apply style conventions
This commit is contained in:
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@ -65,21 +65,8 @@ namespace StardewModdingAPI.Framework.ContentManagers
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/// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param>
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/// <param name="fileLookup">A lookup for files within the <paramref name="rootDirectory"/>.</param>
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/// <param name="useRawImageLoading">Whether to use raw image data when possible, instead of initializing an XNA Texture2D instance through the GPU.</param>
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public ModContentManager(
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string name,
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IContentManager gameContentManager,
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IServiceProvider serviceProvider,
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string modName,
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string rootDirectory,
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CultureInfo currentCulture,
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ContentCoordinator coordinator,
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IMonitor monitor,
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Reflector reflection,
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JsonHelper jsonHelper,
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Action<BaseContentManager> onDisposing,
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IFileLookup fileLookup,
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bool useRawImageLoading
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) : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true)
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public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing, IFileLookup fileLookup, bool useRawImageLoading)
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: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true)
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{
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this.GameContentManager = gameContentManager;
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this.FileLookup = fileLookup;
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@ -116,14 +103,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string? contentManagerID, out IAssetName? relativePath))
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{
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if (contentManagerID != this.Name)
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{
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throw this.GetLoadError(
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assetName,
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ContentLoadErrorType.AccessDenied,
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"can't load a different mod's managed asset key through this mod content manager."
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);
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}
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throw this.GetLoadError(assetName, ContentLoadErrorType.AccessDenied, "can't load a different mod's managed asset key through this mod content manager.");
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assetName = relativePath;
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}
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}
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@ -148,12 +128,11 @@ namespace StardewModdingAPI.Framework.ContentManagers
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_ => this.HandleUnknownFileType<T>(assetName, file)
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};
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}
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catch (SContentLoadException)
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{
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throw;
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}
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catch (Exception ex)
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{
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if (ex is SContentLoadException)
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throw;
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throw this.GetLoadError(assetName, ContentLoadErrorType.Other, "an unexpected error occurred.", ex);
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}
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@ -183,20 +162,14 @@ namespace StardewModdingAPI.Framework.ContentManagers
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/*********
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** Private methods
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*********/
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/// <summary>
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/// Validates that the provided <typeparamref name="TInput">type</typeparamref> is compatible with <typeparamref name="TExpected"/>.
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/// </summary>
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/// <summary>Validates that the provided <typeparamref name="TInput">type</typeparamref> is compatible with <typeparamref name="TExpected"/>.</summary>
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/// <typeparam name="TInput">Type to validate compatibility of.</typeparam>
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/// <typeparam name="TExpected">Type to validate compatibility against.</typeparam>
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/// <param name="assetName">The asset name relative to the loader root directory.</param>
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/// <param name="file">The file being loaded.</param>
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/// <param name="exception">The exception to throw if the type validation fails, otherwise <see langword="null"/>.</param>
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/// <returns><see langword="true"/> if the type validation succeeds, otherwise <see langword="false"/></returns>
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private bool ValidateType<TInput, TExpected>(
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IAssetName assetName,
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FileInfo file,
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[NotNullWhen(false)] out SContentLoadException? exception
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)
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private bool ValidateType<TInput, TExpected>(IAssetName assetName, FileInfo file, [NotNullWhen(false)] out SContentLoadException? exception)
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{
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if (typeof(TInput).IsAssignableFrom(typeof(TExpected)))
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{
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@ -204,18 +177,11 @@ namespace StardewModdingAPI.Framework.ContentManagers
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return true;
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}
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exception = this.GetLoadError(
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assetName,
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ContentLoadErrorType.InvalidData,
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$"can't read file with extension '{file.Extension}' as type '{typeof(TInput)}'; must be type '{typeof(TExpected)}'."
