using StardewModdingAPI.Events;
namespace StardewModdingAPI
{
/// Provides simplified APIs for writing mods.
public interface IModHelper
{
/*********
** Accessors
*********/
/// The full path to the mod's folder.
string DirectoryPath { get; }
/// Manages access to events raised by SMAPI, which let your mod react when something happens in the game.
IModEvents Events { get; }
/// An API for managing console commands.
ICommandHelper ConsoleCommands { get; }
/// An API for loading content assets.
IContentHelper Content { get; }
/// An API for managing content packs.
IContentPackHelper ContentPacks { get; }
/// An API for reading and writing persistent mod data.
IDataHelper Data { get; }
/// An API for checking and changing input state.
IInputHelper Input { get; }
/// Simplifies access to private game code.
IReflectionHelper Reflection { get; }
/// Metadata about loaded mods.
IModRegistry ModRegistry { get; }
/// Provides multiplayer utilities.
IMultiplayerHelper Multiplayer { get; }
/// Provides translations stored in the mod's i18n folder, with one file per locale (like en.json) containing a flat key => value structure. Translations are fetched with locale fallback, so missing translations are filled in from broader locales (like pt-BR.json < pt.json < default.json).
ITranslationHelper Translation { get; }
/*********
** Public methods
*********/
/****
** Mod config file
****/
/// Read the mod's configuration file (and create it if needed).
/// The config class type. This should be a plain class that has public properties for the settings you want. These can be complex types.
TConfig ReadConfig() where TConfig : class, new();
/// Save to the mod's configuration file.
/// The config class type.
/// The config settings to save.
void WriteConfig(TConfig config) where TConfig : class, new();
}
}