisedAssetName) |