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);
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exception = this.GetLoadError(assetName, ContentLoadErrorType.InvalidData, $"can't read file with extension '{file.Extension}' as type '{typeof(TInput)}'; must be type '{typeof(TExpected)}'.");
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return false;
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}
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/// <summary>
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/// Validates that the provided <typeparamref name="TInput">type</typeparamref>
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/// is compatible with <typeparamref name="TExpected0"/> or <typeparamref name="TExpected1"/>
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/// </summary>
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/// <summary>Validates that the provided <typeparamref name="TInput">type</typeparamref> is compatible with <typeparamref name="TExpected0"/> or <typeparamref name="TExpected1"/>.</summary>
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/// <typeparam name="TInput">Type to validate compatibility of.</typeparam>
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/// <typeparam name="TExpected0">First type to validate compatibility against.</typeparam>
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/// /// <typeparam name="TExpected1">Second type to validate compatibility against.</typeparam>
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@ -223,11 +189,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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/// <param name="file">The file being loaded.</param>
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/// <param name="exception">The exception to throw if the type validation fails, otherwise <see langword="null"/>.</param>
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/// <returns><see langword="true"/> if the type validation succeeds, otherwise <see langword="false"/></returns>
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private bool ValidateType<TInput, TExpected0, TExpected1>(
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IAssetName assetName,
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FileInfo file,
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[NotNullWhen(false)] out SContentLoadException? exception
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)
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private bool ValidateType<TInput, TExpected0, TExpected1>(IAssetName assetName, FileInfo file, [NotNullWhen(false)] out SContentLoadException? exception)
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{
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if (typeof(TInput).IsAssignableFrom(typeof(TExpected0)) || typeof(TInput).IsAssignableFrom(typeof(TExpected1)))
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{
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@ -235,11 +197,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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return true;
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}
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exception = this.GetLoadError(
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assetName,
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ContentLoadErrorType.InvalidData,
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$"can't read file with extension '{file.Extension}' as type '{typeof(TInput)}'; must be type '{typeof(TExpected0)}' or '{typeof(TExpected1)}'."
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);
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exception = this.GetLoadError(assetName, ContentLoadErrorType.InvalidData, $"can't read file with extension '{file.Extension}' as type '{typeof(TInput)}'; must be type '{typeof(TExpected0)}' or '{typeof(TExpected1)}'.");
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return false;
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}
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@ -252,9 +210,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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{
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// validate
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if (!this.ValidateType<T, XmlSource>(assetName, file, out var exception))
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{
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throw exception;
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}
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// load
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string source = File.ReadAllText(file.FullName);
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@ -268,10 +224,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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private T LoadDataFile<T>(IAssetName assetName, FileInfo file)
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{
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if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out T? asset))
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{
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// should never happen as we check for file existence before calling this method
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throw this.GetLoadError(assetName, ContentLoadErrorType.InvalidData, "the JSON file is invalid.");
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}
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throw this.GetLoadError(assetName, ContentLoadErrorType.InvalidData, "the JSON file is invalid."); // should never happen since we check for file existence before calling this method
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return asset;
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}
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@ -284,16 +237,14 @@ namespace StardewModdingAPI.Framework.ContentManagers
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{
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// validate type
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if (!this.ValidateType<T, Texture2D, IRawTextureData>(assetName, file, out var exception))
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{
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throw exception;
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}
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bool asRawData = typeof(T).IsAssignableTo(typeof(IRawTextureData));
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// load
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if (asRawData || this.UseRawImageLoading)
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{
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(Size size, Color[] pixels) = ModContentManager.LoadRawImageData(file, asRawData);
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(Size size, Color[] pixels) = this.LoadRawImageData(file, asRawData);
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if (asRawData)
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return (T)(object)new RawTextureData(size.Width, size.Height, pixels);
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@ -308,7 +259,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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{
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using FileStream stream = File.OpenRead(file.FullName);
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Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
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texture = ModContentManager.PremultiplyTransparency(texture);
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texture = this.PremultiplyTransparency(texture);
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return (T)(object)texture;
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}
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}
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@ -319,7 +270,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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/// <remarks>This is separate to let framework mods intercept the data before it's loaded, if needed.</remarks>
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[SuppressMessage("ReSharper", "UnusedParameter.Local", Justification = "The 'forRawData' parameter is only added for mods which may intercept this method.")]
