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-rw-r--r--StardewModdingAPI/Constants.cs2
-rw-r--r--StardewModdingAPI/FodyWeavers.xml5
-rw-r--r--StardewModdingAPI/Mod.cs25
-rw-r--r--StardewModdingAPI/Program.cs104
-rw-r--r--StardewModdingAPI/StardewModdingAPI.csproj14
-rw-r--r--StardewModdingAPI/packages.config2
6 files changed, 98 insertions, 54 deletions
diff --git a/StardewModdingAPI/Constants.cs b/StardewModdingAPI/Constants.cs
index 6812fbee..071f0435 100644
--- a/StardewModdingAPI/Constants.cs
+++ b/StardewModdingAPI/Constants.cs
@@ -35,7 +35,7 @@ namespace StardewModdingAPI
public const int MinorVersion = 38;
- public const int PatchVersion = 0;
+ public const int PatchVersion = 1;
public const string Build = "Alpha";
diff --git a/StardewModdingAPI/FodyWeavers.xml b/StardewModdingAPI/FodyWeavers.xml
new file mode 100644
index 00000000..2e6d4a7a
--- /dev/null
+++ b/StardewModdingAPI/FodyWeavers.xml
@@ -0,0 +1,5 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Weavers>
+ <Costura/>
+
+</Weavers> \ No newline at end of file
diff --git a/StardewModdingAPI/Mod.cs b/StardewModdingAPI/Mod.cs
index 4b923fd7..b323b6ec 100644
--- a/StardewModdingAPI/Mod.cs
+++ b/StardewModdingAPI/Mod.cs
@@ -9,6 +9,31 @@ namespace StardewModdingAPI
public class Mod
{
/// <summary>
+ /// The name of your mod.
+ /// NOTE: THIS IS DEPRECATED AND WILL BE REMOVED IN THE NEXT VERSION OF SMAPI
+ /// </summary>
+ public virtual string Name { get; set; }
+
+ /// <summary>
+ /// The name of the mod's authour.
+ /// NOTE: THIS IS DEPRECATED AND WILL BE REMOVED IN THE NEXT VERSION OF SMAPI
+ /// </summary>
+ public virtual string Authour { get; set; }
+
+ /// <summary>
+ /// The version of the mod.
+ /// NOTE: THIS IS DEPRECATED AND WILL BE REMOVED IN THE NEXT VERSION OF SMAPI
+ /// </summary>
+ public virtual string Version { get; set; }
+
+ /// <summary>
+ /// A description of the mod.
+ /// NOTE: THIS IS DEPRECATED AND WILL BE REMOVED IN THE NEXT VERSION OF SMAPI
+ /// </summary>
+ public virtual string Description { get; set; }
+
+
+ /// <summary>
/// The mod's manifest
/// </summary>
public Manifest Manifest { get; internal set; }
diff --git a/StardewModdingAPI/Program.cs b/StardewModdingAPI/Program.cs
index 6d137a68..cde2dfbc 100644
--- a/StardewModdingAPI/Program.cs
+++ b/StardewModdingAPI/Program.cs
@@ -20,7 +20,7 @@ namespace StardewModdingAPI
public class Program
{
private static List<string> _modPaths;
- private static List<string> _modContentPaths;
+ //private static List<string> _modContentPaths;
public static Texture2D DebugPixel { get; private set; }
@@ -50,7 +50,6 @@ namespace StardewModdingAPI
{
ConfigureUI();
ConfigurePaths();
- ConfigureInjector();
ConfigureSDV();
GameRunInvoker();
@@ -85,17 +84,19 @@ namespace StardewModdingAPI
StardewModdingAPI.Log.Info("Validating api paths...");
_modPaths = new List<string>();
- _modContentPaths = new List<string>();
+ //_modContentPaths = new List<string>();
//TODO: Have an app.config and put the paths inside it so users can define locations to load mods from
_modPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods"));
_modPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods"));
- _modContentPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content"));
- _modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content"));
+
+ //Mods need to make their own content paths, since we're doing a different, manifest-driven, approach.
+ //_modContentPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content"));
+ //_modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content"));
//Checks that all defined modpaths exist as directories
_modPaths.ForEach(path => VerifyPath(path));
- _modContentPaths.ForEach(path => VerifyPath(path));
+ //_modContentPaths.ForEach(path => VerifyPath(path));
VerifyPath(Constants.LogPath);
StardewModdingAPI.Log.Initialize(Constants.LogPath);
@@ -107,51 +108,6 @@ namespace StardewModdingAPI
}
/// <summary>
- /// Load the injector.
- /// Is this deprecated? Why is there a LoadMods?
