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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-10-08 18:57:09 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-10-08 18:57:09 -0400
commitec6025aad35addab8121a31d1c4abf667fd5210a (patch)
tree5f7ea2836180adc1f26e05110f8f28ab18b61e8e /src/SMAPI/Events/IModEvents.cs
parent79705448f57c962e9331fb802097c24d2424476c (diff)
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add more events (#310)
Diffstat (limited to 'src/SMAPI/Events/IModEvents.cs')
-rw-r--r--src/SMAPI/Events/IModEvents.cs9
1 files changed, 9 insertions, 0 deletions
diff --git a/src/SMAPI/Events/IModEvents.cs b/src/SMAPI/Events/IModEvents.cs
index cf2f8cb8..76da7751 100644
--- a/src/SMAPI/Events/IModEvents.cs
+++ b/src/SMAPI/Events/IModEvents.cs
@@ -3,13 +3,22 @@ namespace StardewModdingAPI.Events
/// <summary>Manages access to events raised by SMAPI.</summary>
public interface IModEvents
{
+ /// <summary>Events related to UI and drawing to the screen.</summary>
+ IDisplayEvents Display { get; }
+
/// <summary>Events linked to the game's update loop. The update loop runs roughly ≈60 times/second to run game logic like state changes, action handling, etc. These can be useful, but you should consider more semantic events like <see cref="Input"/> if possible.</summary>
IGameLoopEvents GameLoop { get; }
/// <summary>Events raised when the player provides input using a controller, keyboard, or mouse.</summary>
IInputEvents Input { get; }
+ /// <summary>Events raised when the player data changes.</summary>
+ IPlayerEvents Player { get; }
+
/// <summary>Events raised when something changes in the world.</summary>
IWorldEvents World { get; }
+
+ /// <summary>Events serving specialised edge cases that shouldn't be used by most mods.</summary>
+ ISpecialisedEvents Specialised { get; }
}
}