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MLEM/Docs/articles/raw_content.md

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Raw Content Manager

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.

The MLEM.Data package contains a solution for this: RawContentManager.

What it does

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.

However, the RawContentManager loads assets in their usual file type, rather than xnb, meaning that they don't have to be compiled using the Content Pipeline first.

How to use it

To create a new raw content manager, simply call its constructor in your LoadContent method. Optionally, you can add it as a game component, which will automatically dispose it when the game closes.

protected override void LoadContent() {
    this.rawContent = new RawContentManager(this.Services);
    this.Components.Add(this.rawContent);

    // load other content here
}

Then, you can simply load an asset in your Content directory like you would with the regular ContentManager:

this.testTexture = this.rawContent.Load<Texture2D>("Textures/Test");

Adding more content types

By default, the raw content manager supports the following types, as long as their files are appended with one of the supported file extensions:

  • Texture2D (png, bmp, gif, jpg, tif, dds)
  • SoundEffect (ogg, wav, mp3)
  • Song (gg, wav, mp3)
  • Any XML files (xml)
  • Any JSON files (json, json5, jsonc)

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:

using System.IO;
using MLEM.Data.Content;

namespace Test {
    public class StringReader : RawContentReader<string> {

        public override string[] GetFileExtensions() {
            // return an array of supported file extensions
            return new[] {"txt"};
        }

        protected override string Read(RawContentManager manager, string assetPath, Stream stream, string existing) {
            // use the stream (or the asset path) here and
            // return the loaded content file
            using (var reader = new StreamReader(stream))
                return reader.ReadToEnd();
        }

    }
}

As RawContentManager automatically collects all raw content readers in the loaded assemblies, you don't have to register your custom reader anywhere.

Environments without reflection or with trimming

By default, the RawContentManager finds all types that extend RawContentReader in all loaded assemblies, so they don't have to be added manually. This won't work in environments like NativeAOT, where reflection isn't as readily available, or in assemblies that get trimmed.

If you're in an environment with this restriction, you can manually collect all the content readers that you plan on using and call the constructor that accepts a list of content readers instead:

protected override void LoadContent() {
    var neededReaders = new List<RawContentReader> {
        new Texture2DReader(), new JsonReader() // ...
    };
    this.rawContent = new RawContentManager(this.Services, neededReaders);
    this.Components.Add(this.rawContent);
}