From 584725bb8e554e314843315facca1fd15868bee4 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 23 Mar 2022 01:06:11 -0400 Subject: add initial AssetRequested content event (#766) --- src/SMAPI/Events/AssetRequestedEventArgs.cs | 94 ++++++++++++++++++++++++++ src/SMAPI/Events/IContentEvents.cs | 17 +++++ src/SMAPI/Events/IModEvents.cs | 3 + src/SMAPI/Framework/ContentCoordinator.cs | 12 +++- src/SMAPI/Framework/Events/EventManager.cs | 11 ++- src/SMAPI/Framework/Events/ManagedEvent.cs | 10 ++- src/SMAPI/Framework/Events/ModContentEvents.cs | 29 ++++++++ src/SMAPI/Framework/Events/ModEvents.cs | 4 ++ src/SMAPI/Framework/SCore.cs | 41 ++++++++++- src/SMAPI/IContentHelper.cs | 2 +- 10 files changed, 218 insertions(+), 5 deletions(-) create mode 100644 src/SMAPI/Events/AssetRequestedEventArgs.cs create mode 100644 src/SMAPI/Events/IContentEvents.cs create mode 100644 src/SMAPI/Framework/Events/ModContentEvents.cs (limited to 'src') diff --git a/src/SMAPI/Events/AssetRequestedEventArgs.cs b/src/SMAPI/Events/AssetRequestedEventArgs.cs new file mode 100644 index 00000000..b17250b0 --- /dev/null +++ b/src/SMAPI/Events/AssetRequestedEventArgs.cs @@ -0,0 +1,94 @@ +using System; +using System.Collections.Generic; +using Microsoft.Xna.Framework.Graphics; +using StardewModdingAPI.Framework; +using StardewModdingAPI.Framework.Content; +using xTile; + +namespace StardewModdingAPI.Events +{ + /// Event arguments for an event. + public class AssetRequestedEventArgs : EventArgs + { + /********* + ** Fields + *********/ + /// The mod handling the event. + private readonly IModMetadata Mod; + + + /********* + ** Accessors + *********/ + /// The name of the asset being requested. + public IAssetName Name { get; } + + /// The load operations requested by the event handler. + internal IList LoadOperations { get; } = new List(); + + /// The edit operations requested by the event handler. + internal IList EditOperations { get; } = new List(); + + + /********* + ** Public methods + *********/ + /// Construct an instance. + /// The mod handling the event. + /// The name of the asset being requested. + internal AssetRequestedEventArgs(IModMetadata mod, IAssetName name) + { + this.Mod = mod; + this.Name = name; + } + + /// Provide the initial instance for the asset, instead of trying to load it from the game's Content folder. + /// Get the initial instance of an asset. + /// + /// Usage notes: + /// + /// The asset doesn't need to exist in the game's Content folder. If any mod loads the asset, the game will see it as an existing asset as if it was in that folder. + /// Each asset can logically only have one initial instance. If multiple loads apply at the same time, SMAPI will raise an error and ignore all of them. If you're making changes to the existing asset instead of replacing it, you should use instead to avoid those limitations and improve mod compatibility. + /// + /// + public void LoadFrom(Func load) + { + this.LoadOperations.Add( + new AssetLoadOperation(this.Mod, _ => load()) + ); + } + + /// Provide the initial instance for the asset from a file in your mod folder, instead of trying to load it from the game's Content folder. + /// The expected data type. The main supported types are , , dictionaries, and lists; other types may be supported by the game's content pipeline. + /// The relative path to the file in your mod folder. + /// + /// Usage notes: + /// + /// The asset doesn't need to exist in the game's Content folder. If any mod loads the asset, the game will see it as an existing asset as if it was in that folder. + /// Each asset can logically only have one initial instance. If multiple loads apply at the same time, SMAPI will raise an error and ignore all of them. If you're making changes to the existing asset instead of replacing it, you should use instead to avoid