using System; using System.Collections.Generic; using Microsoft.Xna.Framework.Graphics; namespace StardewModdingAPI.Framework.Content { internal class AssetInfo : IAssetInfo { /********* ** Properties *********/ /// Normalises an asset key to match the cache key. protected readonly Func GetNormalisedPath; /********* ** Accessors *********/ /// The content's locale code, if the content is localised. public string Locale { get; } /// The normalised asset name being read. The format may change between platforms; see to compare with a known path. public string AssetName { get; } /// The content data type. public Type DataType { get; } /********* ** Public methods *********/ /// Construct an instance. /// The content's locale code, if the content is localised. /// The normalised asset name being read. /// The content type being read. /// Normalises an asset key to match the cache key. public AssetInfo(string locale, string assetName, Type type, Func getNormalisedPath) { this.Locale = locale; this.AssetName = assetName; this.DataType = type; this.GetNormalisedPath = getNormalisedPath; } /// Get whether the asset name being loaded matches a given name after normalisation. /// The expected asset path, relative to the game's content folder and without the .xnb extension or locale suffix (like 'Data\ObjectInformation'). public bool AssetNameEquals(string path) { path = this.GetNormalisedPath(path); return this.AssetName.Equals(path, StringComparison.InvariantCultureIgnoreCase); } /********* ** 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; } } }