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using System;
using System.Collections.Generic;
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>An API for loading content assets.</summary>
IContentHelper Content { 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>An API for managing console commands.</summary>
ICommandHelper ConsoleCommands { 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();
/****
** Generic JSON files
****/
/// <summary>Read a JSON file.</summary>
/// <typeparam name="TModel">The model type.</typeparam>
/// <param name="path">The file path relative to the mod directory.</param>
/// <returns>Returns the deserialised model, or <c>null</c> if the file doesn't exist or is empty.</returns>
TModel ReadJsonFile<TModel>(string path) where TModel : class;
/// <summary>Save to a JSON file.</summary>
/// <typeparam name="TModel">The model type.</typeparam>
/// <param name="path">The file path relative to the mod directory.</param>
/// <param name="model">The model to save.</param>
void WriteJsonFile<TModel>(string path, TModel model) where TModel : class;
/****
** Content packs
****/
/// <summary>Manually create a transitional content pack to support pre-SMAPI content packs. This provides a way to access legacy content packs using the SMAPI content pack APIs, but the content pack will not be visible in the log or validated by SMAPI.</summary>
/// <param name="directoryPath">The absolute directory path containing the content pack files.</param>
/// <param name="id">The content pack's unique ID.</param>
/// <param name="name">The content pack name.</param>
/// <param name="description">The content pack description.</param>
/// <param name="author">The content pack author's name.</param>
/// <param name="version">The content pack version.</param>
[Obsolete("This method supports mods which previously had their own content packs, and shouldn't be used by new mods. It will be removed in SMAPI 3.0.")]
IContentPack CreateTransitionalContentPack(string directoryPath, string id, string name, string description, string author, ISemanticVersion version);
/// <summary>Get all content packs loaded for this mod.</summary>
IEnumerable<IContentPack> GetContentPacks();
}
}
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