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using System;
using System.Collections.Generic;
using System.Diagnostics.Contracts;
using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.Framework.Exceptions;
using StardewValley;
namespace StardewModdingAPI.Framework.ContentManagers
{
/// <summary>A content manager which handles reading files.</summary>
internal interface IContentManager : IDisposable
{
/*********
** Accessors
*********/
/// <summary>A name for the mod manager. Not guaranteed to be unique.</summary>
string Name { get; }
/// <summary>The current language as a constant.</summary>
LocalizedContentManager.LanguageCode Language { get; }
/// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary>
string FullRootDirectory { get; }
/// <summary>Whether this content manager can be targeted by managed asset keys (e.g. to load assets from a mod folder).</summary>
bool IsNamespaced { get; }
/*********
** Methods
*********/
/// <summary>Load an asset that has been processed by the content pipeline.</summary>
/// <typeparam name="T">The type of asset to load.</typeparam>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
/// <param name="language">The language code for which to load content.</param>
/// <param name="useCache">Whether to read/write the loaded asset to the asset cache.</param>
T Load<T>(string assetName, LocalizedContentManager.LanguageCode language, bool useCache);
/// <summary>Perform any cleanup needed when the locale changes.</summary>
void OnLocaleChanged();
/// <summary>Normalise path separators in a file path. For asset keys, see <see cref="AssertAndNormaliseAssetName"/> instead.</summary>
/// <param name="path">The file path to normalise.</param>
[Pure]
string NormalisePathSeparators(string path);
/// <summary>Assert that the given key has a valid format and return a normalised form consistent with the underlying cache.</summary>
/// <param name="assetName">The asset key to check.</param>
/// <exception cref="SContentLoadException">The asset key is empty or contains invalid characters.</exception>
string AssertAndNormaliseAssetName(string assetName);
/// <summary>Get the current content locale.</summary>
string GetLocale();
/// <summary>The locale for a language.</summary>
/// <param name="language">The language.</param>
string GetLocale(LocalizedContentManager.LanguageCode language);
/// <summary>Get whether the content manager has already loaded and cached the given asset.</summary>
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
bool IsLoaded(string assetName);
/// <summary>Get the cached asset keys.</summary>
IEnumerable<string> GetAssetKeys();
/// <summary>Purge matched assets from the cache.</summary>
/// <param name="predicate">Matches the asset keys to invalidate.</param>
/// <param name="dispose">Whether to dispose invalidated assets. This should only be <c>true</c> when they're being invalidated as part of a dispose, to avoid crashing the game.</param>
/// <returns>Returns the invalidated asset names and types.</returns>
IEnumerable<Tuple<string, Type>> InvalidateCache(Func<string, Type, bool> predicate, bool dispose = false);
}
}
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