using System; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using xTile; namespace StardewModdingAPI { /// An API that provides access to a content pack. public interface IContentPack { /********* ** Accessors *********/ /// The full path to the content pack's folder. string DirectoryPath { get; } /// The content pack's manifest. IManifest Manifest { get; } /********* ** Public methods *********/ /// Read a JSON file from the content pack folder. /// The model type. /// The file path relative to the content pack directory. /// Returns the deserialised model, or null if the file doesn't exist or is empty. TModel ReadJsonFile(string path) where TModel : class; /// Load content from the content pack folder (if not already cached), and return it. When loading a .png file, this must be called outside the game's draw loop. /// The expected data type. The main supported types are , , and dictionaries; other types may be supported by the game's content pipeline. /// The local path to a content file relative to the content pack folder. /// The is empty or contains invalid characters. /// The content asset couldn't be loaded (e.g. because it doesn't exist). T LoadAsset(string key); /// Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists. /// The the local path to a content file relative to the content pack folder. /// The is empty or contains invalid characters. string GetActualAssetKey(string key); } }