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authorJesse Plamondon-Willard <github@jplamondonw.com>2016-11-04 19:14:01 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2016-11-04 19:14:01 -0400
commitefcb7fe7051d59c6157aa93da6593b8a1edcf7c7 (patch)
treedc7633a59ff2856b623b6175305b7a27916d1b5e
parenta48f5a0d40e3754bc504b0d2b8b3c2a818b4570a (diff)
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remove unneeded program fields
-rw-r--r--src/StardewModdingAPI/Program.cs37
1 files changed, 6 insertions, 31 deletions
diff --git a/src/StardewModdingAPI/Program.cs b/src/StardewModdingAPI/Program.cs
index 70a89112..0b55180b 100644
--- a/src/StardewModdingAPI/Program.cs
+++ b/src/StardewModdingAPI/Program.cs
@@ -7,7 +7,6 @@ using System.Threading;
#if SMAPI_FOR_WINDOWS
using System.Windows.Forms;
#endif
-using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework;
@@ -51,15 +50,6 @@ namespace StardewModdingAPI
/// <summary>The field containing game's main instance.</summary>
public static FieldInfo StardewGameInfo;
- // unused?
- public static Thread gameThread;
-
- /// <summary>The thread running the console input thread.</summary>
- public static Thread consoleInputThread;
-
- /// <summary>A pixel which can be stretched and colourised for display.</summary>
- public static Texture2D DebugPixel { get; private set; }
-
// ReSharper disable once PossibleNullReferenceException
/// <summary>The game's build type (i.e. GOG vs Steam).</summary>
public static int BuildType => (int)Program.StardewProgramType.GetField("buildType", BindingFlags.Public | BindingFlags.Static).GetValue(null);
@@ -194,29 +184,24 @@ namespace StardewModdingAPI
// wait for the game to load up
while (!Program.ready) Thread.Sleep(1000);
- // Create definition to listen for input
- Log.AsyncY("Initializing Console Input Thread...");
- Program.consoleInputThread = new Thread(Program.ConsoleInputLoop);
-
// register help command
Command.RegisterCommand("help", "Lists all commands | 'help <cmd>' returns command description").CommandFired += Program.help_CommandFired;
- // subscribe to events
- GameEvents.LoadContent += Program.Events_LoadContent;
-
// raise game loaded event
Log.AsyncY("Game Loaded");
GameEvents.InvokeGameLoaded();
// listen for command line input
+ Log.AsyncY("Starting console...");
Log.AsyncY("Type 'help' for help, or 'help <cmd>' for a command's usage");
- Program.consoleInputThread.Start();
+ Thread consoleInputThread = new Thread(Program.ConsoleInputLoop);
+ consoleInputThread.Start();
while (Program.ready)
Thread.Sleep(1000 / 10); // Check if the game is still running 10 times a second
- // Abort the thread, we're closing
- if (Program.consoleInputThread != null && Program.consoleInputThread.ThreadState == ThreadState.Running)
- Program.consoleInputThread.Abort();
+ // abort the console thread, we're closing
+ if (consoleInputThread.ThreadState == ThreadState.Running)
+ consoleInputThread.Abort();
Log.AsyncY("Game Execution Finished");
Log.AsyncY("Shutting Down...");
@@ -366,16 +351,6 @@ namespace StardewModdingAPI
Command.CallCommand(Console.ReadLine());
}
- /// <summary>Raised before XNA loads or reloads graphics resources. Called during <see cref="Microsoft.Xna.Framework.Game.LoadContent"/>.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event data.</param>
- private static void Events_LoadContent(object sender, EventArgs e)
- {
- Log.AsyncY("Initializing Debug Assets...");
- Program.DebugPixel = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1);
- Program.DebugPixel.SetData(new[] { Color.White });
- }
-
/// <summary>The method called when the user submits the help command in the console.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>