add asset type to AssetRequested event (#766)
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@ -30,6 +30,9 @@ namespace StardewModdingAPI.Events
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/// <remarks>For example, if <see cref="Name"/> contains a locale like <c>Data/Bundles.fr-FR</c>, this will be the name without locale like <c>Data/Bundles</c>. If the name has no locale, this field is equivalent.</remarks>
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public IAssetName NameWithoutLocale { get; }
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/// <summary>The requested data type.</summary>
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public Type DataType { get; }
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/// <summary>The load operations requested by the event handler.</summary>
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internal IList<AssetLoadOperation> LoadOperations { get; } = new List<AssetLoadOperation>();
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@ -43,13 +46,15 @@ namespace StardewModdingAPI.Events
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/// <summary>Construct an instance.</summary>
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/// <param name="mod">The mod handling the event.</param>
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/// <param name="name">The name of the asset being requested.</param>
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/// <param name="dataType">The requested data type.</param>
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/// <param name="nameWithoutLocale">The <paramref name="name"/> with any locale codes stripped.</param>
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/// <param name="getOnBehalfOf">Get the mod metadata for a content pack, if it's a valid content pack for the mod.</param>
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internal AssetRequestedEventArgs(IModMetadata mod, IAssetName name, IAssetName nameWithoutLocale, Func<IModMetadata, string, string, IModMetadata> getOnBehalfOf)
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internal AssetRequestedEventArgs(IModMetadata mod, IAssetName name, IAssetName nameWithoutLocale, Type dataType, Func<IModMetadata, string, string, IModMetadata> getOnBehalfOf)
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{
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this.Mod = mod;
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this.Name = name;
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this.NameWithoutLocale = nameWithoutLocale;
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this.DataType = dataType;
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this.GetOnBehalfOf = getOnBehalfOf;
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}
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@ -315,9 +315,10 @@ namespace StardewModdingAPI.Framework
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}
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/// <summary>Get whether an asset from a mod folder exists.</summary>
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/// <typeparam name="T">The expected asset type.</typeparam>
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/// <param name="contentManagerID">The unique name for the content manager which should load this asset.</param>
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/// <param name="assetName">The asset name within the mod folder.</param>
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public bool DoesManagedAssetExist(string contentManagerID, IAssetName assetName)
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public bool DoesManagedAssetExist<T>(string contentManagerID, IAssetName assetName)
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{
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// get content manager
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IContentManager contentManager = this.ContentManagerLock.InReadLock(() =>
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@ -327,7 +328,7 @@ namespace StardewModdingAPI.Framework
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throw new InvalidOperationException($"The '{contentManagerID}' prefix isn't handled by any mod.");
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// get whether the asset exists
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return contentManager.DoesAssetExist(assetName);
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return contentManager.DoesAssetExist<T>(assetName);
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}
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/// <summary>Get a copy of an asset from a mod folder.</summary>
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@ -97,7 +97,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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}
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/// <inheritdoc />
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public virtual bool DoesAssetExist(IAssetName assetName)
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public virtual bool DoesAssetExist<T>(IAssetName assetName)
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{
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return this.Cache.ContainsKey(assetName.Name);
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}
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@ -58,9 +58,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
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}
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/// <inheritdoc />
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public override bool DoesAssetExist(IAssetName assetName)
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public override bool DoesAssetExist<T>(IAssetName assetName)
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{
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if (base.DoesAssetExist(assetName))
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if (base.DoesAssetExist<T>(assetName))
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return true;
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// vanilla asset
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@ -69,11 +69,11 @@ namespace StardewModdingAPI.Framework.ContentManagers
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// managed asset
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if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath))
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return this.Coordinator.DoesManagedAssetExist(contentManagerID, relativePath);
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return this.Coordinator.DoesManagedAssetExist<T>(contentManagerID, relativePath);
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// custom asset from a loader
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string locale = this.GetLocale();
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IAssetInfo info = new AssetInfo(locale, assetName, typeof(object), this.AssertAndNormalizeAssetName);
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IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName);
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AssetLoadOperation[] loaders = this.GetLoaders<object>(info).ToArray();
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if (!this.AssertMaxOneRequiredLoader(info, loaders, out string error))
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@ -29,8 +29,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
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** Methods
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*********/
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/// <summary>Get whether an asset exists and can be loaded.</summary>
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/// <typeparam name="T">The expected asset type.</typeparam>
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/// <param name="assetName">The normalized asset name.</param>
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bool DoesAssetExist(IAssetName assetName);
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bool DoesAssetExist<T>(IAssetName assetName);
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/// <summary>Load an asset through the content pipeline, using a localized variant of the <paramref name="assetName"/> if available.</summary>
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/// <typeparam name="T">The type of asset to load.</typeparam>
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@ -66,9 +66,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
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}
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/// <inheritdoc />
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public override bool DoesAssetExist(IAssetName assetName)
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public override bool DoesAssetExist<T>(IAssetName assetName)
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{
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if (base.DoesAssetExist(assetName))
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if (base.DoesAssetExist<T>(assetName))
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return true;
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FileInfo file = this.GetModFile(assetName.Name);
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@ -44,9 +44,11 @@ namespace StardewModdingAPI.Framework.ModHelpers
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public LocalizedContentManager.LanguageCode CurrentLocaleConstant => this.GameContentManager.Language;
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/// <summary>The observable implementation of <see cref="AssetEditors"/>.</summary>
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[Obsolete]
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internal ObservableCollection<IAssetEditor> ObservableAssetEditors { get; } = new();
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/// <summary>The observable implementation of <see cref="AssetLoaders"/>.</summary>
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[Obsolete]
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internal ObservableCollection<IAssetLoader> ObservableAssetLoaders { get; } = new();
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/// <inheritdoc />
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@ -1151,7 +1151,7 @@ namespace StardewModdingAPI.Framework
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this.EventManager.AssetRequested.Raise(
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invoke: (mod, invoke) =>
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{
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AssetRequestedEventArgs args = new(mod, asset.Name, asset.NameWithoutLocale, this.GetOnBehalfOfContentPack);
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AssetRequestedEventArgs args = new(mod, asset.Name, asset.NameWithoutLocale, asset.DataType, this.GetOnBehalfOfContentPack);
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invoke(args);
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@ -3,7 +3,7 @@ using System.Collections.Generic;
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using System.Diagnostics.Contracts;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using StardewModdingAPI.Framework.Content;
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using StardewModdingAPI.Events;
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using StardewValley;
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using xTile;
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@ -16,9 +16,11 @@ namespace StardewModdingAPI
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** Accessors
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*********/
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/// <summary>Interceptors which provide the initial versions of matching content assets.</summary>
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[Obsolete($"Use {nameof(IMod.Helper)}.{nameof(IModHelper.Events)}.{nameof(IModEvents.Content)} instead. This interface will be removed in SMAPI 4.0.0.")]
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IList<IAssetLoader> AssetLoaders { get; }
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/// <summary>Interceptors which edit matching content assets after they're loaded.</summary>
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[Obsolete($"Use {nameof(IMod.Helper)}.{nameof(IModHelper.Events)}.{nameof(IModEvents.Content)} instead. This interface will be removed in SMAPI 4.0.0.")]
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IList<IAssetEditor> AssetEditors { get; }
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/// <summary>The game's current locale code (like <c>pt-BR</c>).</summary>
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