Difference between revisions of "Modding:Migrate to SMAPI 3.0"

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Revision as of 18:37, 8 October 2018

Index

This is an internal draft page. SMAPI 3.0 is not ready and modders don't need to do anything yet.

This page is for modders. Players: see Modding:SMAPI compatibility instead.

This page explains how to update your mod code for compatibility with SMAPI 3.0 (release TBD).

Overview

What's changing?

SMAPI compatibility over time. The SMAPI 2.0 release in October 2017 appears as a small bump. The Stardew Valley 1.3 release in May 2018 appears as a sudden cliff.

Events are arguably the most important and most visible part of SMAPI, but they've stayed essentially unchanged since SMAPI 0.40. New events have been added organically since then, but the event system has always been separate from the rest of SMAPI — they're inconsistent, have some weird behaviours (like MenuEvents.MenuChanged not being raised when a menu is closed), aren't available through the same helper as every other API, and there are some glaring omissions in the available events.

SMAPI 3.0 is the release that fixes all that. This release...

  • Completely rewrites the event engine to make events more efficient and enable events that weren't possible before.
  • Makes events much more consistent: they're now fully compliant with the .NET design guidelines, have predictable and descriptive names, have consistent event handler signatures, and have clear documentation.
  • All events are now accessible through helper.Events, so they're discoverable like any other SMAPI API.
  • Weird behaviours and overlapping events have been eliminated.
  • Many new events have been added.
  • Every event now has relevant event arguments.

Is this the modapocalypse?

Nope. Although this is a major change, significant effort will be undertaken to minimise the impact:

  • the old events will be supported for a long time with increasingly prominent warnings in the SMAPI console about their deprecation and removal;
  • pull requests will be submitted to update affected open-source mods;
  • unofficial updates will be created for mods which haven't updated officially by the time SMAPI 3.0 is released;
  • the changes will be actively communicated and documented to modders.

In addition, the current target is at least 95% compatibility for open-source mods before SMAPI 3.0 is released. All of this means that the 3.0 release should have minimal impact on mod compatibility, despite the scope of the changes.

How to update your mod

You don't need to comb through your code manually. SMAPI can tell you if you're using a deprecated interface:

  1. Use the latest SMAPI for developers download. This will show deprecation messages in the console:
    Modding - updating deprecated SMAPI code - deprecation warnings.png
  2. When you look at the code, you'll see a deprecation warning with a hint of how to fix it:
    Modding - updating deprecated SMAPI code - deprecation intellisense.png
  3. You can refer to the following sections on how to replace specific interfaces.

Major changes

Event changes

The former events will be removed in SMAPI 3.0. Here's how to convert them to the new events under this.Helper.Events. This list does not cover new events in 3.0.

