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using System;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using xTile;

namespace StardewModdingAPI
{
    /// <summary>An API that provides access to a content pack.</summary>
    public interface IContentPack
    {
        /*********
        ** Accessors
        *********/
        /// <summary>The full path to the content pack's folder.</summary>
        string DirectoryPath { get; }

        /// <summary>The content pack's manifest.</summary>
        IManifest Manifest { get; }

        /// <summary>Provides translations stored in the content pack's <c>i18n</c> folder. See <see cref="IModHelper.Translation"/> for more info.</summary>
        ITranslationHelper Translation { get; }


        /*********
        ** Public methods
        *********/
        /// <summary>Get whether a given file exists in the content pack.</summary>
        /// <param name="path">The file path to check.</param>
        bool HasFile(string path);

        /// <summary>Read a JSON file from the content pack folder.</summary>
        /// <typeparam name="TModel">The model type. This should be a plain class that has public properties for the data you want. The properties can be complex types.</typeparam>
        /// <param name="path">The file path relative to the content pack directory.</param>
        /// <returns>Returns the deserialised model, or <c>null</c> if the file doesn't exist or is empty.</returns>
        /// <exception cref="InvalidOperationException">The <paramref name="path"/> is not relative or contains directory climbing (../).</exception>
        TModel ReadJsonFile<TModel>(string path) where TModel : class;

        /// <summary>Save data to a JSON file in the content pack's folder.</summary>
        /// <typeparam name="TModel">The model type. This should be a plain class that has public properties for the data you want. The properties can be complex types.</typeparam>
        /// <param name="path">The file path relative to the mod folder.</param>
        /// <param name="data">The arbitrary data to save.</param>
        /// <exception cref="InvalidOperationException">The <paramref name="path"/> is not relative or contains directory climbing (../).</exception>
        void WriteJsonFile<TModel>(string path, TModel data) where TModel : class;

        /// <summary>Load content from the content pack folder (if not already cached), and return it. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary>
        /// <typeparam name="T">The expected data type. The main supported types are <see cref="Map"/>, <see cref="Texture2D"/>, and dictionaries; other types may be supported by the game's content pipeline.</typeparam>
        /// <param name="key">The local path to a content file relative to the content pack folder.</param>
        /// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception>
        /// <exception cref="ContentLoadException">The content asset couldn't be loaded (e.g. because it doesn't exist).</exception>
        T LoadAsset<T>(string key);

        /// <summary>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.</summary>
        /// <param name="key">The the local path to a content file relative to the content pack folder.</param>
        /// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception>
        string GetActualAssetKey(string key);
    }
}