Difference between revisions of "Modding:Modder Guide/APIs/Content Packs"
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__TOC__ | __TOC__ | ||
==Content pack format== | ==Content pack format== | ||
− | A content pack is a folder containing a < | + | 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. | ||
==Content pack API== | ==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]]): |
− | foreach(IContentPack contentPack in this.Helper. | + | <syntaxhighlight lang="c#"> |
+ | 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}"); | ||
+ | } | ||
+ | </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=== | |
− | + | 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 | ||
} | } | ||
− | </ | + | </syntaxhighlight> |
− | If you need to pass | + | 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"); | 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> |
Latest revision as of 16:37, 12 September 2022
- 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}");
}
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
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
}
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 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.ModContent.Load<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.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)
);