old event new event conversion notes
ContentEvents.AfterLocaleChanged n/a Mods very rarely need to handle this, since SMAPI's translation and content APIs do. Since the locale can only change on the title screen, mods that used this can check once the save is loaded instead.
ControlEvents.ControllerButtonPressed
ControlEvents.ControllerButtonReleased
ControlEvents.ControllerTriggerPressed
ControlEvents.ControllerTriggerReleased
Input.ButtonPressed
Input.ButtonReleased
Mostly equivalent.
  • Remove e.PlayerIndex (this was always PlayerIndex.One).
  • Change e.ButtonPressed to e.Button, which is now an SButton value.
  • Remove e.Value for trigger events.
ControlEvents.KeyboardChanged Input.ButtonPressed
Input.ButtonReleased
Not directly equivalent; may need to rewrite affected code.
ControlEvents.KeyPressed
ControlEvents.KeyReleased
Input.ButtonPressed
Input.ButtonReleased
Mostly equivalent.
  • Change e.KeyPressed to e.Button, which is now an SButton value.
ControlEvents.MouseChanged Input.ButtonPressed
Input.ButtonReleased
Input.CursorMoved
Input.MouseWheelScrolled
Not directly equivalent; may need to rewrite affected code.
GameEvents.EighthUpdateTick GameLoop.UpdateTicked
  • Check if e.IsMultipleOf(8).
GameEvents.FirstUpdateTick GameLoop.GameLaunched The new event is raised before the first update tick. To do something after the first update tick, use GameEvents.UpdateTicked with if (e.Ticks == 1).
GameEvents.FourthUpdateTick GameLoop.UpdateTicked
  • Check if e.IsMultipleOf(4).
GameEvents.HalfSecondTick GameLoop.UpdateTicked
  • Check if e.IsMultipleOf(30).
GameEvents.OneSecondTick GameLoop.UpdateTicked
  • Check if e.IsOneSecond.
GameEvents.QuarterSecondTick GameLoop.UpdateTicked
  • Check if e.IsMultipleOf(15).
GameEvents.SecondUpdateTick GameLoop.UpdateTicked
  • Check if e.IsMultipleOf(2).
GameEvents.UpdateTick GameLoop.UpdateTicked Equivalent.
GraphicsEvents.OnPostRenderEvent Display.Rendered Equivalent, except the new event isn't triggered during certain special cutscenes and minigames (e.g. the board game scene).
GraphicsEvents.OnPostRenderGuiEvent Display.RenderedActiveMenu Equivalent.
GraphicsEvents.OnPostRenderHudEvent Display.RenderedHud Equivalent.
GraphicsEvents.OnPreRenderEvent Display.RenderingWorld Equivalent.
GraphicsEvents.OnPreRenderGuiEvent Display.RenderingActiveMenu Equivalent.
GraphicsEvents.OnPreRenderHudEvent Display.RenderingHud Equivalent.
GraphicsEvents.Resize Display.WindowResized Equivalent.
InputEvents.ButtonPressed
InputEvents.ButtonReleased
Input.ButtonPressed
Input.ButtonReleased
Mostly equivalent.
  • Change e.IsActionButton to e.Button.IsActionButton().
  • Change e.IsUseToolButton to e.Button.IsUseToolButton().
  • Change e.SuppressButton to this.Helper.Input.Suppress(button).
LocationEvents.BuildingsChanged World.BuildingListChanged Equivalent.
LocationEvents.LocationsChanged World.LocationListChanged Equivalent.
LocationEvents.ObjectsChanged World.ObjectListChanged Equivalent.
MenuEvents.MenuChanged
MenuEvents.MenuClosed
Display.MenuChanged Combined into one event which is called when a menu is opened, closed, or replaced. You can check the e.NewMenu and e.PriorMenu to know what the change is.
MineEvents.MineLevelChanged TODO
MultiplayerEvents.AfterMainBroadcast
MultiplayerEvents.AfterMainSync
MultiplayerEvents.BeforeMainBroadcast
MultiplayerEvents.BeforeMainSync
n/a Mods very rarely need these, and no open-source mod uses them. If you need these, consider replacing Game1.multiplayer with a delegating subclass.
PlayerEvents.InventoryChanged TODO
PlayerEvents.LeveledUp TODO
PlayerEvents.Warped TODO
SaveEvents.AfterCreate GameLoop.SaveCreated Equivalent.
SaveEvents.AfterLoad GameLoop.SaveLoaded Equivalent.
SaveEvents.AfterReturnToTitle GameLoop.ReturnedToTitle Equivalent.
SaveEvents.AfterSave GameLoop.Saved Equivalent.
SaveEvents.BeforeCreate GameLoop.SaveCreating Equivalent.
SaveEvents.BeforeSave GameLoop.Saving Equivalent.
SpecialisedEvents.UnvalidatedUpdateTick Specialised.UnvalidatedUpdateTicked Equivalent.
TimeEvents.AfterDayStarted GameLoop.DayStarted Equivalent.
TimeEvents.TimeOfDayChanged TODO

Removed CreateTransitionalContentPack

this.Helper.CreateTransitionalContentPack was a temporary method to support mods which already accepted custom content packs in their subfolder. All such content packs should be migrated to regular SMAPI content packs. This method will be removed in SMAPI 3.0.