summaryrefslogtreecommitdiff
path: root/src/SMAPI/IAssetName.cs
blob: 22f5c6b7fdf9a9658b107186517c8d2af8234b72 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
#nullable disable

using System;
using StardewValley;

namespace StardewModdingAPI
{
    /// <summary>The name for an asset loaded through the content pipeline.</summary>
    public interface IAssetName : IEquatable<IAssetName>
    {
        /*********
        ** Accessors
        *********/
        /// <summary>The full normalized asset name, including the locale if applicable (like <c>Data/Achievements.fr-FR</c>).</summary>
        string Name { get; }

        /// <summary>The base asset name without the locale code.</summary>
        string BaseName { get; }

        /// <summary>The locale code specified in the <see cref="Name"/>, if it's a valid code recognized by the game content.</summary>
        string LocaleCode { get; }

        /// <summary>The language code matching the <see cref="LocaleCode"/>, if applicable.</summary>
        LocalizedContentManager.LanguageCode? LanguageCode { get; }


        /*********
        ** Public methods
        *********/
        /// <summary>Get whether the given asset name is equivalent, ignoring capitalization and formatting.</summary>
        /// <param name="assetName">The asset name to compare this instance to.</param>
        /// <param name="useBaseName">Whether to compare the given name with the <see cref="BaseName"/> (if true) or <see cref="Name"/> (if false). This has no effect on any locale included in the given <paramref name="assetName"/>.</param>
        bool IsEquivalentTo(string assetName, bool useBaseName = false);

        /// <summary>Get whether the given asset name is equivalent, ignoring capitalization and formatting.</summary>
        /// <param name="assetName">The asset name to compare this instance to.</param>
        /// <param name="useBaseName">Whether to compare the given name with the <see cref="BaseName"/> (if true) or <see cref="Name"/> (if false).</param>
        bool IsEquivalentTo(IAssetName assetName, bool useBaseName = false);

        /// <summary>Get whether the asset name starts with the given value, ignoring capitalization and formatting. This can be used with a trailing slash to test for an asset folder, like <c>Data/</c>.</summary>
        /// <param name="prefix">The prefix to match.</param>
        /// <param name="allowPartialWord">Whether to match if the prefix occurs mid-word, so <c>Data/AchievementsToIgnore</c> matches prefix <c>Data/Achievements</c>. If this is false, the prefix only matches if the asset name starts with the prefix followed by a non-alphanumeric character (including <c>.</c>, <c>/</c>, or <c>\\</c>) or the end of string.</param>
        /// <param name="allowSubfolder">Whether to match the prefix if there's a subfolder path after it, so <c>Data/Achievements/Example</c> matches prefix <c>Data/Achievements</c>. If this is false, the prefix only matches if the asset name has no <c>/</c> or <c>\\</c> characters after the prefix.</param>
        bool StartsWith(string prefix, bool allowPartialWord = true, bool allowSubfolder = true);

        /// <summary>Get whether the asset is directly within the given asset path.</summary>
        /// <remarks>For example, <c>Characters/Dialogue/Abigail</c> is directly under <c>Characters/Dialogue</c> but not <c>Characters</c> or <c>Characters/Dialogue/Ab</c>. To allow sub-paths, use <see cref="StartsWith"/> instead.</remarks>
        /// <param name="assetFolder">The asset path to check. This doesn't need a trailing slash.</param>
        bool IsDirectlyUnderPath(string assetFolder);

        /// <summary>Get an asset name representing the <see cref="BaseName"/> without locale.</summary>
        internal IAssetName GetBaseAssetName();
    }
}