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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2023-01-09 12:27:49 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2023-01-09 12:27:49 -0500
commitb4e95a92b33c541d36379d69d3650c5c22ea324c (patch)
treede020a6dc7e065f725d68ea43b4a3a57eb7ccf8c /src/SMAPI/Utilities
parent368b25b5411683192f4398616abed61441457799 (diff)
parent25b8e13ba827a0512f5089d3bd22e8ed1a15e7ba (diff)
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Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Utilities')
-rw-r--r--src/SMAPI/Utilities/DelegatingModHooks.cs137
1 files changed, 137 insertions, 0 deletions
diff --git a/src/SMAPI/Utilities/DelegatingModHooks.cs b/src/SMAPI/Utilities/DelegatingModHooks.cs
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+++ b/src/SMAPI/Utilities/DelegatingModHooks.cs
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+using System;
+using System.Threading.Tasks;
+using Microsoft.Xna.Framework.Input;
+using StardewModdingAPI.Events;
+using StardewModdingAPI.Framework;
+using StardewValley;
+using StardewValley.Events;
+
+namespace StardewModdingAPI.Utilities
+{
+ /// <summary>An implementation of <see cref="ModHooks"/> which automatically calls the parent instance for any method that's not overridden.</summary>
+ /// <remarks>The mod hooks are primarily meant for SMAPI to use. Using this directly in mods is a last resort, since it's very easy to break SMAPI this way. This class requires that SMAPI is present in the parent chain.</remarks>
+ public class DelegatingModHooks : ModHooks
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The underlying instance to delegate to by default.</summary>
+ public ModHooks Parent { get; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="modHooks">The underlying instance to delegate to by default.</param>
+ public DelegatingModHooks(ModHooks modHooks)
+ {
+ this.AssertSmapiInChain(modHooks);
+
+ this.Parent = modHooks;
+ }
+
+ /// <summary>Raised before the in-game clock changes.</summary>
+ /// <param name="action">Run the vanilla update logic.</param>
+ /// <remarks>In mods, consider using <see cref="IGameLoopEvents.TimeChanged"/> instead.</remarks>
+ public override void OnGame1_PerformTenMinuteClockUpdate(Action action)
+ {
+ this.Parent.OnGame1_PerformTenMinuteClockUpdate(action);
+ }
+
+ /// <summary>Raised before initializing the new day and saving.</summary>
+ /// <param name="action">Run the vanilla update logic.</param>
+ /// <remarks>In mods, consider using <see cref="IGameLoopEvents.DayEnding"/> or <see cref="IGameLoopEvents.Saving"/> instead.</remarks>
+ public override void OnGame1_NewDayAfterFade(Action action)
+ {
+ this.Parent.OnGame1_NewDayAfterFade(action);
+ }
+
+ /// <summary>Raised before showing the end-of-day menus (e.g. shipping menus, level-up screen, etc).</summary>
+ /// <param name="action">Run the vanilla update logic.</param>
+ public override void OnGame1_ShowEndOfNightStuff(Action action)
+ {
+ this.Parent.OnGame1_ShowEndOfNightStuff(action);
+ }
+
+ /// <summary>Raised before updating the gamepad, mouse, and keyboard input state.</summary>
+ /// <param name="keyboardState">The keyboard state.</param>
+ /// <param name="mouseState">The mouse state.</param>
+ /// <param name="gamePadState">The gamepad state.</param>
+ /// <param name="action">Run the vanilla update logic.</param>
+ /// <remarks>In mods, consider using <see cref="IInputEvents"/> instead.</remarks>
+ public override void OnGame1_UpdateControlInput(ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState, Action action)
+ {
+ this.Parent.OnGame1_UpdateControlInput(ref keyboardState, ref mouseState, ref gamePadState, action);
+ }
+
+ /// <summary>Raised before a location is updated for the local player entering it.</summary>
+ /// <param name="location">The location that will be updated.</param>
+ /// <param name="action">Run the vanilla update logic.</param>
+ /// <remarks>In mods, consider using <see cref="IPlayerEvents.Warped"/> instead.</remarks>
+ public override void OnGameLocation_ResetForPlayerEntry(GameLocation location, Action action)
+ {
+ this.Parent.OnGameLocation_ResetForPlayerEntry(location, action);
+ }
+
+ /// <summary>Raised before the game checks for an action to trigger for a player interaction with a tile.</summary>
+ /// <param name="location">The location being checked.</param>
+ /// <param name="tileLocation">The tile position being checked.</param>
+ /// <param name="viewport">The game's current position and size within the map, measured in pixels.</param>
+ /// <param name="who">The player interacting with the tile.</param>
+ /// <param name="action">Run the vanilla update logic.</param>
+ /// <returns>Returns whether the interaction was handled.</returns>
+ public override bool OnGameLocation_CheckAction(GameLocation location, xTile.Dimensions.Location tileLocation, xTile.Dimensions.Rectangle viewport, Farmer who, Func<bool> action)
+ {
+ return this.Parent.OnGameLocation_CheckAction(location, tileLocation, viewport, who, action);
+ }
+
+ /// <summary>Raised before the game picks a night event to show on the farm after the player sleeps.</summary>
+ /// <param name="action">Run the vanilla update logic.</param>
+ /// <returns>Returns the selected farm event.</returns>
+ public override FarmEvent OnUtility_PickFarmEvent(Func<FarmEvent> action)
+ {
+ return this.Parent.OnUtility_PickFarmEvent(action);
+ }
+
+ /// <summary>Start an asynchronous task for the game.</summary>
+ /// <param name="task">The task to start.</param>
+ /// <param name="id">A unique key which identifies the task.</param>
+ public override Task StartTask(Task task, string id)
+ {
+ return this.Parent.StartTask(task, id);
+ }
+
+ /// <summary>Start an asynchronous task for the game.</summary>
+ /// <typeparam name="T">The type returned by the task when it completes.</typeparam>
+ /// <param name="task">The task to start.</param>
+ /// <param name="id">A unique key which identifies the task.</param>
+ public override Task<T> StartTask<T>(Task<T> task, string id)
+ {
+ return this.Parent.StartTask<T>(task, id);
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Assert that SMAPI's mod hook implementation is in the inheritance chain.</summary>
+ /// <param name="hooks">The mod hooks to check.</param>
+ private void AssertSmapiInChain(ModHooks hooks)
+ {
+ // this is SMAPI
+ if (this is SModHooks)
+ return;
+
+ // SMAPI in delegated chain
+ for (ModHooks? cur = hooks; cur != null; cur = (cur as DelegatingModHooks)?.Parent)
+ {
+ if (cur is SModHooks)
+ return;
+ }
+
+ // SMAPI not found
+ throw new InvalidOperationException($"Can't create a {nameof(DelegatingModHooks)} instance without SMAPI's mod hooks in the parent chain.");
+ }
+ }
+}