write XNA input enums to JSON as strings automatically

Mods often reference Json.NET to do this, so this lets many mods remove Json.NET as a dependency.
This commit is contained in:
Jesse Plamondon-Willard 2017-02-17 11:33:22 -05:00
parent 1dfedd2d1a
commit 41ee8990f8
4 changed files with 44 additions and 1 deletions

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@ -15,6 +15,7 @@ For mod developers:
* Added `SaveEvents.AfterReturnToTitle` and `TimeEvents.AfterDayStarted` events. * Added `SaveEvents.AfterReturnToTitle` and `TimeEvents.AfterDayStarted` events.
* Added a simpler API for console commands (see `helper.ConsoleCommands`). * Added a simpler API for console commands (see `helper.ConsoleCommands`).
* Added `GetPrivateProperty` reflection helper. * Added `GetPrivateProperty` reflection helper.
* SMAPI now writes XNA input enums (`Buttons` and `Keys`) to JSON as strings, so mods no longer need to add a `StringEnumConverter` themselves for those.
* Log files now always use `\r\n` to simplify crossplatform viewing. * Log files now always use `\r\n` to simplify crossplatform viewing.
* Several obsolete APIs have been removed (see [deprecation guide](http://canimod.com/guides/updating-a-smapi-mod)), * Several obsolete APIs have been removed (see [deprecation guide](http://canimod.com/guides/updating-a-smapi-mod)),
and all _notice_-level deprecations have been increased to _info_. and all _notice_-level deprecations have been increased to _info_.

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@ -1,5 +1,7 @@
using System; using System;
using System.Collections.Generic;
using System.IO; using System.IO;
using Microsoft.Xna.Framework.Input;
using Newtonsoft.Json; using Newtonsoft.Json;
using StardewModdingAPI.Advanced; using StardewModdingAPI.Advanced;
@ -15,7 +17,11 @@ namespace StardewModdingAPI.Framework.Serialisation
private readonly JsonSerializerSettings JsonSettings = new JsonSerializerSettings private readonly JsonSerializerSettings JsonSettings = new JsonSerializerSettings
{ {
Formatting = Formatting.Indented, Formatting = Formatting.Indented,
ObjectCreationHandling = ObjectCreationHandling.Replace // avoid issue where default ICollection<T> values are duplicated each time the config is loaded ObjectCreationHandling = ObjectCreationHandling.Replace, // avoid issue where default ICollection<T> values are duplicated each time the config is loaded
Converters = new List<JsonConverter>
{
new SelectiveStringEnumConverter(typeof(Buttons), typeof(Keys))
}
}; };

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@ -0,0 +1,35 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Newtonsoft.Json.Converters;
namespace StardewModdingAPI.Framework.Serialisation
{
/// <summary>A variant of <see cref="StringEnumConverter"/> which only converts certain enums.</summary>
internal class SelectiveStringEnumConverter : StringEnumConverter
{
/*********
** Properties
*********/
/// <summary>The enum type names to convert.</summary>
private readonly HashSet<string> Types;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="types">The enum types to convert.</param>
public SelectiveStringEnumConverter(params Type[] types)
{
this.Types = new HashSet<string>(types.Select(p => p.FullName));
}
/// <summary>Get whether this instance can convert the specified object type.</summary>
/// <param name="type">The object type.</param>
public override bool CanConvert(Type type)
{
return base.CanConvert(type) && this.Types.Contains(type.FullName);
}
}
}

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@ -153,6 +153,7 @@
<Compile Include="Framework\Reflection\PrivateProperty.cs" /> <Compile Include="Framework\Reflection\PrivateProperty.cs" />
<Compile Include="Framework\RequestExitDelegate.cs" /> <Compile Include="Framework\RequestExitDelegate.cs" />
<Compile Include="Framework\Serialisation\JsonHelper.cs" /> <Compile Include="Framework\Serialisation\JsonHelper.cs" />
<Compile Include="Framework\Serialisation\SelectiveStringEnumConverter.cs" />
<Compile Include="Framework\Serialisation\SemanticVersionConverter.cs" /> <Compile Include="Framework\Serialisation\SemanticVersionConverter.cs" />
<Compile Include="ICommandHelper.cs" /> <Compile Include="ICommandHelper.cs" />
<Compile Include="IModRegistry.cs" /> <Compile Include="IModRegistry.cs" />