using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Diagnostics.Contracts; using Microsoft.Xna.Framework.Content; using StardewModdingAPI.Framework.Exceptions; using StardewValley; namespace StardewModdingAPI.Framework.ContentManagers { /// <summary>A content manager which handles reading files.</summary> internal interface IContentManager : IDisposable { /********* ** Accessors *********/ /// <summary>A name for the mod manager. Not guaranteed to be unique.</summary> string Name { get; } /// <summary>The current language as a constant.</summary> LocalizedContentManager.LanguageCode Language { get; } /// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary> string FullRootDirectory { get; } /// <summary>Whether this content manager is for a mod folder.</summary> bool IsModContentManager { get; } /********* ** Methods *********/ /// <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> T Load<T>(string assetName); /// <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> /// <param name="language">The language code for which to load content.</param> T Load<T>(string assetName, LocalizedContentManager.LanguageCode language); /// <summary>Inject an asset into the cache.</summary> /// <typeparam name="T">The type of asset to inject.</typeparam> /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> /// <param name="value">The asset value.</param> void Inject<T>(string assetName, T value); /// <summary>Get a copy of the given asset if supported.</summary> /// <typeparam name="T">The asset type.</typeparam> /// <param name="asset">The asset to clone.</param> T CloneIfPossible<T>(T asset); /// <summary>Normalise path separators in a file path. For asset keys, see <see cref="AssertAndNormaliseAssetName"/> instead.</summary> /// <param name="path">The file path to normalise.</param> [Pure] string NormalisePathSeparators(string path); /// <summary>Assert that the given key has a valid format and return a normalised form consistent with the underlying cache.</summary> /// <param name="assetName">The asset key to check.</param> /// <exception cref="SContentLoadException">The asset key is empty or contains invalid characters.</exception> [SuppressMessage("ReSharper", "ParameterOnlyUsedForPreconditionCheck.Local", Justification = "Parameter is only used for assertion checks by design.")] string AssertAndNormaliseAssetName(string assetName); /// <summary>Get the current content locale.</summary> string GetLocale(); /// <summary>The locale for a language.</summary> /// <param name="language">The language.</param> string GetLocale(LocalizedContentManager.LanguageCode language); /// <summary>Get whether the content manager has already loaded and cached the given asset.</summary> /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> bool IsLoaded(string assetName); /// <summary>Get the cached asset keys.</summary> IEnumerable<string> GetAssetKeys(); /// <summary>Purge matched assets from the cache.</summary> /// <param name="predicate">Matches the asset keys to invalidate.</param> /// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param> /// <returns>Returns the number of invalidated assets.</returns> IEnumerable<string> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false); } }