From 5be3e5af5a08f9e72a969191dca07597d9c7c1f7 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Tue, 20 Mar 2018 19:45:45 -0400 Subject: rename class to better match usage (#459) --- src/SMAPI/Metadata/CoreAssetPropagator.cs | 221 ++++++++++++++++++++++++++++++ src/SMAPI/Metadata/CoreAssets.cs | 220 ----------------------------- 2 files changed, 221 insertions(+), 220 deletions(-) create mode 100644 src/SMAPI/Metadata/CoreAssetPropagator.cs delete mode 100644 src/SMAPI/Metadata/CoreAssets.cs (limited to 'src/SMAPI/Metadata') diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs new file mode 100644 index 00000000..d6a731cd --- /dev/null +++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs @@ -0,0 +1,221 @@ +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 +{ + /// Handles updating the game when a mod changes core assets. + /// This implementation only handles the core assets used by the game itself, and doesn't update any custom references to the changed textures. + internal class CoreAssetPropagator + { + /********* + ** Properties + *********/ + /// Normalises an asset key to match the cache key. + protected readonly Func GetNormalisedPath; + + /// Setters which update static or singleton texture fields indexed by normalised asset key. + private readonly IDictionary> SingletonSetters; + + + /********* + ** Public methods + *********/ + /// Initialise the core asset data. + /// Normalises an asset key to match the cache key. + /// Simplifies access to private code. + public CoreAssetPropagator(Func getNormalisedPath, Reflector reflection) + { + this.GetNormalisedPath = getNormalisedPath; + this.SingletonSetters = + new Dictionary> + { + // from CraftingRecipe.InitShared + ["Data\\CraftingRecipes"] = (content, key) => CraftingRecipe.craftingRecipes = content.Load>(key), + ["Data\\CookingRecipes"] = (content, key) => CraftingRecipe.cookingRecipes = content.Load>(key), + + // from Game1.loadContent + ["LooseSprites\\daybg"] = (content, key) => Game1.daybg = content.Load(key), + ["LooseSprites\\nightbg"] = (content, key) => Game1.nightbg = content.Load(key), + ["Maps\\MenuTiles"] = (content, key) => Game1.menuTexture = content.Load(key), + ["LooseSprites\\Lighting\\lantern"] = (content, key) => Game1.lantern = content.Load(key), + ["LooseSprites\\Lighting\\windowLight"] = (content, key) => Game1.windowLight = content.Load(key), + ["LooseSprites\\Lighting\\sconceLight"] = (content, key) => Game1.sconceLight = content.Load(key), + ["LooseSprites\\Lighting\\greenLight"] = (content, key) => Game1.cauldronLight = content.Load(key), + ["LooseSprites\\Lighting\\indoorWindowLight"] = (content, key) => Game1.indoorWindowLight = content.Load(key), + ["LooseSprites\\shadow"] = (content, key) => Game1.shadowTexture = content.Load(key), + ["LooseSprites\\Cursors"] = (content, key) => Game1.mouseCursors = content.Load(key), + ["LooseSprites\\ControllerMaps"] = (content, key) => Game1.controllerMaps = content.Load(key), + ["TileSheets\\animations"] = (content, key) => Game1.animations = content.Load(key), + ["Data\\Achievements"] = (content, key) => Game1.achievements = content.Load>(key), + ["Data\\NPCGiftTastes"] = (content, key) => Game1.NPCGiftTastes = content.Load>(key), + ["Fonts\\SpriteFont1"] = (content, key) => Game1.dialogueFont = content.Load(key), + ["Fonts\\SmallFont"] = (content, key) => Game1.smallFont = content.Load(key), + ["Fonts\\tinyFont"] = (content, key) => Game1.tinyFont = content.Load(key), + ["Fonts\\tinyFontBorder"] = (content, key) => Game1.tinyFontBorder = content.Load(key), + ["Maps\\springobjects"] = (content, key) => Game1.objectSpriteSheet = content.Load(key), + ["TileSheets\\crops"] = (content, key) => Game1.cropSpriteSheet = content.Load(key), + ["TileSheets\\emotes"] = (content, key) => Game1.emoteSpriteSheet = content.Load(key), + ["TileSheets\\debris"] = (content, key) => Game1.debrisSpriteSheet = content.Load(key), + ["TileSheets\\Craftables"] = (content, key) => Game1.bigCraftableSpriteSheet = content.Load(key), + ["TileSheets\\rain"] = (content, key) => Game1.rainTexture = content.Load(key), + ["TileSheets\\BuffsIcons"] = (content, key) => Game1.buffsIcons = content.Load(key), + ["Data\\ObjectInformation"] = (content, key) => Game1.objectInformation = content.Load>(key), + ["Data\\BigCraftablesInformation"] = (content, key) => Game1.bigCraftablesInformation = content.Load>(key), + ["Characters\\Farmer\\hairstyles"] = (content, key) => FarmerRenderer.hairStylesTexture = content.Load(key), + ["Characters\\Farmer\\shirts"] = (content, key) => FarmerRenderer.shirtsTexture = content.Load(key), + ["Characters\\Farmer\\hats"] = (content, key) => FarmerRenderer.hatsTexture = content.Load(key), + ["Characters\\Farmer\\accessories"] = (content, key) => FarmerRenderer.accessoriesTexture = content.Load(key), + ["TileSheets\\furniture"] = (content, key) => Furniture.furnitureTexture = content.Load(key), + ["LooseSprites\\font_bold"] = (content, key) => SpriteText.spriteTexture = content.Load(key), + ["LooseSprites\\font_colored"] = (content, key) => SpriteText.coloredTexture = content.Load(key), + ["TileSheets\\weapons"] = (content, key) => Tool.weaponsTexture = content.Load(key), + ["TileSheets\\Projectiles"] = (content, key) => Projectile.projectileSheet = content.Load(key), + + // from Game1.ResetToolSpriteSheet + ["TileSheets\\tools"] = (content, key) => Game1.ResetToolSpriteSheet(), + +#if STARDEW_VALLEY_1_3 + // from Bush + ["TileSheets\\bushes"] = (content, key) => reflection.GetField>(typeof(Bush), "texture").SetValue(new Lazy(() => content.Load(key))), + + // from Farm + ["Buildings\\houses"] = (content, key) => reflection.GetField(typeof(Farm), nameof(Farm.houseTextures)).SetValue(content.Load(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(key), + + // from Critter + ["TileSheets\\critters"] = (content, key) => Critter.critterTexture = content.Load(key), + + // from Farm + ["Buildings\\houses"] = (content, key) => + { + Farm farm = Game1.getFarm(); + if (farm != null) + farm.houseTextures = content.Load(key); + }, + + // from Farmer + ["Characters\\Farmer\\farmer_base"] = (content, key) => + { + if (Game1.player != null && Game1.player.isMale) + Game1.player.FarmerRenderer = new FarmerRenderer(content.Load(key)); + }, + ["Characters\\Farmer\\farmer_girl_base"] = (content, key) => + { + if (Game1.player != null && !Game1.player.isMale) + Game1.player.FarmerRenderer = new FarmerRenderer(content.Load(key)); + }, +#endif + + // from Flooring + ["TerrainFeatures\\Flooring"] = (content, key) => Flooring.floorsTexture = content.Load(key), + + // from FruitTree + ["TileSheets\\fruitTrees"] = (content, key) => FruitTree.texture = content.Load(key), + + // from HoeDirt + ["TerrainFeatures\\hoeDirt"] = (content, key) => HoeDirt.lightTexture = content.Load(key), + ["TerrainFeatures\\hoeDirtDark"] = (content, key) => HoeDirt.darkTexture = content.Load(key), + ["TerrainFeatures\\hoeDirtSnow"] = (content, key) => HoeDirt.snowTexture = content.Load(key), + + // from TitleMenu + ["Minigames\\Clouds"] = (content, key) => + { + if (Game1.activeClickableMenu is TitleMenu) + reflection.GetField(Game1.activeClickableMenu, "cloudsTexture").SetValue(content.Load(key)); + }, + ["Minigames\\TitleButtons"] = (content, key) => + { + if (Game1.activeClickableMenu is TitleMenu titleMenu) + { + reflection.GetField(titleMenu, "titleButtonsTexture").SetValue(content.Load(key)); + foreach (TemporaryAnimatedSprite bird in reflection.GetField>(titleMenu, "birds").GetValue()) +#if STARDEW_VALLEY_1_3 + bird.texture = content.Load(key); +#else + bird.Texture = content.Load(key); +#endif + } + }, + + // from Wallpaper + ["Maps\\walls_and_floors"] = (content, key) => Wallpaper.wallpaperTexture = content.Load(key) + } + .ToDictionary(p => getNormalisedPath(p.Key), p => p.Value); + } + + /// Reload one of the game's core assets (if applicable). + /// The content manager through which to reload the asset. + /// The asset key to reload. + /// Returns whether an asset was reloaded. + public bool ReloadForKey(LocalizedContentManager content, string key) + { + // static assets + if (this.SingletonSetters.TryGetValue(key, out Action 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(() => content.Load(key)); +#else + Texture2D texture = content.Load(key); + foreach (Building building in buildings) + building.texture = texture; +#endif + + return true; + } + return false; + } + + return false; + } + + + /********* + ** Private methods + *********/ + /// Get all player-constructed buildings in the world. + private IEnumerable GetAllBuildings() + { + foreach (BuildableGameLocation location in Game1.locations.OfType()) + { + foreach (Building building in location.buildings) + yield return building; + } + } + } +} 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 -{ - /// Provides metadata about core assets in the game. - internal class CoreAssets - { - /********* - ** Properties - *********/ - /// Normalises an asset key to match the cache key. - protected readonly Func GetNormalisedPath; - - /// Setters which update static or singleton texture fields indexed by normalised asset key. - private readonly IDictionary> SingletonSetters; - - - /********* - ** Public methods - *********/ - /// Initialise the core asset data. - /// Normalises an asset key to match the cache key. - /// Simplifies access to private code. - public CoreAssets(Func getNormalisedPath, Reflector reflection) - { - this.GetNormalisedPath = getNormalisedPath; - this.SingletonSetters = - new Dictionary> - { - // from CraftingRecipe.InitShared - ["Data\\CraftingRecipes"] = (content, key) => CraftingRecipe.craftingRecipes = content.Load>(key), - ["Data\\CookingRecipes"] = (content, key) => CraftingRecipe.cookingRecipes = content.Load>(key), - - // from Game1.loadContent - ["LooseSprites\\daybg"] = (content, key) => Game1.daybg = content.Load(key), - ["LooseSprites\\nightbg"] = (content, key) => Game1.nightbg = content.Load(key), - ["Maps\\MenuTiles"] = (content, key) => Game1.menuTexture = content.Load(key), - ["LooseSprites\\Lighting\\lantern"] = (content, key) => Game1.lantern = content.Load(key), - ["LooseSprites\\Lighting\\windowLight"] = (content, key) => Game1.windowLight = content.Load(key), - ["LooseSprites\\Lighting\\sconceLight"] = (content, key) => Game1.sconceLight = content.Load(key), - ["LooseSprites\\Lighting\\greenLight"] = (content, key) => Game1.cauldronLight = content.Load(key), - ["LooseSprites\\Lighting\\indoorWindowLight"] = (content, key) => Game1.indoorWindowLight = content.Load(key), - ["LooseSprites\\shadow"] = (content, key) => Game1.shadowTexture = content.Load(key), - ["LooseSprites\\Cursors"] = (content, key) => Game1.mouseCursors = content.Load(key), - ["LooseSprites\\ControllerMaps"] = (content, key) => Game1.controllerMaps = content.Load(key), - ["TileSheets\\animations"] = (content, key) => Game1.animations = content.Load(key), - ["Data\\Achievements"] = (content, key) => Game1.achievements = content.Load>(key), - ["Data\\NPCGiftTastes"] = (content, key) => Game1.NPCGiftTastes = content.Load>(key), - ["Fonts\\SpriteFont1"] = (content, key) => Game1.dialogueFont = content.Load(key), - ["Fonts\\SmallFont"] = (content, key) => Game1.smallFont = content.Load(key), - ["Fonts\\tinyFont"] = (content, key) => Game1.tinyFont = content.Load(key), - ["Fonts\\tinyFontBorder"] = (content, key) => Game1.tinyFontBorder = content.Load(key), - ["Maps\\springobjects"] = (content, key) => Game1.objectSpriteSheet = content.Load(key), - ["TileSheets\\crops"] = (content, key) => Game1.cropSpriteSheet = content.Load(key), - ["TileSheets\\emotes"] = (content, key) => Game1.emoteSpriteSheet = content.Load(key), - ["TileSheets\\debris"] = (content, key) => Game1.debrisSpriteSheet = content.Load(key), - ["TileSheets\\Craftables"] = (content, key) => Game1.bigCraftableSpriteSheet = content.Load(key), - ["TileSheets\\rain"] = (content, key) => Game1.rainTexture = content.Load(key), - ["TileSheets\\BuffsIcons"] = (content, key) => Game1.buffsIcons = content.Load(key), - ["Data\\ObjectInformation"] = (content, key) => Game1.objectInformation = content.Load>(key), - ["Data\\BigCraftablesInformation"] = (content, key) => Game1.bigCraftablesInformation = content.Load>(key), - ["Characters\\Farmer\\hairstyles"] = (content, key) => FarmerRenderer.hairStylesTexture = content.Load(key), - ["Characters\\Farmer\\shirts"] = (content, key) => FarmerRenderer.shirtsTexture = content.Load(key), - ["Characters\\Farmer\\hats"] = (content, key) => FarmerRenderer.hatsTexture = content.Load(key), - ["Characters\\Farmer\\accessories"] = (content, key) => FarmerRenderer.accessoriesTexture = content.Load(key), - ["TileSheets\\furniture"] = (content, key) => Furniture.furnitureTexture = content.Load(key), - ["LooseSprites\\font_bold"] = (content, key) => SpriteText.spriteTexture = content.Load(key), - ["LooseSprites\\font_colored"] = (content, key) => SpriteText.coloredTexture = content.Load(key), - ["TileSheets\\weapons"] = (content, key) => Tool.weaponsTexture = content.Load(key), - ["TileSheets\\Projectiles"] = (content, key) => Projectile.projectileSheet = content.Load(key), - - // from Game1.ResetToolSpriteSheet - ["TileSheets\\tools"] = (content, key) => Game1.ResetToolSpriteSheet(), - -#if STARDEW_VALLEY_1_3 - // from Bush - ["TileSheets\\bushes"] = (content, key) => reflection.GetField>(typeof(Bush), "texture").SetValue(new Lazy(() => content.Load(key))), - - // from Farm - ["Buildings\\houses"] = (content, key) => reflection.GetField(typeof(Farm), nameof(Farm.houseTextures)).SetValue(content.Load(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(key), - - // from Critter - ["TileSheets\\critters"] = (content, key) => Critter.critterTexture = content.Load(key), - - // from Farm - ["Buildings\\houses"] = (content, key) => - { - Farm farm = Game1.getFarm(); - if (farm != null) - farm.houseTextures = content.Load(key); - }, - - // from Farmer - ["Characters\\Farmer\\farmer_base"] = (content, key) => - { - if (Game1.player != null && Game1.player.isMale) - Game1.player.FarmerRenderer = new FarmerRenderer(content.Load(key)); - }, - ["Characters\\Farmer\\farmer_girl_base"] = (content, key) => - { - if (Game1.player != null && !Game1.player.isMale) - Game1.player.FarmerRenderer = new FarmerRenderer(content.Load(key)); - }, -#endif - - // from Flooring - ["TerrainFeatures\\Flooring"] = (content, key) => Flooring.floorsTexture = content.Load(key), - - // from FruitTree - ["TileSheets\\fruitTrees"] = (content, key) => FruitTree.texture = content.Load(key), - - // from HoeDirt - ["TerrainFeatures\\hoeDirt"] = (content, key) => HoeDirt.lightTexture = content.Load(key), - ["TerrainFeatures\\hoeDirtDark"] = (content, key) => HoeDirt.darkTexture = content.Load(key), - ["TerrainFeatures\\hoeDirtSnow"] = (content, key) => HoeDirt.snowTexture = content.Load(key), - - // from TitleMenu - ["Minigames\\Clouds"] = (content, key) => - { - if (Game1.activeClickableMenu is TitleMenu) - reflection.GetField(Game1.activeClickableMenu, "cloudsTexture").SetValue(content.Load(key)); - }, - ["Minigames\\TitleButtons"] = (content, key) => - { - if (Game1.activeClickableMenu is TitleMenu titleMenu) - { - reflection.GetField(titleMenu, "titleButtonsTexture").SetValue(content.Load(key)); - foreach (TemporaryAnimatedSprite bird in reflection.GetField>(titleMenu, "birds").GetValue()) -#if STARDEW_VALLEY_1_3 - bird.texture = content.Load(key); -#else - bird.Texture = content.Load(key); -#endif - } - }, - - // from Wallpaper - ["Maps\\walls_and_floors"] = (content, key) => Wallpaper.wallpaperTexture = content.Load(key) - } - .ToDictionary(p => getNormalisedPath(p.Key), p => p.Value); - } - - /// Reload one of the game's core assets (if applicable). - /// The content manager through which to reload the