using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework.Graphics;
namespace StardewModdingAPI.Framework.Content
{
/// Encapsulates access and changes to content being read from a data file.
internal class AssetDataForObject : AssetData, IAssetData
{
/*********
** Public methods
*********/
/// Construct an instance.
/// The content's locale code, if the content is localised.
/// The normalised asset name being read.
/// The content data being read.
/// Normalises an asset key to match the cache key.
public AssetDataForObject(string locale, string assetName, object data, Func getNormalisedPath)
: base(locale, assetName, data, getNormalisedPath) { }
/// Get a helper to manipulate the data as a dictionary.
/// The expected dictionary key.
/// The expected dictionary balue.
/// The content being read isn't a dictionary.
public IAssetDataForDictionary AsDictionary()
{
return new AssetDataForDictionary(this.Locale, this.AssetName, this.GetData>(), this.GetNormalisedPath);
}
/// Get a helper to manipulate the data as an image.
/// The content being read isn't an image.
public IAssetDataForImage AsImage()
{
return new AssetDataForImage(this.Locale, this.AssetName, this.GetData(), this.GetNormalisedPath);
}
/// Get the data as a given type.
/// The expected data type.
/// The data can't be converted to .
public TData GetData()
{
if (!(this.Data is TData))
throw new InvalidCastException($"The content data of type {this.Data.GetType().FullName} can't be converted to the requested {typeof(TData).FullName}.");
return (TData)this.Data;
}
}
}