Changes

Jump to navigation Jump to search
m
update code example how to asset from content pack
Line 1: Line 1:  
{{../../header}}
 
{{../../header}}
   −
===Content packs===
+
A '''content pack''' is a special type of mod that isn't run by SMAPI directly, but contains files your own mod can read.
A content pack is a sub-mod containing files your mod can read. These are installed just like a regular SMAPI mod, but don't do anything on their own. These must specify your mod in their <tt>manifest.json</tt>. See [[Modding:Content packs]] for more info about content packs.
     −
SMAPI provides a method to get content packs loaded for your mod, and each content pack has an API you can use to read its files:
+
__TOC__
<source lang="c#">
+
==Content pack format==
foreach(IContentPack contentPack in this.Helper.GetContentPacks())
+
A content pack is a folder containing a <samp>manifest.json</samp> file which specifies your mod in its <samp>ContentPackFor</samp> field (see [[../Manifest|manifest]]). The format beyond that is up to you to define. For example, {{nexus mod|1915|Content Patcher}} requires a <samp>content.json</samp> file, but that's not validated by SMAPI itself. Instead, SMAPI provides an API you can use to read any other file you need from the content pack.
 +
 
 +
See [[Modding:Content packs]] for more info about content packs.
 +
 
 +
==Content pack API==
 +
===Get owned content packs===
 +
To get the content packs installed for your mod (including a <samp>Manifest</samp> field with the content pack's [[Modding:Modder Guide/APIs/Manifest|full manifest info]]):
 +
<syntaxhighlight lang="c#">
 +
foreach(IContentPack contentPack in this.Helper.ContentPacks.GetOwned())
 
{
 
{
    // read content pack manifest
+
  this.Monitor.Log($"Reading content pack: {contentPack.Manifest.Name} {contentPack.Manifest.Version} from {contentPack.DirectoryPath}");
    this.Monitor.Log($"Reading content pack: {contentPack.Manifest.Name} {contentPack.Manifest.Version}");
+
}
 +
</syntaxhighlight>
   −
    // read a JSON file
+
Content packs are listed in load order, so they're already sorted for dependencies. For example, if content pack B requires A, they'll be listed in the order A → B.
    YourDataFile data = contentPack.ReadJsonFile<YourDataFile>("content.json");
     −
    // load an asset or image
+
As a note, this can be done as early as ModEntry, although mods often choose to perform this step in the GameLoad or SaveLoaded event.
    Texture2D image = contentPack.LoadAsset<Texture2D>("image.png");
+
 
 +
===Check if a file exists===
 +
You can check if a file exists in the content pack folder using <samp>HasFile</samp>. You can specify a relative path like <samp>data/content.json</samp>.
 +
 
 +
<syntaxhighlight lang="c#">
 +
if (!contentPack.HasFile("content.json"))
 +
{
 +
  // show 'required file missing' error
 
}
 
}
</source>
+
</syntaxhighlight>
 +
 
 +
It is often a good idea to alert the player (and modders who may be using your mod) if the file is missing on deployment.
 +
 
 +
===Read a JSON file===
 +
You can read a JSON file from a content pack folder into [[Modding:Modder Guide/APIs/Data#Data model|a data model]] (<samp>YourDataModel</samp> in the example below) using <samp>ReadJsonFile</samp>. You can specify a relative path like <samp>data/content.json</samp>. This will return <samp>null</samp> if the file doesn't exist.
 +
 
 +
<syntaxhighlight lang="c#">
 +
YourDataModel data = contentPack.ReadJsonFile<YourDataFile>("content.json");
 +
</syntaxhighlight>
 +
 
 +
===Write a JSON file===
 +
You can write a JSON file in a content pack folder using <samp>WriteJsonFile</samp>, using a [[Modding:Modder Guide/APIs/Data#Data model|data model]] (<samp>YourDataModel</samp> in the example below). You can specify a relative path like <samp>data/content.json</samp> (subdirectories will be created automatically if needed). This will create the file if it doesn't exist, or overwrite it if it does.
 +
 
 +
'''Note:''' this is best used for generated files. Overwriting the original files isn't recommended, since a bug in your mod which changes an original file might permanently break the content pack and require the player to reinstall it.
 +
 
 +
<syntaxhighlight lang="c#">
 +
YourDataModel data = new YourDataModel();
 +
contentPack.WriteJsonFile("content.json", data);
 +
</syntaxhighlight>
 +
 
 +
===Read content asset===
 +
You can read [[Modding:Modder Guide/APIs/Content|a content asset]] from the content pack folder using <samp>LoadAsset</samp>. You can optionally specify a relative path to read from a subfolder.
 +
<syntaxhighlight lang="c#">
 +
Texture2D image = contentPack.ModContent.Load<Texture2D>("image.png");
 +
</syntaxhighlight>
 +
 
 +
If you need to pass an asset name to game code, you can use the <samp>GetActualAssetKey</samp> method:
 +
<syntaxhighlight lang="c#">
 +
tilesheet.ImageSource = contentPack.GetActualAssetKey("image.png");
 +
</syntaxhighlight>
 +
 
 +
===Get translations===
 +
You can read translations from the content pack's <samp>i18n</samp> folder. This is identical to the [[Modding:Modder Guide/APIs/Translation|translation API]], but accessed through <samp>contentPack.Translations</samp>:
 +
<syntaxhighlight lang="c#">
 +
string text = contentPack.Translation.Get("item-type.label");
 +
</syntaxhighlight>
 +
 
 +
===Create a fake content pack===
 +
In specialised cases, you can create a temporary content pack for a given directory path:
 +
<syntaxhighlight lang="c#">
 +
// create with random manifest data
 +
IContentPack contentPack = this.Helper.ContentPacks.CreateFake(
 +
  directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"),
 +
);
 +
 
 +
// create with given manifest fields
 +
IContentPack contentPack = this.Helper.ContentPacks.CreateTemporary(
 +
  directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"),
 +
  id: Guid.NewGuid().ToString("N"),
 +
  name: "temporary content pack",
 +
  description: "...",
 +
  author: "...",
 +
  version: new SemanticVersion(1, 0, 0)
 +
);
 +
</syntaxhighlight>
17

edits

Navigation menu