Difference between revisions of "Modding:Modder Guide/APIs/Content Packs"
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===Check if a file exists=== | ===Check if a file exists=== | ||
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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>. | 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>. | ||
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===Get translations=== | ===Get translations=== | ||
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You can read translations from the content pack's <tt>i18n</tt> folder. This is identical to the [[Modding:Modder Guide/APIs/Translation|translation API]], but accessed through <tt>contentPack.Translations</tt>: | You can read translations from the content pack's <tt>i18n</tt> folder. This is identical to the [[Modding:Modder Guide/APIs/Translation|translation API]], but accessed through <tt>contentPack.Translations</tt>: | ||
<source lang="c#"> | <source lang="c#"> |
Revision as of 21:10, 26 November 2019
- Get started
- Game fundamentals
- Test & troubleshoot
- Release
- API reference
- Basic SMAPI APIs:
- Advanced SMAPI APIs:
- Specific guides
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}");
}
Check if a file exists
You can check if a file exists in the content pack folder using HasFile. You can specify a relative path like data/content.json.
if (!contentPack.HasFile("content.json"))
{
// show 'required file missing' error
}
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");
Get translations
You can read translations from the content pack's i18n folder. This is identical to the translation API, but accessed through contentPack.Translations:
string text = contentPack.Translation.Get("item-type.label");
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.ContentPacks.CreateFake(
directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"),
);
// create with given manifest fields
IContentPack contentPack = this.Helper.ContentPacks.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)
);