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Diffstat (limited to 'src/StardewModdingAPI/Metadata/CoreAssets.cs')
-rw-r--r-- | src/StardewModdingAPI/Metadata/CoreAssets.cs | 163 |
1 files changed, 163 insertions, 0 deletions
diff --git a/src/StardewModdingAPI/Metadata/CoreAssets.cs b/src/StardewModdingAPI/Metadata/CoreAssets.cs new file mode 100644 index 00000000..3818314d --- /dev/null +++ b/src/StardewModdingAPI/Metadata/CoreAssets.cs @@ -0,0 +1,163 @@ +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 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 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); + } + } +} |