Difference between revisions of "Modding:Modder Guide/APIs/Config"

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{{../../header}}
  
You can let users configure your mod through a <tt>config.json</tt> file or store data in custom <tt>.json</tt> files. 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 <tt>config.json</tt> file. SMAPI will automatically create the file and take care of reading, normalising, and updating it.
  
==Config files==
+
==Config model==
Here's the simplest way to use <tt>config.json</tt>:
+
===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:
 +
<source lang="c#">
 +
class ModConfig
 +
{
 +
  public bool ExampleBoolean { get; set; }
 +
  public float ExampleFloat { get; set; }
 +
}
 +
</source>
  
<ol>
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If you save that model to a JSON file, the file would look like this:
<li>Create your model. This is just a C# class with properties for the config options you want, and it can contain almost anything from a few boolean fields to a complex object graph. (You should try to keep it simple for your users, though.) You can set default values directly:
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<source lang="json">
 +
{
 +
  "ExampleBoolean": false,
 +
  "ExampleFloat": 0
 +
}
 +
</source>
 +
 
 +
===Default values===
 +
You can set default values in your data model:
 
<source lang="c#">
 
<source lang="c#">
 
class ModConfig
 
class ModConfig
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   }
 
   }
 
}
 
}
</source></li>
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</source>
<li>Here's how you can access the config values in your <tt>ModEntry</tt> class:
+
 
 +
==Using the config file==
 +
To read the <tt>config.json</tt> (SMAPI will create it automatically):
 +
 
 +
<ol>
 +
<li>Create your [[#Config model|config model]].</li>
 +
<li>Access the config values in your <tt>ModEntry</tt> class:
 
<source lang="c#">
 
<source lang="c#">
 
/// <summary>The main entry point for the mod.</summary>
 
/// <summary>The main entry point for the mod.</summary>
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</ol>
 
</ol>
  
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(config)</tt>.
+
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>.
 
 
==JSON files==
 
===Using JSON files===
 
Sometimes one <tt>config.json</tt> isn't enough, or you need to store data that's not meant to be edited by the user. This is pretty easy too:
 
<ol>
 
<li>Create your model (just like the previous section).</li>
 
<li>In your mod code, use the mod helper to read/write a named file. This example assumes you created a class named <tt>ModData</tt>, but you can use different names too.
 
 
 
<source lang="c#">
 
// read file
 
var model = this.Helper.ReadJsonFile<ModData>("data.json") ?? new ModData();
 
 
 
// save file (if needed)
 
this.Helper.WriteJsonFile("data.json", model);
 
</source>
 
 
 
Note that <tt>ReadJsonFile</tt> will return <tt>null</tt> if the file doesn't exist. The above example will create a default instance if that happens; if you don't want to do that, just remove the <code>?? new ModData()</code> part.</li>
 
</ol>
 
 
 
===Subfolders and file names===
 
The above example just uses <tt>"data.json"</tt>, but you can use any valid file name. If you specify a path relative to your mod folder (like <tt>data/some-file.json</tt>), SMAPI will create the folders automatically if needed.
 
 
 
===Per-save JSON files===
 
You can create per-save files by using the save ID in the name. For example, here's a typical per-save data file:
 
 
 
<source lang="c#">
 
// read file
 
var model = this.Helper.ReadJsonFile<ModData>($"data/{Constants.SaveFolderName}.json") ?? new ModData();
 
 
 
// write file (if needed)
 
this.Helper.WriteJsonFile($"data/{Constants.SaveFolderName}.json", model);
 
</source>
 
  
 
{{modding guide footer
 
{{modding guide footer

Revision as of 19:53, 18 August 2018

Creating SMAPI mods SMAPI mascot.png


Modding:Index

You can let users configure your mod through a standard config.json file. SMAPI will automatically create the file and take care of reading, normalising, and updating it.

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:

class ModConfig
{
   public bool ExampleBoolean { get; set; }
   public float ExampleFloat { get; set; }
}

If you save that model to a JSON file, the file would look like this:

{
   "ExampleBoolean": false,
   "ExampleFloat": 0
}

Default values

You can set default values in your data model:

class ModConfig
{
   public bool ExampleBoolean { get; set; } = true;
   public float ExampleFloat { get; set; } = 0.5f;
}

...or set defaults with a constructor:

class ModConfig
{
   public bool ExampleBoolean { get; set; }
   public float ExampleFloat { get; set; }

   public ModConfig()
   {
      this.ExampleBoolean = true;
      this.ExampleFloat = 0.5f;
   }
}

Using the config file

To read the config.json (SMAPI will create it automatically):

  1. Create your config model.
  2. Access the config values in your ModEntry class:
    /// <summary>The main entry point for the mod.</summary>
    public class ModEntry : Mod
    {
        /*********
        ** Properties
        *********/
        /// <summary>The mod configuration from the player.</summary>
        private ModConfig Config;
    
    
        /*********
        ** Public methods
        *********/
        /// <summary>The mod entry point, called after the mod is first loaded.</summary>
        /// <param name="helper">Provides simplified APIs for writing mods.</param>
        public override void Entry(IModHelper helper)
        {
            this.Config = this.Helper.ReadConfig<ModConfig>();
            bool exampleBool = this.Config.ExampleBoolean;
        }
    }
    

That's it! When the player launches the game, SMAPI will create the config.json 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 this.Helper.WriteConfig(this.Config).