Difference between revisions of "Modding:Modder Guide/APIs/Content Packs"

From Stardew Valley Wiki
Jump to navigation Jump to search
(update for SMAPI 2.9.3)
(→‎Content pack API: expand, split into subsections)
Line 10: Line 10:
  
 
==Content pack API==
 
==Content pack API==
You can get a list of content packs installed for your mod, and access the files within it:
+
===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]]):
 
<source lang="c#">
 
<source 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>
 +
 +
===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.
 +
 +
<source lang="c#">
 +
YourDataModel data = contentPack.ReadJsonFile<YourDataFile>("content.json");
 +
</source>
 +
 +
===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.
  
    // read a JSON file
+
'''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.
    YourDataFile data = contentPack.ReadJsonFile<YourDataFile>("content.json");
+
 
 +
<source lang="c#">
 +
YourDataModel data = new YourDataModel();
 +
contentPack.WriteJsonFile("content.json", data);
 +
</source>
  
    // load an asset or image
+
===Read content asset===
    Texture2D image = contentPack.LoadAsset<Texture2D>("image.png");
+
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.
}
+
<source lang="c#">
 +
Texture2D image = contentPack.LoadAsset<Texture2D>("image.png");
 
</source>
 
</source>
  
If you need to pass a content pack asset name to game code, you can use its <tt>GetActualAssetKey</tt> method:
+
If you need to pass an asset name to game code, you can use the <tt>GetActualAssetKey</tt> method:
 
<source lang="c#">
 
<source lang="c#">
 
tilesheet.ImageSource = contentPack.GetActualAssetKey("image.png");
 
tilesheet.ImageSource = contentPack.GetActualAssetKey("image.png");
 
</source>
 
</source>
  
 +
===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#">
 
<source lang="c#">

Revision as of 18:49, 31 December 2018

Creating SMAPI mods SMAPI mascot.png


Modding:Index

A content pack is a special type of mod that isn't run by SMAPI directly, but contains files your own mod can read.

Content pack format

A content pack is a folder containing a manifest.json file which specifies your mod in its ContentPackFor field (see manifest). The format beyond that is up to you to define. For example, Content Patcher requires a content.json 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 Manifest field with the content pack's full manifest info):

foreach(IContentPack contentPack in this.Helper.ContentPacks.GetOwned())
{
   this.Monitor.Log($"Reading content pack: {contentPack.Manifest.Name} {contentPack.Manifest.Version} from {contentPack.DirectoryPath}");
}

Read a JSON file

You can read a JSON file from a content pack folder into a data model (YourDataModel in the example below) using ReadJsonFile. You can specify a relative path like data/content.json. This will return null if the file doesn't exist.

YourDataModel data = contentPack.ReadJsonFile<YourDataFile>("content.json");

Write a JSON file

You can write a JSON file in a content pack folder using WriteJsonFile, using a data model (YourDataModel in the example below). You can specify a relative path like data/content.json (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.

YourDataModel data = new YourDataModel();
contentPack.WriteJsonFile("content.json", data);

Read content asset

You can read a content asset from the content pack folder using LoadAsset. You can optionally specify a relative path to read from a subfolder.

Texture2D image = contentPack.LoadAsset<Texture2D>("image.png");

If you need to pass an asset name to game code, you can use the GetActualAssetKey method:

tilesheet.ImageSource = contentPack.GetActualAssetKey("image.png");

Create a fake content pack

In specialised cases, you can create a temporary content pack for a given directory path:

// create with random manifest data
IContentPack contentPack = this.Helper.ContentPack.CreateFake(
   directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"),
);

// create with given manifest fields
IContentPack contentPack = this.Helper.ContentPack.CreateFake(
   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)
);