using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using Microsoft.Xna.Framework.Graphics;
namespace StardewModdingAPI.Framework
{
/// Encapsulates access and changes to content being read from a data file.
internal class ContentEventHelper : EventArgs, IContentEventHelper
{
/*********
** Properties
*********/
/// Normalises an asset key to match the cache key.
private readonly Func GetNormalisedPath;
/*********
** Accessors
*********/
/// The normalised asset path being read. The format may change between platforms; see to compare with a known path.
public string Path { get; }
/// The content data being read.
public object Data { get; private set; }
/*********
** Public methods
*********/
/// Construct an instance.
/// The file path being read.
/// The content data being read.
/// Normalises an asset key to match the cache key.
public ContentEventHelper(string path, object data, Func getNormalisedPath)
{
this.Path = path;
this.Data = data;
this.GetNormalisedPath = getNormalisedPath;
}
/// Get whether the asset path being loaded matches a given path after normalisation.
/// The expected asset path, relative to the game folder and without the .xnb extension (like 'Data\ObjectInformation').
/// Whether to match a localised version of the asset file (like 'Data\ObjectInformation.ja-JP').
public bool IsPath(string path, bool matchLocalisedVersion = true)
{
path = this.GetNormalisedPath(path);
// equivalent
if (this.Path.Equals(path, StringComparison.InvariantCultureIgnoreCase))
return true;
// localised version
if (matchLocalisedVersion)
{
return
this.Path.StartsWith($"{path}.", StringComparison.InvariantCultureIgnoreCase) // starts with given path
&& Regex.IsMatch(this.Path.Substring(path.Length + 1), "^[a-z]+-[A-Z]+$"); // ends with locale (e.g. pt-BR)
}
// no match
return false;
}
/// 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($"The content data of type {this.Data.GetType().FullName} can't be converted to the requested {typeof(TData).FullName}.");
return (TData)this.Data;
}
/// Add or replace an entry in the dictionary data.
/// The entry key type.
/// The entry value type.
/// The entry key.
/// The entry value.
/// The content being read isn't a dictionary.
public void SetDictionaryEntry(TKey key, TValue value)
{
IDictionary data = this.GetData>();
data[key] = value;
}
/// Add or replace an entry in the dictionary data.
/// The entry key type.
/// The entry value type.
/// The entry key.
/// A callback which accepts the current value and returns the new value.
/// The content being read isn't a dictionary.
public void SetDictionaryEntry(TKey key, Func value)
{
IDictionary data = this.GetData>();
data[key] = value(data[key]);
}
/// Replace the entire content value with the given value. This is generally not recommended, since it may break compatibility with other mods or different versions of the game.
/// The new content value.
/// The is null.
/// The 's type is not compatible with the loaded asset's type.
public void ReplaceWith(object value)
{
if (value == null)
throw new ArgumentNullException(nameof(value), "Can't set a loaded asset to a null value.");
if (!this.Data.GetType().IsInstanceOfType(value))
throw new InvalidCastException($"Can't replace loaded asset of type {this.GetFriendlyTypeName(this.Data.GetType())} with value of type {this.GetFriendlyTypeName(value.GetType())}. The new type must be compatible to prevent game errors.");
this.Data = value;
}
/*********
** Private methods
*********/
/// Get a human-readable type name.
/// The type to name.
private 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;
}
}
}