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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2018-11-19 13:48:19 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2018-11-19 13:48:19 -0500
commit593723b7940ba72a786fc4c7366c56f9813d977b (patch)
tree4d23fbef5bc5a20115f10ca04ae3379df78cc8e1 /src/SMAPI/Framework/Events/ModGameLoopEvents.cs
parent4f28ea33bd7cc65485402c5e85259083e86b49e1 (diff)
parent3dc27a5681dcfc4ae30e95570d9966f2e14a4dd7 (diff)
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Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Framework/Events/ModGameLoopEvents.cs')
-rw-r--r--src/SMAPI/Framework/Events/ModGameLoopEvents.cs82
1 files changed, 73 insertions, 9 deletions
diff --git a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs
index 379a4e96..a5beac99 100644
--- a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs
+++ b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs
@@ -10,24 +10,88 @@ namespace StardewModdingAPI.Framework.Events
** Accessors
*********/
/// <summary>Raised after the game is launched, right before the first update tick.</summary>
- public event EventHandler<GameLoopLaunchedEventArgs> Launched
+ public event EventHandler<GameLaunchedEventArgs> GameLaunched
{
- add => this.EventManager.GameLoop_Launched.Add(value);
- remove => this.EventManager.GameLoop_Launched.Remove(value);
+ add => this.EventManager.GameLaunched.Add(value);
+ remove => this.EventManager.GameLaunched.Remove(value);
}
/// <summary>Raised before the game performs its overall update tick (≈60 times per second).</summary>
- public event EventHandler<GameLoopUpdatingEventArgs> Updating
+ public event EventHandler<UpdateTickingEventArgs> UpdateTicking
{
- add => this.EventManager.GameLoop_Updating.Add(value);
- remove => this.EventManager.GameLoop_Updating.Remove(value);
+ add => this.EventManager.UpdateTicking.Add(value);
+ remove => this.EventManager.UpdateTicking.Remove(value);
}
/// <summary>Raised after the game performs its overall update tick (≈60 times per second).</summary>
- public event EventHandler<GameLoopUpdatedEventArgs> Updated
+ public event EventHandler<UpdateTickedEventArgs> UpdateTicked
{
- add => this.EventManager.GameLoop_Updated.Add(value);
- remove => this.EventManager.GameLoop_Updated.Remove(value);
+ add => this.EventManager.UpdateTicked.Add(value);
+ remove => this.EventManager.UpdateTicked.Remove(value);
+ }
+
+ /// <summary>Raised before the game creates a new save file.</summary>
+ public event EventHandler<SaveCreatingEventArgs> SaveCreating
+ {
+ add => this.EventManager.SaveCreating.Add(value);
+ remove => this.EventManager.SaveCreating.Remove(value);
+ }
+
+ /// <summary>Raised after the game finishes creating the save file.</summary>
+ public event EventHandler<SaveCreatedEventArgs> SaveCreated
+ {
+ add => this.EventManager.SaveCreated.Add(value);
+ remove => this.EventManager.SaveCreated.Remove(value);
+ }
+
+ /// <summary>Raised before the game begins writes data to the save file.</summary>
+ public event EventHandler<SavingEventArgs> Saving
+ {
+ add => this.EventManager.Saving.Add(value);
+ remove => this.EventManager.Saving.Remove(value);
+ }
+
+ /// <summary>Raised after the game finishes writing data to the save file.</summary>
+ public event EventHandler<SavedEventArgs> Saved
+ {
+ add => this.EventManager.Saved.Add(value);
+ remove => this.EventManager.Saved.Remove(value);
+ }
+
+ /// <summary>Raised after the player loads a save slot.</summary>
+ public event EventHandler<SaveLoadedEventArgs> SaveLoaded
+ {
+ add => this.EventManager.SaveLoaded.Add(value);
+ remove => this.EventManager.SaveLoaded.Remove(value);
+ }
+
+ /// <summary>Raised after the game begins a new day (including when the player loads a save).</summary>
+ public event EventHandler<DayStartedEventArgs> DayStarted
+ {
+ add => this.EventManager.DayStarted.Add(value);
+ remove => this.EventManager.DayStarted.Remove(value);
+ }
+
+ /// <summary>Raised before the game ends the current day. This happens before it starts setting up the next day and before <see cref="IGameLoopEvents.Saving"/>.</summary>
+ public event EventHandler<DayEndingEventArgs> DayEnding
+ {
+ add => this.EventManager.DayEnding.Add(value);
+ remove => this.EventManager.DayEnding.Remove(value);
+ }
+
+ /// <summary>Raised after the in-game clock time changes.</summary>
+ public event EventHandler<TimeChangedEventArgs> TimeChanged
+ {
+
+ add => this.EventManager.TimeChanged.Add(value);
+ remove => this.EventManager.TimeChanged.Remove(value);
+ }
+
+ /// <summary>Raised after the game returns to the title screen.</summary>
+ public event EventHandler<ReturnedToTitleEventArgs> ReturnedToTitle
+ {
+ add => this.EventManager.ReturnedToTitle.Add(value);
+ remove => this.EventManager.ReturnedToTitle.Remove(value);
}