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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.
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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.
    
==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#">
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<syntaxhighlight lang="c#">
class ModConfig
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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>
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</syntaxhighlight>
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That model would be saved to <tt>config.json</tt> with this content:
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That model would be saved to <samp>config.json</samp> with this content:
<source lang="json">
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<syntaxhighlight lang="json">
 
{
 
{
 
   "ExampleBoolean": false,
 
   "ExampleBoolean": false,
 
   "ExampleNumber": 0
 
   "ExampleNumber": 0
 
}
 
}
</source>
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</syntaxhighlight>
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These properties must be public.
    
===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#">
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<syntaxhighlight lang="c#">
class ModConfig
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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>
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</syntaxhighlight>
    
...or set defaults with a constructor:
 
...or set defaults with a constructor:
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<source lang="c#">
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<syntaxhighlight lang="c#">
class ModConfig
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public sealed class ModConfig
 
{
 
{
 
   public bool ExampleBoolean { get; set; }
 
   public bool ExampleBoolean { get; set; }
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   }
 
   }
 
}
 
}
</source>
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</syntaxhighlight>
    
==Using the config file==
 
==Using the config file==
To read the <tt>config.json</tt> (SMAPI will create it automatically):
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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:
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<li>Access the config values in your <samp>ModEntry</samp> class:
<source lang="c#">
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<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
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internal sealed class ModEntry : Mod
 
{
 
{
 
     /*********
 
     /*********
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     }
 
     }
 
}
 
}
</source>
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</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>.
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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>.
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{{modding guide footer
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Note that <samp>ReadConfig</samp> will raise an exception if the user does not provide a valid JSON.
|prev = [[Modding:Modder Guide/APIs|SMAPI reference]]
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|next =  
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==Keybind settings==
}}
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: {{main article|Modding:Modder Guide/APIs/Input}}
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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):
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<syntaxhighlight lang="c#">
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class ModConfig
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{
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  public KeybindList ToggleKey { get; set; } = KeybindList.Parse("LeftShift + F2, LeftTrigger");
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}
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</syntaxhighlight>
 +
 
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The value is automatically written/parsed in the <samp>config.json</samp> file as a string:
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<syntaxhighlight lang="json">
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{
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  "ToggleKey": "LeftShift + F2, LeftTrigger"
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}
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</syntaxhighlight>
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