- /// </summary>
- /// <remarks>
- /// This will load the injector before anything else if it sees it
- /// It doesn't matter though
- /// I'll leave it as a feature in case anyone in the community wants to tinker with it
- /// All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method
- /// </remarks>
- private static void ConfigureInjector()
- {
- foreach (string ModPath in _modPaths)
- {
- foreach (String s in Directory.GetFiles(ModPath, "StardewInjector.dll"))
- {
- StardewModdingAPI.Log.Success(ConsoleColor.Green, "Found Stardew Injector DLL: " + s);
- try
- {
- Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs
-
- if (mod.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0)
- {
- StardewModdingAPI.Log.Success("Loading Injector DLL...");
- TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof(Mod));
- Mod m = (Mod)mod.CreateInstance(tar.ToString());
- Console.WriteLine("LOADED: {0} by {1} - Version {2} | Description: {3} (@:{4})", m.Manifest.Name, m.Manifest.Authour, m.Manifest.Version, m.Manifest.Description, s);
- m.PathOnDisk = Path.GetDirectoryName(s);
- m.Entry(false);
- StardewInjectorLoaded = true;
- StardewInjectorMod = m;
- }
- else
- {
- StardewModdingAPI.Log.Error("Invalid Mod DLL");
- }
- }
- catch (Exception ex)
- {
- StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
- }
- }
- }
- }
-
- /// <summary>
/// Load Stardev Valley and control features
/// </summary>
private static void ConfigureSDV()
@@ -263,6 +219,8 @@ namespace StardewModdingAPI
StardewModdingAPI.Log.Verbose("Patching SDV Graphics Profile...");
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
LoadMods();
+ //DEPRECATED WAY
+ LoadMods_OldWay();
StardewForm = Control.FromHandle(Program.gamePtr.Window.Handle).FindForm();
StardewForm.Closing += StardewForm_Closing;
@@ -379,6 +337,50 @@ namespace StardewModdingAPI
StardewModdingAPI.Log.Success("LOADED {0} MODS", loadedMods);
}
+ /// <summary>
+ /// DEPRECATED. REMOVE
+ /// </summary>
+ public static void LoadMods_OldWay()
+ {
+ StardewModdingAPI.Log.Verbose("LOADING MODS (OLD WAY - DEPRECATED. ANY MODS LOADED THIS WAY NEED TO UPDATE)");
+ int loadedMods = 0;
+ foreach (string ModPath in _modPaths)
+ {
+ foreach (String s in Directory.GetFiles(ModPath, "*.dll"))
+ {
+ if (s.Contains("StardewInjector"))
+ continue;
+ StardewModdingAPI.Log.Success("Found DLL: " + s);
+ try
+ {
+ Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs
+
+ if (mod.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0)
+ {
+ StardewModdingAPI.Log.Verbose("Loading Mod DLL...");
+ TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof(Mod));
+ Mod m = (Mod)mod.CreateInstance(tar.ToString());
+ m.Manifest = null;
+ m.PathOnDisk = Path.GetDirectoryName(s);
+ Console.WriteLine("LOADED MOD: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description);
+ loadedMods += 1;
+ m.Entry();
+ }
+ else
+ {
+ StardewModdingAPI.Log.Error("Invalid Mod DLL");
+ }
+ }
+ catch (Exception ex)
+ {
+ StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
+ }
+ }
+ }
+ StardewModdingAPI.Log.Success("LOADED {0} MODS THAT NEED TO UPDATE", loadedMods);
+ }
+
+
public static void ConsoleInputThread()
{
string input = string.Empty;
diff --git a/StardewModdingAPI/StardewModdingAPI.csproj b/StardewModdingAPI/StardewModdingAPI.csproj
index c2f286ce..2f217795 100644
--- a/StardewModdingAPI/StardewModdingAPI.csproj
+++ b/StardewModdingAPI/StardewModdingAPI.csproj
@@ -19,6 +19,8 @@
</SccAuxPath>
<SccProvider>
</SccProvider>
+ <IsWebBootstrapper>false</IsWebBootstrapper>
+ <TargetFrameworkProfile />
<PublishUrl>publish\</PublishUrl>
<Install>true</Install>
<InstallFrom>Disk</InstallFrom>
@@ -31,10 +33,10 @@
<MapFileExtensions>true</MapFileExtensions>
<ApplicationRevision>0</ApplicationRevision>
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
- <IsWebBootstrapper>false</IsWebBootstrapper>
<UseApplicationTrust>false</UseApplicationTrust>
<BootstrapperEnabled>true</BootstrapperEnabled>
- <TargetFrameworkProfile />
+ <NuGetPackageImportStamp>
+ </NuGetPackageImportStamp>
</PropertyGroup>
<Choose>
<When Condition="'$(SteamInstallPath)' != ''">
@@ -162,6 +164,7 @@
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
+ <Content Include="FodyWeavers.xml" />
<Content Include="icon.ico" />
<Content Include="steam_appid.txt" />
</ItemGroup>
@@ -182,6 +185,13 @@
<PostBuildEvent>
</PostBuildEvent>
</PropertyGroup>
+ <Import Project="..\packages\Fody.1.28.3\build\Fody.targets" Condition="Exists('..\packages\Fody.1.28.3\build\Fody.targets')" />
+ <Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
+ <PropertyGroup>
+ <ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
+ </PropertyGroup>
+ <Error Condition="!Exists('..\packages\Fody.1.28.3\build\Fody.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Fody.1.28.3\build\Fody.targets'))" />
+ </Target>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
diff --git a/StardewModdingAPI/packages.config b/StardewModdingAPI/packages.config
index 583acbdf..28d59862 100644
--- a/StardewModdingAPI/packages.config
+++ b/StardewModdingAPI/packages.config
@@ -1,4 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
+ <package id="Costura.Fody" version="1.3.3.0" targetFramework="net45" developmentDependency="true" />
+ <package id="Fody" version="1.28.3" targetFramework="net45" developmentDependency="true" />
<package id="Newtonsoft.Json" version="8.0.3" targetFramework="net45" />
</packages> \ No newline at end of file