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