asset. - /// The asset key to reload. - /// Returns whether an asset was reloaded. - public bool ReloadForKey(LocalizedContentManager content, string key) - { - // static assets - if (this.SingletonSetters.TryGetValue(key, out Action 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(() => content.Load(key)); -#else - Texture2D texture = content.Load(key); - foreach (Building building in buildings) - building.texture = texture; -#endif - - return true; - } - return false; - } - - return false; - } - - - /********* - ** Private methods - *********/ - /// Get all player-constructed buildings in the world. - private IEnumerable GetAllBuildings() - { - foreach (BuildableGameLocation location in Game1.locations.OfType()) - { - foreach (Building building in location.buildings) - yield return building; - } - } - } -} -- cgit From de5ee6f928339198d3c3ab0a91e9343863782c59 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Tue, 20 Mar 2018 21:22:19 -0400 Subject: rewrite core asset logic for extensibility (#459) --- src/SMAPI/Metadata/CoreAssetPropagator.cs | 379 +++++++++++++++++++----------- 1 file changed, 248 insertions(+), 131 deletions(-) (limited to 'src/SMAPI/Metadata') diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs index d6a731cd..85021727 100644 --- a/src/SMAPI/Metadata/CoreAssetPropagator.cs +++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs @@ -14,18 +14,17 @@ using StardewValley.TerrainFeatures; namespace StardewModdingAPI.Metadata { - /// Handles updating the game when a mod changes core assets. - /// This implementation only handles the core assets used by the game itself, and doesn't update any custom references to the changed textures. + /// Propagates changes to core assets to the game state. internal class CoreAssetPropagator { /********* ** Properties *********/ /// Normalises an asset key to match the cache key. - protected readonly Func GetNormalisedPath; + private readonly Func GetNormalisedPath; - /// Setters which update static or singleton texture fields indexed by normalised asset key. - private readonly IDictionary> SingletonSetters; + /// Simplifies access to private game code. + private readonly Reflector Reflection; /********* @@ -37,154 +36,272 @@ namespace StardewModdingAPI.Metadata public CoreAssetPropagator(Func getNormalisedPath, Reflector reflection) { this.GetNormalisedPath = getNormalisedPath; - this.SingletonSetters = - new Dictionary> - { - // from CraftingRecipe.InitShared - ["Data\\CraftingRecipes"] = (content, key) => CraftingRecipe.craftingRecipes = content.Load>(key), - ["Data\\CookingRecipes"] = (content, key) => CraftingRecipe.cookingRecipes = content.Load>(key), - - // from Game1.loadContent - ["LooseSprites\\daybg"] = (content, key) => Game1.daybg = content.Load(key), - ["LooseSprites\\nightbg"] = (content, key) => Game1.nightbg = content.Load(key), - ["Maps\\MenuTiles"] = (content, key) => Game1.menuTexture = content.Load(key), - ["LooseSprites\\Lighting\\lantern"] = (content, key) => Game1.lantern = content.Load(key), - ["LooseSprites\\Lighting\\windowLight"] = (content, key) => Game1.windowLight = content.Load(key), - ["LooseSprites\\Lighting\\sconceLight"] = (content, key) => Game1.sconceLight = content.Load(key), - ["LooseSprites\\Lighting\\greenLight"] = (content, key) => Game1.cauldronLight = content.Load(key), - ["LooseSprites\\Lighting\\indoorWindowLight"] = (content, key) => Game1.indoorWindowLight = content.Load(key), - ["LooseSprites\\shadow"] = (content, key) => Game1.shadowTexture = content.Load(key), - ["LooseSprites\\Cursors"] = (content, key) => Game1.mouseCursors = content.Load(key), - ["LooseSprites\\ControllerMaps"] = (content, key) => Game1.controllerMaps = content.Load(key), - ["TileSheets\\animations"] = (content, key) => Game1.animations = content.Load(key), - ["Data\\Achievements"] = (content, key) => Game1.achievements = content.Load>(key), - ["Data\\NPCGiftTastes"] = (content, key) => Game1.NPCGiftTastes = content.Load>(key), - ["Fonts\\SpriteFont1"] = (content, key) => Game1.dialogueFont = content.Load(key), - ["Fonts\\SmallFont"] = (content, key) => Game1.smallFont = content.Load(key), - ["Fonts\\tinyFont"] = (content, key) => Game1.tinyFont = content.Load(key), - ["Fonts\\tinyFontBorder"] = (content, key) => Game1.tinyFontBorder = content.Load(key), - ["Maps\\springobjects"] = (content, key) => Game1.objectSpriteSheet = content.Load(key), - ["TileSheets\\crops"] = (content, key) => Game1.cropSpriteSheet = content.Load(key), - ["TileSheets\\emotes"] = (content, key) => Game1.emoteSpriteSheet = content.Load(key), - ["TileSheets\\debris"] = (content, key) => Game1.debrisSpriteSheet = content.Load(key), - ["TileSheets\\Craftables"] = (content, key) => Game1.bigCraftableSpriteSheet = content.Load(key), - ["TileSheets\\rain"] = (content, key) => Game1.rainTexture = content.Load(key), - ["TileSheets\\BuffsIcons"] = (content, key) => Game1.buffsIcons = content.Load(key), - ["Data\\ObjectInformation"] = (content, key) => Game1.objectInformation = content.Load>(key), - ["Data\\BigCraftablesInformation"] = (content, key) => Game1.bigCraftablesInformation = content.Load>(key), - ["Characters\\Farmer\\hairstyles"] = (content, key) => FarmerRenderer.hairStylesTexture = content.Load(key), - ["Characters\\Farmer\\shirts"] = (content, key) => FarmerRenderer.shirtsTexture = content.Load(key), - ["Characters\\Farmer\\hats"] = (content, key) => FarmerRenderer.hatsTexture = content.Load(key), - ["Characters\\Farmer\\accessories"] = (content, key) => FarmerRenderer.accessoriesTexture = content.Load(key), - ["TileSheets\\furniture"] = (content, key) => Furniture.furnitureTexture = content.Load(key), - ["LooseSprites\\font_bold"] = (content, key) => SpriteText.spriteTexture = content.Load(key), - ["LooseSprites\\font_colored"] = (content, key) => SpriteText.coloredTexture = content.Load(key), - ["TileSheets\\weapons"] = (content, key) => Tool.weaponsTexture = content.Load(key), - ["TileSheets\\Projectiles"] = (content, key) => Projectile.projectileSheet = content.Load(key), - - // from Game1.ResetToolSpriteSheet - ["TileSheets\\tools"] = (content, key) => Game1.ResetToolSpriteSheet(), + this.Reflection = reflection; + } -#if STARDEW_VALLEY_1_3 - // from Bush - ["TileSheets\\bushes"] = (content, key) => reflection.GetField>(typeof(Bush), "texture").SetValue(new Lazy(() => content.Load(key))), + /// Reload one of the game's core assets (if applicable). + /// The content manager through which to reload the asset. + /// The asset key to reload. + /// Returns whether an asset was reloaded. + public bool Propagate(LocalizedContentManager content, string key) + { + return this.PropagateImpl(content, key) != null; + } - // from Farm - ["Buildings\\houses"] = (content, key) => reflection.GetField(typeof(Farm), nameof(Farm.houseTextures)).SetValue(content.Load(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) => + /********* + ** Private methods + *********/ + /// Reload one of the game's core assets (if applicable). + /// The content manager through which to reload the asset. + /// The asset key to reload. + /// Returns any non-null value to indicate an asset was loaded.. + private object PropagateImpl(LocalizedContentManager content, string key) + { + Reflector reflection = this.Reflection; + switch (key.ToLower().Replace("/", "\\")) // normalised key so we can compare statically + { + /**** + ** Buildings + ****/ + case "buildings\\houses": // Farm +#if STARDEW_VALLEY_1_3 + reflection.GetField(typeof(Farm), nameof(Farm.houseTextures)).SetValue(content.Load(key)); + return true; +#else { - if (Game1.player != null && !Game1.player.isMale) - Game1.player.FarmerRenderer = new FarmerRenderer(key); - }, + Farm farm = Game1.getFarm(); + if (farm == null) + return null; + return farm.houseTextures = content.Load(key); + } +#endif + + /**** + ** Content\Characters\Farmer + ****/ + case "characters\\farmer\\accessories": // Game1.loadContent + return FarmerRenderer.accessoriesTexture = content.Load(key); + + case "characters\\farmer\\farmer_base": // Farmer + if (Game1.player == null || !Game1.player.isMale) + return null; +#if STARDEW_VALLEY_1_3 + return Game1.player.FarmerRenderer = new FarmerRenderer(key); #else - // from Bush - ["TileSheets\\bushes"] = (content, key) => Bush.texture = content.Load(key), + return Game1.player.FarmerRenderer = new FarmerRenderer(content.Load(key)); +#endif - // from Critter - ["TileSheets\\critters"] = (content, key) => Critter.critterTexture = content.Load(key), + case "characters\\farmer\\farmer_girl_base": // Farmer + if (Game1.player == null || Game1.player.isMale) + return null; +#if STARDEW_VALLEY_1_3 + return Game1.player.FarmerRenderer = new FarmerRenderer(key); +#else + return Game1.player.FarmerRenderer = new FarmerRenderer(content.Load(key)); +#endif - // from Farm - ["Buildings\\houses"] = (content, key) => - { - Farm farm = Game1.getFarm(); - if (farm != null) - farm.houseTextures = content.Load(key); - }, + case "characters\\farmer\\hairstyles": // Game1.loadContent + return FarmerRenderer.hairStylesTexture = content.Load(key); + + case "characters\\farmer\\hats": // Game1.loadContent + return FarmerRenderer.hatsTexture = content.Load(key); + + case "characters\\farmer\\shirts": // Game1.loadContent + return FarmerRenderer.shirtsTexture = content.Load(key); + + /**** + ** Content\Data + ****/ + case "data\\achievements": // Game1.loadContent + return Game1.achievements = content.Load>(key); + + case "data\\bigcraftablesinformation": // Game1.loadContent + return Game1.bigCraftablesInformation = content.Load>(key); + + case "data\\cookingrecipes": // CraftingRecipe.InitShared + return CraftingRecipe.cookingRecipes = content.Load>(key); + + case "data\\craftingrecipes": // CraftingRecipe.InitShared + return CraftingRecipe.craftingRecipes = content.Load>(key); + + case "data\\npcgifttastes": // Game1.loadContent + return Game1.NPCGiftTastes = content.Load>(key); + + case "data\\objectinformation": // Game1.loadContent + return Game1.objectInformation = content.Load>(key); + + /**** + ** Content\Fonts + ****/ + case "fonts\\spritefont1": // Game1.loadContent + return Game1.dialogueFont = content.Load(key); + + case "fonts\\smallfont": // Game1.loadContent + return Game1.smallFont = content.Load(key); + + case "fonts\\tinyfont": // Game1.loadContent + return Game1.tinyFont = content.Load(key); + + case "fonts\\tinyfontborder": // Game1.loadContent + return Game1.tinyFontBorder = content.Load(key); - // from Farmer - ["Characters\\Farmer\\farmer_base"] = (content, key) => + /**** + ** Content\Lighting + ****/ + case "loosesprites\\lighting\\greenlight": // Game1.loadContent + return Game1.cauldronLight = content.Load(key); + + case "loosesprites\\lighting\\indoorwindowlight": // Game1.loadContent + return Game1.indoorWindowLight = content.Load(key); + + case "loosesprites\\lighting\\lantern": // Game1.loadContent + return Game1.lantern = content.Load(key); + + case "loosesprites\\lighting\\sconcelight": // Game1.loadContent + return Game1.sconceLight = content.Load(key); + + case "loosesprites\\lighting\\windowlight": // Game1.loadContent + return Game1.windowLight = content.Load(key); + + /**** + ** Content\LooseSprites + ****/ + case "loosesprites\\controllermaps": // Game1.loadContent + return Game1.controllerMaps = content.Load(key); + + case "loosesprites\\cursors": // Game1.loadContent + return Game1.mouseCursors = content.Load(key); + + case "loosesprites\\daybg": // Game1.loadContent + return Game1.daybg = content.Load(key); + + case "loosesprites\\font_bold": // Game1.loadContent + return SpriteText.spriteTexture = content.Load(key); + + case "loosesprites\\font_colored": // Game1.loadContent + return SpriteText.coloredTexture = content.Load(key); + + case "loosesprites\\nightbg": // Game1.loadContent + return Game1.nightbg = content.Load(key); + + case "loosesprites\\shadow": // Game1.loadContent + return Game1.shadowTexture = content.Load(key); + + /**** + ** Content\Critters + ****/ + case "tilesheets\\critters": // Criter.InitShared + return Critter.critterTexture = content.Load(key); + + case "tilesheets\\crops": // Game1.loadContent + return Game1.cropSpriteSheet = content.Load(key); + + case "tilesheets\\debris": // Game1.loadContent + return Game1.debrisSpriteSheet = content.Load(key); + + case "tilesheets\\emotes": // Game1.loadContent + return Game1.emoteSpriteSheet = content.Load(key); + + case "tilesheets\\furniture": // Game1.loadContent + return Furniture.furnitureTexture = content.Load(key); + + case "tilesheets\\projectiles": // Game1.loadContent + return Projectile.projectileSheet = content.Load(key); + + case "tilesheets\\rain": // Game1.loadContent + return Game1.rainTexture = content.Load(key); + + case "tilesheets\\tools": // Game1.ResetToolSpriteSheet + Game1.ResetToolSpriteSheet(); + return true; + + case "tilesheets\\weapons": // Game1.loadContent + return Tool.weaponsTexture = content.Load(key); + + /**** + ** Content\Maps + ****/ + case "maps\\menutiles": // Game1.loadContent + return Game1.menuTexture = content.Load(key); + + case "maps\\springobjects": // Game1.loadContent + return Game1.objectSpriteSheet = content.Load(key); + + case "maps\\walls_and_floors": // Wallpaper + return Wallpaper.wallpaperTexture = content.Load(key); + + /**** + ** Content\Minigames + ****/ + case "minigames\\clouds": // TitleMenu + if (Game1.activeClickableMenu is TitleMenu) { - if (Game1.player != null && Game1.player.isMale) - Game1.player.FarmerRenderer = new FarmerRenderer(content.Load(key)); - }, - ["Characters\\Farmer\\farmer_girl_base"] = (content, key) => + reflection.GetField(Game1.activeClickableMenu, "cloudsTexture").SetValue(content.Load(key)); + return true; + } + + return null; + + case "minigames\\titlebuttons": // TitleMenu + if (Game1.activeClickableMenu is TitleMenu titleMenu) { - if (Game1.player != null && !Game1.player.isMale) - Game1.player.FarmerRenderer = new FarmerRenderer(content.Load(key)); - }, + Texture2D texture = content.Load(key); + reflection.GetField(titleMenu, "titleButtonsTexture").SetValue(texture); + foreach (TemporaryAnimatedSprite bird in reflection.GetField>(titleMenu, "birds").GetValue()) +#if STARDEW_VALLEY_1_3 + bird.texture = texture; +#else + bird.Texture = texture; #endif + return true; + } - // from Flooring - ["TerrainFeatures\\Flooring"] = (content, key) => Flooring.floorsTexture = content.Load(key), + return null; - // from FruitTree - ["TileSheets\\fruitTrees"] = (content, key) => FruitTree.texture = content.Load(key), + /**** + ** Content\TileSheets + ****/ + case "tilesheets\\animations": // Game1.loadContent + return Game1.animations = content.Load(key); - // from HoeDirt - ["TerrainFeatures\\hoeDirt"] = (content, key) => HoeDirt.lightTexture = content.Load(key), - ["TerrainFeatures\\hoeDirtDark"] = (content, key) => HoeDirt.darkTexture = content.Load(key), - ["TerrainFeatures\\hoeDirtSnow"] = (content, key) => HoeDirt.snowTexture = content.Load(key), + case "tilesheets\\buffsicons": // Game1.loadContent + return Game1.buffsIcons = content.Load(key); - // from TitleMenu - ["Minigames\\Clouds"] = (content, key) => - { - if (Game1.activeClickableMenu is TitleMenu) - reflection.GetField(Game1.activeClickableMenu, "cloudsTexture").SetValue(content.Load(key)); - }, - ["Minigames\\TitleButtons"] = (content, key) => - { - if (Game1.activeClickableMenu is TitleMenu titleMenu) - { - reflection.GetField(titleMenu, "titleButtonsTexture").SetValue(content.Load(key)); - foreach (TemporaryAnimatedSprite bird in reflection.GetField>(titleMenu, "birds").GetValue()) + case "tilesheets\\bushes": // new Bush() #if STARDEW_VALLEY_1_3 - bird.texture = content.Load(key); + reflection.GetField>(typeof(Bush), "texture").SetValue(new Lazy(() => content.Load(key))); + return