using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework.Graphics;
namespace StardewModdingAPI.Framework.Content
{
internal class AssetInfo : IAssetInfo
{
/*********
** Fields
*********/
/// Normalizes an asset key to match the cache key.
protected readonly Func GetNormalizedPath;
/*********
** Accessors
*********/
///
public string Locale { get; }
///
public string AssetName { get; }
///
public Type DataType { get; }
/*********
** Public methods
*********/
/// Construct an instance.
/// The content's locale code, if the content is localized.
/// The normalized asset name being read.
/// The content type being read.
/// Normalizes an asset key to match the cache key.
public AssetInfo(string locale, string assetName, Type type, Func getNormalizedPath)
{
this.Locale = locale;
this.AssetName = assetName;
this.DataType = type;
this.GetNormalizedPath = getNormalizedPath;
}
///
public bool AssetNameEquals(string path)
{
path = this.GetNormalizedPath(path);
return this.AssetName.Equals(path, StringComparison.OrdinalIgnoreCase);
}
/*********
** Protected methods
*********/
/// Get a human-readable type name.
/// The type to name.
protected string GetFriendlyTypeName(Type type)
{
// dictionary
if (type.IsGenericType && type.GetGenericTypeDefinition() == typeof(Dictionary<,>))
{
Type[] genericArgs = type.GetGenericArguments();
return $"Dictionary<{this.GetFriendlyTypeName(genericArgs[0])}, {this.GetFriendlyTypeName(genericArgs[1])}>";
}
// texture
if (type == typeof(Texture2D))
return type.Name;
// native type
if (type == typeof(int))
return "int";
if (type == typeof(string))
return "string";
// default
return type.FullName;
}
}
}