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update code example how to asset from content pack
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__TOC__
 
__TOC__
 
==Content pack format==
 
==Content pack format==
A content pack is a folder containing a <tt>manifest.json</tt> file which specifies your mod in its <tt>ContentPackFor</tt> field (see [[../Manifest|manifest]]). The format beyond that is up to you to define. For example, {{nexus mod|1915|Content Patcher}} requires a <tt>content.json</tt> 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.
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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.
 
See [[Modding:Content packs]] for more info about content packs.
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==Content pack API==
 
==Content pack API==
 
===Get owned content packs===
 
===Get owned content packs===
To get the content packs installed for your mod (including a <tt>Manifest</tt> field with the content pack's [[Modding:Modder Guide/APIs/Manifest|full manifest info]]):
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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]]):
<source lang="c#">
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<syntaxhighlight lang="c#">
 
foreach(IContentPack contentPack in this.Helper.ContentPacks.GetOwned())
 
foreach(IContentPack contentPack in this.Helper.ContentPacks.GetOwned())
 
{
 
{
 
   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} from {contentPack.DirectoryPath}");
 
}
 
}
</source>
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</syntaxhighlight>
 +
 
 +
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.
 +
 
 +
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.
    
===Check if a file exists===
 
===Check if a file exists===
{{SMAPI upcoming|2.11}}
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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>.
 
  −
You can check if a file exists in the content pack folder using <tt>HasFile</tt>. You can specify a relative path like <tt>data/content.json</tt>.
     −
<source lang="c#">
+
<syntaxhighlight lang="c#">
 
if (!contentPack.HasFile("content.json"))
 
if (!contentPack.HasFile("content.json"))
 
{
 
{
 
   // show 'required file missing' error
 
   // show 'required file missing' error
 
}
 
}
</source>
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</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===
 
===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]] (<tt>YourDataModel</tt> in the example below) using <tt>ReadJsonFile</tt>. You can specify a relative path like <tt>data/content.json</tt>. This will return <tt>null</tt> if the file doesn't exist.
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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.
   −
<source lang="c#">
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<syntaxhighlight lang="c#">
 
YourDataModel data = contentPack.ReadJsonFile<YourDataFile>("content.json");
 
YourDataModel data = contentPack.ReadJsonFile<YourDataFile>("content.json");
</source>
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</syntaxhighlight>
    
===Write a JSON file===
 
===Write a JSON file===
You can write a JSON file in a content pack folder using <tt>WriteJsonFile</tt>, using a [[Modding:Modder Guide/APIs/Data#Data model|data model]] (<tt>YourDataModel</tt> in the example below). You can specify a relative path like <tt>data/content.json</tt> (subdirectories will be created automatically if needed). This will create the file if it doesn't exist, or overwrite it if it does.
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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.
 
'''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.
   −
<source lang="c#">
+
<syntaxhighlight lang="c#">
 
YourDataModel data = new YourDataModel();
 
YourDataModel data = new YourDataModel();
 
contentPack.WriteJsonFile("content.json", data);
 
contentPack.WriteJsonFile("content.json", data);
</source>
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</syntaxhighlight>
    
===Read content asset===
 
===Read content asset===
You can read [[Modding:Modder Guide/APIs/Content|a content asset]] from the content pack folder using <tt>LoadAsset</tt>. You can optionally specify a relative path to read from a subfolder.
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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.
<source lang="c#">
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<syntaxhighlight lang="c#">
Texture2D image = contentPack.LoadAsset<Texture2D>("image.png");
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Texture2D image = contentPack.ModContent.Load<Texture2D>("image.png");
</source>
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</syntaxhighlight>
   −
If you need to pass an asset name to game code, you can use the <tt>GetActualAssetKey</tt> method:
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If you need to pass an asset name to game code, you can use the <samp>GetActualAssetKey</samp> method:
<source lang="c#">
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<syntaxhighlight lang="c#">
 
tilesheet.ImageSource = contentPack.GetActualAssetKey("image.png");
 
tilesheet.ImageSource = contentPack.GetActualAssetKey("image.png");
</source>
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</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===
 
===Create a fake content pack===
 
In specialised cases, you can create a temporary content pack for a given directory path:
 
In specialised cases, you can create a temporary content pack for a given directory path:
<source lang="c#">
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<syntaxhighlight lang="c#">
 
// create with random manifest data
 
// create with random manifest data
IContentPack contentPack = this.Helper.ContentPack.CreateFake(
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IContentPack contentPack = this.Helper.ContentPacks.CreateFake(
 
   directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"),
 
   directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"),
 
);
 
);
    
// create with given manifest fields
 
// create with given manifest fields
IContentPack contentPack = this.Helper.ContentPack.CreateFake(
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IContentPack contentPack = this.Helper.ContentPacks.CreateTemporary(
 
   directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"),
 
   directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"),
 
   id: Guid.NewGuid().ToString("N"),
 
   id: Guid.NewGuid().ToString("N"),
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   version: new SemanticVersion(1, 0, 0)
 
   version: new SemanticVersion(1, 0, 0)
 
);
 
);
</source>
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</syntaxhighlight>
 
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{{modding guide footer
  −
|prev = [[Modding:Modder Guide/APIs|SMAPI reference]]
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|next =
  −
}}
 
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