using StardewValley; namespace StardewModdingAPI.Framework { /// <summary>A minimal content manager which defers to SMAPI's main content manager.</summary> internal class ContentManagerShim : LocalizedContentManager { /********* ** Properties *********/ /// <summary>SMAPI's underlying content manager.</summary> private readonly SContentManager ContentManager; /********* ** Accessors *********/ /// <summary>The content manager's name for logs (if any).</summary> public string Name { get; } /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="contentManager">SMAPI's underlying content manager.</param> /// <param name="name">The content manager's name for logs (if any).</param> public ContentManagerShim(SContentManager contentManager, string name) : base(contentManager.ServiceProvider, contentManager.RootDirectory, contentManager.CurrentCulture, contentManager.LanguageCodeOverride) { this.ContentManager = contentManager; this.Name = name; } /// <summary>Load an asset that has been processed by the content pipeline.</summary> /// <typeparam name="T">The type of asset to load.</typeparam> /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> public override T Load<T>(string assetName) { return this.ContentManager.LoadFor<T>(assetName, this); } /// <summary>Dispose held resources.</summary> /// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param> protected override void Dispose(bool disposing) { this.ContentManager.DisposeFor(this); } } }