true; #else - bird.Texture = content.Load(key); + return Bush.texture = content.Load(key); #endif - } - }, - // from Wallpaper - ["Maps\\walls_and_floors"] = (content, key) => Wallpaper.wallpaperTexture = content.Load(key) - } - .ToDictionary(p => getNormalisedPath(p.Key), p => p.Value); - } + case "tilesheets\\craftables": // Game1.loadContent + return Game1.bigCraftableSpriteSheet = content.Load(key); - /// Reload one of the game's core assets (if applicable). - /// The content manager through which to reload the asset. - /// The asset key to reload. - /// Returns whether an asset was reloaded. - public bool ReloadForKey(LocalizedContentManager content, string key) - { - // static assets - if (this.SingletonSetters.TryGetValue(key, out Action reload)) - { - reload(content, key); - return true; + case "tilesheets\\fruittrees": // FruitTree + return FruitTree.texture = content.Load(key); + + /**** + ** Content\TerrainFeatures + ****/ + case "terrainfeatures\\flooring": // Flooring + return Flooring.floorsTexture = content.Load(key); + + case "terrainfeatures\\hoedirt": // from HoeDirt + return HoeDirt.lightTexture = content.Load(key); + + case "Terrainfeatures\\hoedirtdark": // from HoeDirt + return HoeDirt.darkTexture = content.Load(key); + + case "Terrainfeatures\\hoedirtsnow": // from HoeDirt + return HoeDirt.snowTexture = content.Load(key); } // building textures - if (key.StartsWith(this.GetNormalisedPath("Buildings\\"))) + if (key.StartsWith(this.GetNormalisedPath("Buildings\\"), StringComparison.InvariantCultureIgnoreCase)) { - Building[] buildings = this.GetAllBuildings().Where(p => key == this.GetNormalisedPath($"Buildings\\{p.buildingType}")).ToArray(); + Building[] buildings = this.GetAllBuildings().Where(p => key.Equals(this.GetNormalisedPath($"Buildings\\{p.buildingType?.ToLower()}"), StringComparison.InvariantCultureIgnoreCase)).ToArray(); if (buildings.Any()) { #if STARDEW_VALLEY_1_3 @@ -198,10 +315,10 @@ namespace StardewModdingAPI.Metadata return true; } - return false; + return null; } - return false; + return null; } -- cgit From 51368b8afb0c2064a70ed09f41570ca8fac5fdfa Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 23 Mar 2018 20:18:23 -0400 Subject: update tree textures when changeed through the content API (#459) --- src/SMAPI/Metadata/CoreAssetPropagator.cs | 120 ++++++++++++++++++++++-------- 1 file changed, 88 insertions(+), 32 deletions(-) (limited to 'src/SMAPI/Metadata') diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs index 85021727..21aaeb6c 100644 --- a/src/SMAPI/Metadata/CoreAssetPropagator.cs +++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs @@ -1,5 +1,6 @@ using System; using System.Collections.Generic; +using System.IO; using System.Linq; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Framework.Reflection; @@ -45,7 +46,10 @@ namespace StardewModdingAPI.Metadata /// Returns whether an asset was reloaded. public bool Propagate(LocalizedContentManager content, string key) { - return this.PropagateImpl(content, key) != null; + object result = this.PropagateImpl(content, key); + if (result is bool b) + return b; + return result != null; } @@ -55,7 +59,7 @@ namespace StardewModdingAPI.Metadata /// Reload one of the game's core assets (if applicable). /// The content manager through which to reload the asset. /// The asset key to reload. - /// Returns any non-null value to indicate an asset was loaded.. + /// Returns any non-null value to indicate an asset was loaded. private object PropagateImpl(LocalizedContentManager content, string key) { Reflector reflection = this.Reflection; @@ -72,7 +76,7 @@ namespace StardewModdingAPI.Metadata { Farm farm = Game1.getFarm(); if (farm == null) - return null; + return false; return farm.houseTextures = content.Load(key); } #endif @@ -85,7 +89,7 @@ namespace StardewModdingAPI.Metadata case "characters\\farmer\\farmer_base": // Farmer if (Game1.player == null || !Game1.player.isMale) - return null; + return false; #if STARDEW_VALLEY_1_3 return Game1.player.FarmerRenderer = new FarmerRenderer(key); #else @@ -94,7 +98,7 @@ namespace StardewModdingAPI.Metadata case "characters\\farmer\\farmer_girl_base": // Farmer if (Game1.player == null || Game1.player.isMale) - return null; + return false; #if STARDEW_VALLEY_1_3 return Game1.player.FarmerRenderer = new FarmerRenderer(key); #else @@ -240,8 +244,7 @@ namespace StardewModdingAPI.Metadata reflection.GetField(Game1.activeClickableMenu, "cloudsTexture").SetValue(content.Load(key)); return true; } - - return null; + return false; case "minigames\\titlebuttons": // TitleMenu if (Game1.activeClickableMenu is TitleMenu titleMenu) @@ -256,8 +259,7 @@ namespace StardewModdingAPI.Metadata #endif return true; } - - return null; + return false; /**** ** Content\TileSheets @@ -291,48 +293,102 @@ namespace StardewModdingAPI.Metadata case "terrainfeatures\\hoedirt": // from HoeDirt return HoeDirt.lightTexture = content.Load(key); - case "Terrainfeatures\\hoedirtdark": // from HoeDirt + case "terrainfeatures\\hoedirtdark": // from HoeDirt return HoeDirt.darkTexture = content.Load(key); - case "Terrainfeatures\\hoedirtsnow": // from HoeDirt + case "terrainfeatures\\hoedirtsnow": // from HoeDirt return HoeDirt.snowTexture = content.Load(key); + + case "terrainfeatures\\mushroom_tree": // from Tree + return this.ReloadTreeTextures(content, key, Tree.mushroomTree); + + case "terrainfeatures\\tree_palm": // from Tree + return this.ReloadTreeTextures(content, key, 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 this.ReloadTreeTextures(content, key, 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 this.ReloadTreeTextures(content, key, Tree.leafyTree); + + case "terrainfeatures\\tree3_fall": // from Tree + case "terrainfeatures\\tree3_spring": // from Tree + case "terrainfeatures\\tree3_winter": // from Tree + return this.ReloadTreeTextures(content, key, Tree.pineTree); } // building textures if (key.StartsWith(this.GetNormalisedPath("Buildings\\"), StringComparison.InvariantCultureIgnoreCase)) { - Building[] buildings = this.GetAllBuildings().Where(p => key.Equals(this.GetNormalisedPath($"Buildings\\{p.buildingType?.ToLower()}"), StringComparison.InvariantCultureIgnoreCase)).ToArray(); - if (buildings.Any()) - { -#if STARDEW_VALLEY_1_3 - foreach (Building building in buildings) - building.texture = new Lazy(() => content.Load(key)); -#else - Texture2D texture = content.Load(key); - foreach (Building building in buildings) - building.texture = texture; -#endif - - return true; - } - return null; + string type = Path.GetFileName(key); + return this.ReloadBuildings(content, key, type); } - return null; + return false; } /********* ** Private methods *********/ - /// Get all player-constructed buildings in the world. - private IEnumerable GetAllBuildings() + /// Reload building textures. + /// The content manager through which to reload the asset. + /// The asset key to reload. + /// The type to reload. + /// Returns whether any textures were reloaded. + private bool ReloadBuildings(LocalizedContentManager content, string key, string type) + { + Building[] buildings = Game1.locations + .OfType() + .SelectMany(p => p.buildings) + .Where(p => p.buildingType == type) + .ToArray(); + + if (buildings.Any()) + { + Lazy texture = new Lazy(() => content.Load(key)); + foreach (Building building in buildings) +#if STARDEW_VALLEY_1_3 + building.texture = texture; +#else + building.texture = texture.Value; +#endif + return true; + } + return false; + } + + /// Reload tree textures. + /// The content manager through which to reload the asset. + /// The asset key to reload. + /// The type to reload. + /// Returns whether any textures were reloaded. + private bool ReloadTreeTextures(LocalizedContentManager content, string key, int type) { - foreach (BuildableGameLocation location in Game1.locations.OfType()) + Tree[] trees = Game1.locations + .SelectMany(p => p.terrainFeatures.Values.OfType()) + .Where(tree => tree.treeType == type) + .ToArray(); + + if (trees.Any()) { - foreach (Building building in location.buildings) - yield return building; + Lazy texture = new Lazy(() => content.Load(key)); + foreach (Tree tree in trees) +#if STARDEW_VALLEY_1_3 + this.Reflection.GetField>(tree, "texture").SetValue(texture); +#else + this.Reflection.GetField(tree, "texture").SetValue(texture.Value); +#endif + return true; } + + return false; } } } -- cgit From 20b778390051569aa34a9ac42f03cd9b9a051df7 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sat, 24 Mar 2018 20:26:33 -0400 Subject: update NPC textures when changed through the content API (#459) --- src/SMAPI/Metadata/CoreAssetPropagator.cs | 122 ++++++++++++++++++++++++++++-- 1 file changed, 115 insertions(+), 7 deletions(-) (limited to 'src/SMAPI/Metadata') diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs index 21aaeb6c..4a1d6097 100644 --- a/src/SMAPI/Metadata/CoreAssetPropagator.cs +++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs @@ -323,12 +323,18 @@ namespace StardewModdingAPI.Metadata return this.ReloadTreeTextures(content, key, Tree.pineTree); } - // building textures + // dynamic textures if (key.StartsWith(this.GetNormalisedPath("Buildings\\"), StringComparison.InvariantCultureIgnoreCase)) - { - string type = Path.GetFileName(key); - return this.ReloadBuildings(content, key, type); - } + return this.ReloadBuildings(content, key); + + if (key.StartsWith(this.GetNormalisedPath("Characters\\")) && this.CountSegments(key) == 2) // ignore Characters/Dialogue/*, etc + return this.ReloadNpcSprites(content, key, monster: false); + + if (key.StartsWith(this.GetNormalisedPath("Characters\\Monsters\\"))) + return this.ReloadNpcSprites(content, key, monster: true); + + if (key.StartsWith(this.GetNormalisedPath("Portraits\\"))) + return this.ReloadNpcPortraits(content, key); return false; } @@ -340,16 +346,18 @@ namespace StardewModdingAPI.Metadata /// Reload building textures. /// The content manager through which to reload the asset. /// The asset key to reload. - /// The type to reload. /// Returns whether any textures were reloaded. - private bool ReloadBuildings(LocalizedContentManager content, string key, string type) + private bool ReloadBuildings(LocalizedContentManager content, string key) { + // get buildings + string type = Path.GetFileName(key); Building[] buildings = Game1.locations .OfType() .SelectMany(p => p.buildings) .Where(p => p.buildingType == type) .ToArray(); + // reload buildings if (buildings.Any()) { Lazy texture = new Lazy(() => content.Load(key));