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[SuppressMessage("Style", "IDE0060:Remove unused parameter", Justification = "The 'forRawData' parameter is only added for mods which may intercept this method.")]
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private static (Size Size, Color[] Data) LoadRawImageData(FileInfo file, bool forRawData)
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private (Size Size, Color[] Data) LoadRawImageData(FileInfo file, bool forRawData)
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{
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Size size;
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@ -353,9 +304,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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{
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// validate
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if (!this.ValidateType<T, Map>(assetName, file, out var exception))
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{
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throw exception;
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}
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// load
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FormatManager formatManager = FormatManager.Instance;
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@ -371,13 +320,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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private T LoadXnbFile<T>(IAssetName assetName)
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{
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if (typeof(IRawTextureData).IsAssignableFrom(typeof(T)))
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{
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throw this.GetLoadError(
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assetName,
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ContentLoadErrorType.Other,
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$"can't read XNB file as type {typeof(IRawTextureData)}; that type can only be read from a PNG file."
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);
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}
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throw this.GetLoadError(assetName, ContentLoadErrorType.Other, $"can't read XNB file as type {typeof(IRawTextureData)}; that type can only be read from a PNG file.");
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// the underlying content manager adds a .xnb extension implicitly, so
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// we need to strip it here to avoid trying to load a '.xnb.xnb' file.
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/// <param name="file">The file to load.</param>
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private T HandleUnknownFileType<T>(IAssetName assetName, FileInfo file)
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{
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throw this.GetLoadError(
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assetName,
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ContentLoadErrorType.InvalidName,
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$"unknown file extension '{file.Extension}'; must be one of: '.fnt', '.json', '.png', '.tbin', '.tmx', or '.xnb'."
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);
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throw this.GetLoadError(assetName, ContentLoadErrorType.InvalidName, $"unknown file extension '{file.Extension}'; must be one of '.fnt', '.json', '.png', '.tbin', '.tmx', or '.xnb'.");
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}
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/// <summary>Get an error which indicates that an asset couldn't be loaded.</summary>
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@ -429,9 +368,8 @@ namespace StardewModdingAPI.Framework.ContentManagers
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FileInfo file = this.FileLookup.GetFile(path);
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// try with default image extensions
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if (file.Exists || !typeof(Texture2D).IsAssignableFrom(typeof(T)) || ModContentManager.LocalTilesheetExtensions.Contains(file.Extension))
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return file;
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if (!file.Exists && typeof(Texture2D).IsAssignableFrom(typeof(T)) && !ModContentManager.LocalTilesheetExtensions.Contains(file.Extension))
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{
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foreach (string extension in ModContentManager.LocalTilesheetExtensions)
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{
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FileInfo result = new(file.FullName + extension);
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@ -441,6 +379,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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break;
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}
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}
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}
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return file;
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}
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/// <param name="texture">The texture to premultiply.</param>
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/// <returns>Returns a premultiplied texture.</returns>
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/// <remarks>Based on <a href="https://gamedev.stackexchange.com/a/26037">code by David Gouveia</a>.</remarks>
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private static Texture2D PremultiplyTransparency(Texture2D texture)
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private Texture2D PremultiplyTransparency(Texture2D texture)
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{
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// premultiply pixels
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Color[] data = GC.AllocateUninitializedArray<Color>(texture.Width * texture.Height);
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if (pixel.A is (byte.MinValue or byte.MaxValue))
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continue; // no need to change fully transparent/opaque pixels
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data[i] = new Color(
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pixel.R * pixel.A / byte.MaxValue,
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pixel.G * pixel.A / byte.MaxValue,
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pixel.B * pixel.A / byte.MaxValue,
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pixel.A
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); // slower version: Color.FromNonPremultiplied(data[i].ToVector4())
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data[i] = new Color(pixel.R * pixel.A / byte.MaxValue, pixel.G * pixel.A / byte.MaxValue, pixel.B * pixel.A / byte.MaxValue, pixel.A); // slower version: Color.FromNonPremultiplied(data[i].ToVector4())
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changed = true;
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}
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@ -479,10 +413,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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/// <summary>Fix custom map tilesheet paths so they can be found by the content manager.</summary>
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/// <param name="map">The map whose tilesheets to fix.</param>
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/// <param name="relativeMapPath">The relative map path within the mod folder.</param>
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/// <param name="fixEagerPathPrefixes">
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/// Whether to undo the game's eager tilesheet path prefixing for maps loaded from an <c>.xnb</c> file,
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/// which incorrectly prefixes tilesheet paths with the map's local asset key folder.
