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; } } }