#nullable disable using System; using System.Collections.Generic; 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 can be targeted by managed asset keys (e.g. to load assets from a mod folder).</summary> bool IsNamespaced { get; } /********* ** Methods *********/ /// <summary>Get whether an asset exists and can be loaded.</summary> /// <typeparam name="T">The expected asset type.</typeparam> /// <param name="assetName">The normalized asset name.</param> bool DoesAssetExist<T>(IAssetName assetName); /// <summary>Load an asset through the content pipeline, using a localized variant of the <paramref name="assetName"/> if available.</summary> /// <typeparam name="T">The type of asset to load.</typeparam> /// <param name="assetName">The asset name relative to the loader root directory.</param> /// <param name="language">The language for which to load the asset.</param> /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> T LoadLocalized<T>(IAssetName assetName, LocalizedContentManager.LanguageCode language, bool useCache); /// <summary>Load an asset through the content pipeline, using the exact asset name without checking for localized variants.</summary> /// <typeparam name="T">The type of asset to load.</typeparam> /// <param name="assetName">The asset name relative to the loader root directory.</param> /// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param> T LoadExact<T>(IAssetName assetName, bool useCache); /// <summary>Assert that the given key has a valid format and return a normalized 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> string AssertAndNormalizeAssetName(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(IAssetName assetName); /// <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 invalidated asset names and instances.</returns> IDictionary<string, object> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false); } }