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