<commit_before>﻿using System;
using Microsoft.Xna.Framework.Input;
using StardewModdingAPI;

namespace ChestsAnywhere.Framework
{
    /// <summary>The raw mod configuration.</summary>
    internal class RawModConfig : Config
    {
        /*********
        ** Accessors
        *********/
        /// <summary>The keyboard input map.</summary>
        public InputMapConfiguration<string> Keyboard { get; set; }

        /// <summary>The controller input map.</summary>
        public InputMapConfiguration<string> Controller { get; set; }

        /// <summary>Whether to check for updates to the mod.</summary>
        public bool CheckForUpdates { get; set; }

        /// <summary>Whether to show the chest name in a tooltip when you point at a chest.</summary>
        public bool ShowHoverTooltips { get; set; }


        /*********
        ** Public methods
        *********/
        /// <summary>Construct a default instance.</summary>
        public RawModConfig()
        {
            this.Keyboard = new InputMapConfiguration<string>
            {
                Toggle = Keys.B.ToString(),
                PrevChest = Keys.Left.ToString(),
                NextChest = Keys.Right.ToString(),
                SortItems = ""
            };
            this.Controller = new InputMapConfiguration<string>
            {
                Toggle = "",
                PrevChest = "",
                NextChest = ""
            };
            this.CheckForUpdates = true;
            this.ShowHoverTooltips = true;
        }

        /// <summary>Construct the default configuration.</summary>
        /// <typeparam name="T">The expected configuration type.</typeparam>
        public override T GenerateDefaultConfig<T>()
        {
            return new RawModConfig() as T;
        }

        /// <summary>Get a parsed representation of the mod configuration.</summary>
        public ModConfig GetParsed()
        {
            return new ModConfig
            {
                Keyboard = new InputMapConfiguration<Keys><commit_msg>fix controller setting being NULL by default (instead of a blank string like the others)<commit_after>﻿using System;
using Microsoft.Xna.Framework.Input;
using StardewModdingAPI;

namespace ChestsAnywhere.Framework
{
    /// <summary>The raw mod configuration.</summary>
    internal class RawModConfig : Config
    {
        /*********
        ** Accessors
        *********/
        /// <summary>The keyboard input map.</summary>
        public InputMapConfiguration<string> Keyboard { get; set; }

        /// <summary>The controller input map.</summary>
        public InputMapConfiguration<string> Controller { get; set; }

        /// <summary>Whether to check for updates to the mod.</summary>
        public bool CheckForUpdates { get; set; }

        /// <summary>Whether to show the chest name in a tooltip when you point at a chest.</summary>
        public bool ShowHoverTooltips { get; set; }


        /*********
        ** Public methods
        *********/
        /// <summary>Construct a default instance.</summary>
        public RawModConfig()
        {
            this.Keyboard = new InputMapConfiguration<string>
            {
                Toggle = Keys.B.ToString(),
                PrevChest = Keys.Left.ToString(),
                NextChest = Keys.Right.ToString(),
                SortItems = ""
            };
            this.Controller = new InputMapConfiguration<string>
            {
                Toggle = "",
                PrevChest = "",
                NextChest = "",
                SortItems = ""
            };
            this.CheckForUpdates = true;
            this.ShowHoverTooltips = true;
        }

        /// <summary>Construct the default configuration.</summary>
        /// <typeparam name="T">The expected configuration type.</typeparam>
        public override T GenerateDefaultConfig<T>()
        {
            return new RawModConfig() as T;
        }

        /// <summary>Get a parsed representation of the mod configuration.</summary>
        public ModConfig GetParsed()
        {
            return new ModConfig
            {
                Keyboard = new InputMapConfiguration<Keys>
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