Difference between revisions of "Modding:Modder Guide/APIs/Content Packs"
Pathoschild (talk | contribs) (update for SMAPI 2.9.3) |
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==Content pack API== | ==Content pack API== | ||
− | + | ===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. | ||
− | + | '''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#"> | ||
+ | YourDataModel data = new YourDataModel(); | ||
+ | contentPack.WriteJsonFile("content.json", data); | ||
+ | </source> | ||
− | + | ===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. | |
− | + | <source lang="c#"> | |
+ | Texture2D image = contentPack.LoadAsset<Texture2D>("image.png"); | ||
</source> | </source> | ||
− | If you need to pass | + | 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
- 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}");
}
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)
);