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moved raw content handling to MLEM.Data
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9 changed files with 11 additions and 12 deletions
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@ -2,7 +2,7 @@
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Sometimes, there's a good reason for wanting to load game assets directly rather than using the MonoGame Content Pipeline, which packs files into a binary `xnb` format. Those reasons include, for example, making your game easily moddable or allowing for texture packs.
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The **MLEM** package contains a solution for this: `RawContentManager`.
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The **MLEM.Data** package contains a solution for this: `RawContentManager`.
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## What it does
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A raw content manager works very similarly to a regular `ContentManager`: You can load different types of assets through the `Load<T>` method, and they will automatically be managed and disposed when the game closes.
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@ -31,12 +31,12 @@ By default, the raw content manager supports the following types, as long as the
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- `SoundEffect` (ogg, wav, mp3)
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- `Song` (gg, wav, mp3)
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- Any XML files (xml)
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- Any JSON files (json) if `MLEM.Data` is used
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- Any JSON files (json)
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To add more content types that can be loaded by the raw content manager, you simply have to extend either `RawContentReader` or the generic version, `RawContentReader<T>`. For example, this is a content reader that loads a `txt` file as a string:
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```cs
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using System.IO;
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using MLEM.Content;
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using MLEM.Data.Content;
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namespace Test {
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public class StringReader : RawContentReader<string> {
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@ -6,7 +6,7 @@ using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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namespace MLEM.Content {
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namespace MLEM.Data.Content {
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/// <summary>
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/// Represents a version of <see cref="ContentManager"/> that doesn't load content binary <c>xnb</c> files, but rather as their regular formats.
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/// </summary>
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@ -2,7 +2,7 @@ using System;
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using System.IO;
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using Microsoft.Xna.Framework.Content;
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namespace MLEM.Content {
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namespace MLEM.Data.Content {
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/// <summary>
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/// Represents a way for any kind of raw content file to be read using a <see cref="RawContentManager"/>
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/// </summary>
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@ -1,9 +1,8 @@
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using System;
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using System.IO;
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using MLEM.Content;
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using Newtonsoft.Json;
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namespace MLEM.Data.Json {
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namespace MLEM.Data.Content {
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/// <inheritdoc />
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public class RawJsonReader : RawContentReader {
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@ -2,7 +2,7 @@ using System;
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using System.IO;
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using Microsoft.Xna.Framework.Media;
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namespace MLEM.Content {
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namespace MLEM.Data.Content {
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/// <inheritdoc />
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public class SongReader : RawContentReader<Song> {
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@ -1,7 +1,7 @@
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using System.IO;
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using Microsoft.Xna.Framework.Audio;
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namespace MLEM.Content {
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namespace MLEM.Data.Content {
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/// <inheritdoc />
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public class SoundEffectReader : RawContentReader<SoundEffect> {
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using System.IO;
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using Microsoft.Xna.Framework.Graphics;
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namespace MLEM.Content {
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namespace MLEM.Data.Content {
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/// <inheritdoc />
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public class Texture2DReader : RawContentReader<Texture2D> {
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@ -2,7 +2,7 @@ using System;
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using System.IO;
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using System.Xml.Serialization;
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namespace MLEM.Content {
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namespace MLEM.Data.Content {
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/// <inheritdoc />
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public class XmlReader : RawContentReader {
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@ -5,8 +5,8 @@ using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using MLEM.Cameras;
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using MLEM.Content;
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using MLEM.Data;
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using MLEM.Data.Content;
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using MLEM.Extended.Extensions;
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using MLEM.Extended.Font;
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using MLEM.Extended.Tiled;
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