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using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework.Graphics;
namespace StardewModdingAPI.Framework.Content
{
internal class AssetInfo : IAssetInfo
{
/*********
** Fields
*********/
/// <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="AssetNameEquals"/> to compare with a known path.</summary>
public string AssetName { get; }
/// <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="type">The content type being read.</param>
/// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param>
public AssetInfo(string locale, string assetName, Type type, Func<string, string> getNormalisedPath)
{
this.Locale = locale;
this.AssetName = assetName;
this.DataType = type;
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 AssetNameEquals(string path)
{
path = this.GetNormalisedPath(path);
return this.AssetName.Equals(path, StringComparison.InvariantCultureIgnoreCase);
}
/*********
** 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;
}
}
}
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