using System; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace StardewModdingAPI { /// Provides an API for loading content assets. public interface IContentHelper : IModLinked { /// Load content from the game folder or mod folder (if not already cached), and return it. When loading a .png file, this must be called outside the game's draw loop. /// The expected data type. The main supported types are and dictionaries; other types may be supported by the game's content pipeline. /// The asset key to fetch (if the is ), or the local path to a content file relative to the mod folder. /// Where to search for a matching content asset. /// The is empty or contains invalid characters. /// The content asset couldn't be loaded (e.g. because it doesn't exist). T Load(string key, ContentSource source = ContentSource.ModFolder); /// Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists. /// The asset key to fetch (if the is ), or the local path to a content file relative to the mod folder. /// Where to search for a matching content asset. /// The is empty or contains invalid characters. string GetActualAssetKey(string key, ContentSource source = ContentSource.ModFolder); } }