using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework.Graphics;
namespace StardewModdingAPI.Framework.Content
{
/// Base implementation for a content helper which encapsulates access and changes to content being read from a data file.
/// The interface value type.
internal class ContentEventData : EventArgs, IContentEventData
{
/*********
** Properties
*********/
/// Normalises an asset key to match the cache key.
protected readonly Func GetNormalisedPath;
/*********
** Accessors
*********/
/// The content's locale code, if the content is localised.
public string Locale { get; }
/// The normalised asset name being read. The format may change between platforms; see to compare with a known path.
public string AssetName { get; }
/// The content data being read.
public TValue Data { get; protected set; }
/// The content data type.
public Type DataType { get; }
/*********
** 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 ContentEventData(string locale, string assetName, TValue data, Func getNormalisedPath)
: this(locale, assetName, data, data.GetType(), getNormalisedPath) { }
/// Construct an instance.
/// The content's locale code, if the content is localised.
/// The normalised asset name being read.
/// The content data being read.
/// The content data type being read.
/// Normalises an asset key to match the cache key.
public ContentEventData(string locale, string assetName, TValue data, Type dataType, Func getNormalisedPath)
{
this.Locale = locale;
this.AssetName = assetName;
this.Data = data;
this.DataType = dataType;
this.GetNormalisedPath = getNormalisedPath;
}
/// Get whether the asset name being loaded matches a given name after normalisation.
/// The expected asset path, relative to the game's content folder and without the .xnb extension or locale suffix (like 'Data\ObjectInformation').
public bool IsAssetName(string path)
{
path = this.GetNormalisedPath(path);
return this.AssetName.Equals(path, StringComparison.InvariantCultureIgnoreCase);
}
/// Replace the entire content value with the given value. This is generally not recommended, since it may break compatibility with other mods or different versions of the game.
/// The new content value.
/// The is null.
/// The 's type is not compatible with the loaded asset's type.
public void ReplaceWith(TValue value)
{
if (value == null)
throw new ArgumentNullException(nameof(value), "Can't set a loaded asset to a null value.");
if (!this.DataType.IsInstanceOfType(value))
throw new InvalidCastException($"Can't replace loaded asset of type {this.GetFriendlyTypeName(this.DataType)} with value of type {this.GetFriendlyTypeName(value.GetType())}. The new type must be compatible to prevent game errors.");
this.Data = value;
}
/*********
** Protected methods
*********/
/// Get a human-readable type name.
/// The type to name.
protected string GetFriendlyTypeName(Type type)
{
// dictionary
if (type.IsGenericType && type.GetGenericTypeDefinition() == typeof(Dictionary<,>))
{
Type[] genericArgs = type.GetGenericArguments();
return $"Dictionary<{this.GetFriendlyTypeName(genericArgs[0])}, {this.GetFriendlyTypeName(genericArgs[1])}>";
}
// texture
if (type == typeof(Texture2D))
return type.Name;
// native type
if (type == typeof(int))
return "int";
if (type == typeof(string))
return "string";
// default
return type.FullName;
}
}
}