using System; using System.Collections.Generic; using Microsoft.Xna.Framework.Graphics; namespace StardewModdingAPI.Framework.Content { /// <summary>Base implementation for a content helper which encapsulates access and changes to content being read from a data file.</summary> /// <typeparam name="TValue">The interface value type.</typeparam> internal class ContentEventData<TValue> : EventArgs, IContentEventData<TValue> { /********* ** Properties *********/ /// <summary>Normalises an asset key to match the cache key.</summary> protected readonly Func<string, string> GetNormalisedPath; /********* ** Accessors *********/ /// <summary>The content's locale code, if the content is localised.</summary> public string Locale { get; } /// <summary>The normalised asset name being read. The format may change between platforms; see <see cref="IsAssetName"/> to compare with a known path.</summary> public string AssetName { get; } /// <summary>The content data being read.</summary> public TValue Data { get; protected set; } /// <summary>The content data type.</summary> public Type DataType { get; } /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="locale">The content's locale code, if the content is localised.</param> /// <param name="assetName">The normalised asset name being read.</param> /// <param name="data">The content data being read.</param> /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> public ContentEventData(string locale, string assetName, TValue data, Func<string, string> getNormalisedPath) : this(locale, assetName, data, data.GetType(), getNormalisedPath) { } /// <summary>Construct an instance.</summary> /// <param name="locale">The content's locale code, if the content is localised.</param> /// <param name="assetName">The normalised asset name being read.</param> /// <param name="data">The content data being read.</param> /// <param name="dataType">The content data type being read.</param> /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> public ContentEventData(string locale, string assetName, TValue data, Type dataType, Func<string, string> getNormalisedPath) { this.Locale = locale; this.AssetName = assetName; this.Data = data; this.DataType = dataType; this.GetNormalisedPath = getNormalisedPath; } /// <summary>Get whether the asset name being loaded matches a given name after normalisation.</summary> /// <param name="path">The expected asset path, relative to the game's content folder and without the .xnb extension or locale suffix (like 'Data\ObjectInformation').</param> public bool IsAssetName(string path) { path = this.GetNormalisedPath(path); return this.AssetName.Equals(path, StringComparison.InvariantCultureIgnoreCase); } /// <summary>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.</summary> /// <param name="value">The new content value.</param> /// <exception cref="ArgumentNullException">The <paramref name="value"/> is null.</exception> /// <exception cref="InvalidCastException">The <paramref name="value"/>'s type is not compatible with the loaded asset's type.</exception> 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 *********/ /// <summary>Get a human-readable type name.</summary> /// <param name="type">The type to name.</param> 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; } } }