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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();
}
}
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