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