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/// </param>
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/// <param name="fixEagerPathPrefixes">Whether to undo the game's eager tilesheet path prefixing for maps loaded from an <c>.xnb</c> file, which incorrectly prefixes tilesheet paths with the map's local asset key folder.</param>
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/// <exception cref="ContentLoadException">A map tilesheet couldn't be resolved.</exception>
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private void FixTilesheetPaths(Map map, string relativeMapPath, bool fixEagerPathPrefixes)
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{
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// validate tilesheet path
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string errorPrefix = $"{this.ModName} loaded map '{relativeMapPath}' with invalid tilesheet path '{imageSource}'.";
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if (Path.IsPathRooted(imageSource) || PathUtilities.GetSegments(imageSource).Contains(".."))
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{
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throw new SContentLoadException(
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ContentLoadErrorType.InvalidData,
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$"{errorPrefix} Tilesheet paths must be a relative path without directory climbing (../)."
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);
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}
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throw new SContentLoadException(ContentLoadErrorType.InvalidData, $"{errorPrefix} Tilesheet paths must be a relative path without directory climbing (../).");
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// load best match
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try
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{
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if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, out IAssetName? assetName, out string? error))
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{
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throw new SContentLoadException(
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ContentLoadErrorType.InvalidData,
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$"{errorPrefix} {error}"
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);
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}
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throw new SContentLoadException(ContentLoadErrorType.InvalidData, $"{errorPrefix} {error}");
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if (assetName is not null)
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{
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@ -531,12 +452,11 @@ namespace StardewModdingAPI.Framework.ContentManagers
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tilesheet.ImageSource = assetName.Name;
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}
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}
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catch (SContentLoadException)
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{
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throw;
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}
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catch (Exception ex)
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{
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if (ex is SContentLoadException)
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throw;
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throw new SContentLoadException(ContentLoadErrorType.InvalidData, $"{errorPrefix} The tilesheet couldn't be loaded.", ex);
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}
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}
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@ -580,11 +500,10 @@ namespace StardewModdingAPI.Framework.ContentManagers
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}
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// get from game assets
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AssetName contentKey = this.Coordinator.ParseAssetName(ModContentManager.GetContentKeyForTilesheetImageSource(relativePath), allowLocales: false);
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AssetName contentKey = this.Coordinator.ParseAssetName(this.GetContentKeyForTilesheetImageSource(relativePath), allowLocales: false);
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try
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{
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// no need to bypass cache here, since we're not storing the asset
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this.GameContentManager.LoadLocalized<Texture2D>(contentKey, this.GameContentManager.Language, useCache: true);
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this.GameContentManager.LoadLocalized<Texture2D>(contentKey, this.GameContentManager.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset
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assetName = contentKey;
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return true;
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}
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@ -622,7 +541,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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/// <summary>Get the asset key for a tilesheet in the game's <c>Maps</c> content folder.</summary>
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/// <param name="relativePath">The tilesheet image source.</param>
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private static string GetContentKeyForTilesheetImageSource(string relativePath)
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private string GetContentKeyForTilesheetImageSource(string relativePath)
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{
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string key = relativePath;
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string topFolder = PathUtilities.GetSegments(key, limit: 2)[0];
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