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73 lines
3.5 KiB
Markdown
73 lines
3.5 KiB
Markdown
# Raw Content Manager
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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.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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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.
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## How to use it
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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.
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```cs
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protected override void LoadContent() {
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this.rawContent = new RawContentManager(this.Services);
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this.Components.Add(this.rawContent);
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// load other content here
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}
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```
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Then, you can simply load an asset in your `Content` directory like you would with the regular `ContentManager`:
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```cs
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this.testTexture = this.rawContent.Load<Texture2D>("Textures/Test");
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```
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## Adding more content types
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By default, the raw content manager supports the following types, as long as their files are appended with one of the supported file extensions:
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- `Texture2D` (png, bmp, gif, jpg, tif, dds)
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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, json5, jsonc)
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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.Data.Content;
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namespace Test {
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public class StringReader : RawContentReader<string> {
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public override string[] GetFileExtensions() {
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// return an array of supported file extensions
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return new[] {"txt"};
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}
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protected override string Read(RawContentManager manager, string assetPath, Stream stream, string existing) {
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// use the stream (or the asset path) here and
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// return the loaded content file
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using (var reader = new StreamReader(stream))
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return reader.ReadToEnd();
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}
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}
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}
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```
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As `RawContentManager` automatically collects all raw content readers in the loaded assemblies, you don't have to register your custom reader anywhere.
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## Environments without reflection or with trimming
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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.
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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:
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```csharp
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protected override void LoadContent() {
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var neededReaders = new List<RawContentReader> {
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new Texture2DReader(), new JsonReader() // ...
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};
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this.rawContent = new RawContentManager(this.Services, neededReaders);
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this.Components.Add(this.rawContent);
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}
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```
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