those limitations and improve mod compatibility. + /// + /// + public void LoadFromModFile(string relativePath) + { + this.LoadOperations.Add( + new AssetLoadOperation(this.Mod, _ => this.Mod.Mod.Helper.Content.Load(relativePath)) + ); + } + + /// Edit the asset after it's loaded. + /// Apply changes to the asset. + /// + /// Usage notes: + /// + /// Editing an asset which doesn't exist has no effect. This is applied after the asset is loaded from the game's Content folder, or from any mod's or . + /// You can apply any number of edits to the asset. Each edit will be applied on top of the previous one (i.e. it'll see the merged asset from all previous edits as its input). + /// + /// + public void Edit(Action apply) + { + this.EditOperations.Add( + new AssetEditOperation(this.Mod, apply) + ); + } + } +} diff --git a/src/SMAPI/Events/IContentEvents.cs b/src/SMAPI/Events/IContentEvents.cs new file mode 100644 index 00000000..feaf9c0a --- /dev/null +++ b/src/SMAPI/Events/IContentEvents.cs @@ -0,0 +1,17 @@ +using System; +using StardewValley; + +namespace StardewModdingAPI.Events +{ + /// Events related to assets loaded from the content pipeline (including data, maps, and textures). + public interface IContentEvents + { + /// Raised when an asset is being requested from the content pipeline. + /// + /// The asset isn't necessarily being loaded yet (e.g. the game may be checking if it exists). Mods can register the changes they want to apply using methods on the parameter. These will be applied when the asset is actually loaded. + /// + /// If the asset is requested multiple times in the same tick (e.g. once to check if it exists and once to load it), SMAPI might only raise the event once and reuse the cached result. + /// + event EventHandler AssetRequested; + } +} diff --git a/src/SMAPI/Events/IModEvents.cs b/src/SMAPI/Events/IModEvents.cs index 1f892b31..2603961b 100644 --- a/src/SMAPI/Events/IModEvents.cs +++ b/src/SMAPI/Events/IModEvents.cs @@ -3,6 +3,9 @@ namespace StardewModdingAPI.Events /// Manages access to events raised by SMAPI. public interface IModEvents { + /// Events related to assets loaded from the content pipeline (including data, maps, and textures). + IContentEvents Content { get; } + /// Events related to UI and drawing to the screen. IDisplayEvents Display { get; } diff --git a/src/SMAPI/Framework/ContentCoordinator.cs b/src/SMAPI/Framework/ContentCoordinator.cs index bf944e23..22ae0a18 100644 --- a/src/SMAPI/Framework/ContentCoordinator.cs +++ b/src/SMAPI/Framework/ContentCoordinator.cs @@ -7,6 +7,7 @@ using System.Linq; using System.Text; using System.Threading; using Microsoft.Xna.Framework.Content; +using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.ContentManagers; using StardewModdingAPI.Framework.Reflection; @@ -70,6 +71,9 @@ namespace StardewModdingAPI.Framework /// The language enum values indexed by locale code. private Lazy> LocaleCodes; + /// Get the load/edit operations to apply to an asset by querying registered event handlers. + private readonly Func> RequestAssetOperations; + /// The cached asset load/edit operations to apply, indexed by asset name. private readonly TickCacheDictionary AssetOperationsByKey = new(); @@ -105,13 +109,15 @@ namespace StardewModdingAPI.Framework /// Encapsulates SMAPI's JSON file parsing. /// A callback to invoke the first time *any* game content manager loads an asset. /// Whether to enable more aggressive memory optimizations. - public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, bool aggressiveMemoryOptimizations) + /// Get the load/edit operations to apply to an asset by querying registered event handlers. + public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, bool aggressiveMemoryOptimizations, Func> requestAssetOperations) { this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations; this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); this.Reflection = reflection; this.JsonHelper = jsonHelper; this.OnLoadingFirstAsset = onLoadingFirstAsset; + this.RequestAssetOperations = requestAssetOperations; this.FullRootDirectory = Path.Combine(Constants.GamePath, rootDirectory); this.ContentManagers.Add( this.MainContentManager = new GameContentManager( @@ -560,6 +566,10 @@ namespace StardewModdingAPI.Framework /// The asset info to load or edit. private IEnumerable GetAssetOperationsWithoutCache(IAssetInfo info) { + // new content API + foreach (AssetOperationGroup group in this.RequestAssetOperations(info)) + yield return group; + // legacy load operations foreach (ModLinked loader in this.Loaders) { diff --git a/src/SMAPI/Framework/Events/EventManager.cs b/src/SMAPI/Framework/Events/EventManager.cs index fa4d564d..8142f00e 100644 --- a/src/SMAPI/Framework/Events/EventManager.cs +++ b/src/SMAPI/Framework/Events/EventManager.cs @@ -10,6 +10,13 @@ namespace StardewModdingAPI.Framework.Events /********* ** Events *********/ + /**** + ** Content + ****/ + /// + public readonly ManagedEvent AssetRequested; + + /**** ** Display ****/ @@ -189,7 +196,9 @@ namespace StardewModdingAPI.Framework.Events return new ManagedEvent($"{typeName}.{eventName}", modRegistry, isPerformanceCritical); } - // init events (new) + // init events + this.AssetRequested = ManageEventOf(nameof(IModEvents.Content), nameof(IContentEvents.AssetRequested)); + this.MenuChanged = ManageEventOf(nameof(IModEvents.Display), nameof(IDisplayEvents.MenuChanged)); this.Rendering = ManageEventOf(nameof(IModEvents.Display), nameof(IDisplayEvents.Rendering), isPerformanceCritical: true); this.Rendered = ManageEventOf(nameof(IModEvents.Display), nameof(IDisplayEvents.Rendered), isPerformanceCritical: true); diff --git a/src/SMAPI/Framework/Events/ManagedEvent.cs b/src/SMAPI/Framework/Events/ManagedEvent.cs index a200393d..154ef659 100644 --- a/src/SMAPI/Framework/Events/ManagedEvent.cs +++ b/src/SMAPI/Framework/Events/ManagedEvent.cs @@ -99,6 +99,14 @@ namespace StardewModdingAPI.Framework.Events /// The event arguments to pass. /// A lambda which returns true if the event should be raised for the given mod. public void Raise(TEventArgs args, Func match = null) + { + this.Raise((_, invoke) => invoke(args), match); + } + + /// Raise the event and notify all handlers. + /// Invoke an event handler. This receives the mod which registered the handler, and should invoke the callback with the event arguments to pass it. + /// A lambda which returns true if the event should be raised for the given mod. + public void Raise(Action> invoke, Func match = null) { // skip if no handlers if (this.Handlers.Count == 0) @@ -128,7 +136,7 @@ namespace StardewModdingAPI.Framework.Events try { - handler.Handler.Invoke(null, args); + invoke(handler.SourceMod, args => handler.Handler.Invoke(null, args)); } catch (Exception ex) { diff --git a/src/SMAPI/Framework/Events/ModContentEvents.cs b/src/SMAPI/Framework/Events/ModContentEvents.cs new file mode 100644 index 00000000..b4d4279c --- /dev/null +++ b/src/SMAPI/Framework/Events/ModContentEvents.cs @@ -0,0 +1,29 @@ +using System; +using StardewModdingAPI.Events; + +namespace StardewModdingAPI.Framework.Events +{ + /// + internal class ModContentEvents : ModEventsBase, IContentEvents + { + /********* + ** Accessors + *********/ + /// + public event EventHandler AssetRequested + { + add => this.EventManager.AssetRequested.Add(value, this.Mod); + remove => this.EventManager.AssetRequested.Remove(value); + } + + + /********* + ** Public methods + *********/ + /// Construct an instance. + /// The mod which uses this instance. + /// The underlying event manager. + internal ModContentEvents(IModMetadata mod, EventManager eventManager) + : base(mod, eventManager) { } + } +} diff --git a/src/SMAPI/Framework/Events/ModEvents.cs b/src/SMAPI/Framework/Events/ModEvents.cs index 0c365d42..1fb3482c 100644 --- a/src/SMAPI/Framework/Events/ModEvents.cs +++ b/src/SMAPI/Framework/Events/ModEvents.cs @@ -8,6 +8,9 @@ namespace StardewModdingAPI.Framework.Events /********* ** Accessors *********/ + /// + public IContentEvents Content { get; } + /// public IDisplayEvents Display { get; } @@ -38,6 +41,7 @@ namespace StardewModdingAPI.Framework.Events /// The underlying event manager. public ModEvents(IModMetadata mod, EventManager eventManager) { + this.Content = new ModContentEvents(mod, eventManager); this.Display = new ModDisplayEvents(mod, eventManager); this.GameLoop = new ModGameLoopEvents(mod, eventManager); this.Input = new ModInputEvents(mod, eventManager); diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index 342d6415..f0340cf5 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -1106,6 +1106,35 @@ namespace StardewModdingAPI.Framework this.EventManager.DayEnding.RaiseEmpty(); } + /// Get the load/edit operations to apply to an asset by querying registered event handlers. + /// The asset info being requested. + private IList RequestAssetOperations(IAssetInfo asset) + { + List operations = new(); + + this.EventManager.AssetRequested.Raise( + invoke: (mod, invoke) => + { + AssetRequestedEventArgs args = new(mod, asset.Name); + + invoke(args); + + if (args.LoadOperations.Any() || args.EditOperations.Any()) + { + operations.Add( + new AssetOperationGroup( + mod, + args.LoadOperations.Select(p => new AssetLoadOperation(mod, assetInfo => p.GetData(assetInfo))).ToArray(), + args.EditOperations.Select(p => new AssetEditOperation(mod, assetInfo => p.ApplyEdit(assetInfo))).ToArray() + ) + ); + } + } + ); + + return operations; + } + /// Raised immediately before the player returns to the title screen. private void OnReturningToTitle() { @@ -1142,7 +1171,17 @@ namespace StardewModdingAPI.Framework // Game1._temporaryContent initializing from SGame constructor if (this.ContentCore == null) { - this.ContentCore = new ContentCoordinator(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, this.Monitor, this.Reflection, this.Toolkit.JsonHelper, this.InitializeBeforeFirstAssetLoaded, this.Settings.AggressiveMemoryOptimizations); + this.ContentCore = new ContentCoordinator( + serviceProvider: serviceProvider, + rootDirectory: rootDirectory, + currentCulture: Thread.CurrentThread.CurrentUICulture, + monitor: this.Monitor, + reflection: this.Reflection, + jsonHelper: this.Toolkit.JsonHelper, + onLoadingFirstAsset: this.InitializeBeforeFirstAssetLoaded, + aggressiveMemoryOptimizations: this.Settings.AggressiveMemoryOptimizations, + requestAssetOperations: this.RequestAssetOperations + ); if (this.ContentCore.Language != this.Translator.LocaleEnum) this.Translator.SetLocale(this.ContentCore.GetLocale(), this.ContentCore.Language); diff --git a/src/SMAPI/IContentHelper.cs b/src/SMAPI/IContentHelper.cs index 2936ecfb..207b4a33 100644 --- a/src/SMAPI/IContentHelper.cs +++ b/src/SMAPI/IContentHelper.cs @@ -31,7 +31,7 @@ namespace StardewModdingAPI ** Public methods *********/ /// Load content from the game folder or mod folder (if not already cached), and return it. When loading a .png file, this must be called outside the game's draw loop. - /// The expected data type. The main supported types are , , and dictionaries; other types may be supported by the game's content pipeline. + /// The expected data type. The main supported types are , , dictionaries, and lists; other types may be supported by the game's content pipeline. /// The asset key to fetch (if the is ), or the local path to a content file relative to the mod folder. /// Where to search for a matching content asset. /// The is empty or contains invalid characters. -- cgit