using System;
using System.Globalization;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Framework.Reflection;
using StardewValley;
namespace StardewModdingAPI.Framework.ContentManagers
{
/// An extension of specifically optimized for asset propagation.
/// This avoids sharing an asset cache with or mods, so that assets can be safely disposed when the vanilla game no longer references them.
internal class GameContentManagerForAssetPropagation : GameContentManager
{
/*********
** Fields
*********/
/// A unique value used in to identify assets loaded through this instance.
private readonly string Tag = $"Pathoschild.SMAPI/LoadedBy:{nameof(GameContentManagerForAssetPropagation)}";
/*********
** Public methods
*********/
///
public GameContentManagerForAssetPropagation(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action onDisposing, Action onLoadingFirstAsset, bool aggressiveMemoryOptimizations)
: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, onLoadingFirstAsset, aggressiveMemoryOptimizations) { }
///
public override T Load(string assetName, LanguageCode language, bool useCache)
{
T data = base.Load(assetName, language, useCache);
if (data is Texture2D texture)
texture.Tag = this.Tag;
return data;
}
/// Get whether a texture was loaded by this content manager.
/// The texture to check.
public bool IsReponsibleFor(Texture2D texture)
{
return
texture?.Tag is string tag
&& tag.Contains(this.Tag);
}
}
}