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| {{../../header}} | | {{../../header}} |
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− | You can let users configure your mod through a standard <tt>config.json</tt> file. SMAPI will automatically create the file and take care of reading, normalising, and updating it. | + | You can let users configure your mod through a standard <samp>config.json</samp> file. SMAPI will automatically create the file and take care of reading, normalising, and updating it. |
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| ==Config model== | | ==Config model== |
| ===Creating a config model=== | | ===Creating a config model=== |
| The ''config model'' is a C# class you create, with properties representing the settings you want to store. It can contain almost anything from a few boolean fields to a complex object graph (though you should try to keep things simple for players). Here's a simple config model: | | The ''config model'' is a C# class you create, with properties representing the settings you want to store. It can contain almost anything from a few boolean fields to a complex object graph (though you should try to keep things simple for players). Here's a simple config model: |
− | <source lang="c#"> | + | <syntaxhighlight lang="c#"> |
− | class ModConfig | + | public sealed class ModConfig |
| { | | { |
| public bool ExampleBoolean { get; set; } | | public bool ExampleBoolean { get; set; } |
| public int ExampleNumber { get; set; } | | public int ExampleNumber { get; set; } |
| } | | } |
− | </source> | + | </syntaxhighlight> |
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− | That model would be saved to <tt>config.json</tt> with this content: | + | That model would be saved to <samp>config.json</samp> with this content: |
− | <source lang="json"> | + | <syntaxhighlight lang="json"> |
| { | | { |
| "ExampleBoolean": false, | | "ExampleBoolean": false, |
| "ExampleNumber": 0 | | "ExampleNumber": 0 |
| } | | } |
− | </source> | + | </syntaxhighlight> |
| + | |
| + | These properties must be public. |
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| ===Default values=== | | ===Default values=== |
| You can set default values in your data model: | | You can set default values in your data model: |
− | <source lang="c#"> | + | <syntaxhighlight lang="c#"> |
− | class ModConfig | + | public sealed class ModConfig |
| { | | { |
| public bool ExampleBoolean { get; set; } = true; | | public bool ExampleBoolean { get; set; } = true; |
| public int ExampleNumber { get; set; } = 5; | | public int ExampleNumber { get; set; } = 5; |
| } | | } |
− | </source> | + | </syntaxhighlight> |
| | | |
| ...or set defaults with a constructor: | | ...or set defaults with a constructor: |
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− | <source lang="c#"> | + | <syntaxhighlight lang="c#"> |
− | class ModConfig | + | public sealed class ModConfig |
| { | | { |
| public bool ExampleBoolean { get; set; } | | public bool ExampleBoolean { get; set; } |
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| } | | } |
| } | | } |
− | </source> | + | </syntaxhighlight> |
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| ==Using the config file== | | ==Using the config file== |
− | To read the <tt>config.json</tt> (SMAPI will create it automatically): | + | To read the <samp>config.json</samp> (SMAPI will create it automatically): |
| | | |
| <ol> | | <ol> |
| <li>Create your [[#Config model|config model]].</li> | | <li>Create your [[#Config model|config model]].</li> |
− | <li>Access the config values in your <tt>ModEntry</tt> class: | + | <li>Access the config values in your <samp>ModEntry</samp> class: |
− | <source lang="c#"> | + | <syntaxhighlight lang="c#"> |
| /// <summary>The main entry point for the mod.</summary> | | /// <summary>The main entry point for the mod.</summary> |
− | public class ModEntry : Mod
| + | internal sealed class ModEntry : Mod |
| { | | { |
| /********* | | /********* |
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| } | | } |
| } | | } |
− | </source> | + | </syntaxhighlight> |
| </li> | | </li> |
| </ol> | | </ol> |
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− | That's it! When the player launches the game, SMAPI will create the <tt>config.json</tt> file automatically if it doesn't exist yet, using the default config options you provided in your model. If you need to save some changes, you can use <tt>this.Helper.WriteConfig(this.Config)</tt>. | + | That's it! When the player launches the game, SMAPI will create the <samp>config.json</samp> file automatically if it doesn't exist yet, using the default config options you provided in your model. If you need to save some changes, you can use <samp>this.Helper.WriteConfig(this.Config)</samp>. |
| + | |
| + | Note that <samp>ReadConfig</samp> will raise an exception if the user does not provide a valid JSON. |
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| ==Keybind settings== | | ==Keybind settings== |
| : {{main article|Modding:Modder Guide/APIs/Input}} | | : {{main article|Modding:Modder Guide/APIs/Input}} |
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− | You can use SMAPI's [[Modding:Modder Guide/APIs/Input#SButton|<tt>SButton</tt>]] type directly in your config model to configure keybindings: | + | You can use SMAPI's [[Modding:Modder Guide/APIs/Input#KeybindList|<samp>KeybindList</samp>]] in your model to let users configure keybinds. This automatically supports multi-key or alternative bindings (''e.g.,'' to support split-screen mode): |
− | <source lang="c#"> | + | |
| + | <syntaxhighlight lang="c#"> |
| class ModConfig | | class ModConfig |
| { | | { |
− | public SButton ToggleKey { get; set; } = SButton.F2; | + | public KeybindList ToggleKey { get; set; } = KeybindList.Parse("LeftShift + F2, LeftTrigger"); |
− | }
| |
− | </source>
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− | | |
− | The value is automatically written/parsed in the <tt>config.json</tt> file as a string:
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− | <source lang="json">
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− | {
| |
− | "ToggleKey": "F2"
| |
| } | | } |
− | </source> | + | </syntaxhighlight> |
− | | |
− | {{SMAPI upcoming|3.9|
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− | For compatibility with split-screen (when you may have players on both keyboard and controller), you should use [[Modding:Modder Guide/APIs/Input#KeybindList|<tt>KeybindList</tt>]] instead:
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− | <source lang="c#"> | + | The value is automatically written/parsed in the <samp>config.json</samp> file as a string: |
− | class ModConfig
| + | <syntaxhighlight lang="json"> |
| { | | { |
− | public KeybindList ToggleKey { get; set; } = KeybindList.ForSingle(SButton.F2); | + | "ToggleKey": "LeftShift + F2, LeftTrigger" |
| } | | } |
− | </source> | + | </syntaxhighlight> |
− | | |
− | This is written/parsed the same way, but lets players specify multi-key or alternative bindings like <code>"LeftShift + F2, LeftTrigger"</code>.
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− | }}
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