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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-08-01 11:07:29 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-08-01 11:07:29 -0400 |
commit | 60b41195778af33fd609eab66d9ae3f1d1165e8f (patch) | |
tree | 7128b906d40e94c56c34ed6058f27bc31c31a08b /src/SMAPI/Framework/Events/ModGameLoopEvents.cs | |
parent | b9bc1a6d17cafa0a97b46ffecda432cfc2f23b51 (diff) | |
parent | 52cf953f685c65b2b6814e375ec9a5ffa03c440a (diff) | |
download | SMAPI-60b41195778af33fd609eab66d9ae3f1d1165e8f.tar.gz SMAPI-60b41195778af33fd609eab66d9ae3f1d1165e8f.tar.bz2 SMAPI-60b41195778af33fd609eab66d9ae3f1d1165e8f.zip |
Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Framework/Events/ModGameLoopEvents.cs')
-rw-r--r-- | src/SMAPI/Framework/Events/ModGameLoopEvents.cs | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs new file mode 100644 index 00000000..379a4e96 --- /dev/null +++ b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs @@ -0,0 +1,43 @@ +using System; +using StardewModdingAPI.Events; + +namespace StardewModdingAPI.Framework.Events +{ + /// <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="IInputEvents"/> if possible.</summary> + internal class ModGameLoopEvents : ModEventsBase, IGameLoopEvents + { + /********* + ** Accessors + *********/ + /// <summary>Raised after the game is launched, right before the first update tick.</summary> + public event EventHandler<GameLoopLaunchedEventArgs> Launched + { + add => this.EventManager.GameLoop_Launched.Add(value); + remove => this.EventManager.GameLoop_Launched.Remove(value); + } + + /// <summary>Raised before the game performs its overall update tick (≈60 times per second).</summary> + public event EventHandler<GameLoopUpdatingEventArgs> Updating + { + add => this.EventManager.GameLoop_Updating.Add(value); + remove => this.EventManager.GameLoop_Updating.Remove(value); + } + + /// <summary>Raised after the game performs its overall update tick (≈60 times per second).</summary> + public event EventHandler<GameLoopUpdatedEventArgs> Updated + { + add => this.EventManager.GameLoop_Updated.Add(value); + remove => this.EventManager.GameLoop_Updated.Remove(value); + } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="mod">The mod which uses this instance.</param> + /// <param name="eventManager">The underlying event manager.</param> + internal ModGameLoopEvents(IModMetadata mod, EventManager eventManager) + : base(mod, eventManager) { } + } +} |