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| author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-02-24 17:54:31 -0500 |
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| committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-02-24 17:54:31 -0500 |
| commit | 414cf5c197b5b59776d3dda914eb15710efb0868 (patch) | |
| tree | 0393a95194ad78cf4440c68657b0488b7db6d68b /src/SMAPI | |
| parent | 5da8b707385b9851ff3f6442de58519125f5c96f (diff) | |
| parent | f2e8450706d1971d774f870081deffdb0c6b92eb (diff) | |
| download | SMAPI-414cf5c197b5b59776d3dda914eb15710efb0868.tar.gz SMAPI-414cf5c197b5b59776d3dda914eb15710efb0868.tar.bz2 SMAPI-414cf5c197b5b59776d3dda914eb15710efb0868.zip | |
Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI')
63 files changed, 3823 insertions, 2886 deletions
diff --git a/src/SMAPI/Constants.cs b/src/SMAPI/Constants.cs index 515e9870..8fe2b55b 100644 --- a/src/SMAPI/Constants.cs +++ b/src/SMAPI/Constants.cs @@ -21,6 +21,14 @@ namespace StardewModdingAPI /// <summary>Whether the directory containing the current save's data exists on disk.</summary> private static bool SavePathReady => Context.IsSaveLoaded && Directory.Exists(Constants.RawSavePath); + /// <summary>Maps vendor keys (like <c>Nexus</c>) to their mod URL template (where <c>{0}</c> is the mod ID). This doesn't affect update checks, which defer to the remote web API.</summary> + private static readonly IDictionary<string, string> VendorModUrls = new Dictionary<string, string>(StringComparer.InvariantCultureIgnoreCase) + { + ["Chucklefish"] = "https://community.playstarbound.com/resources/{0}", + ["GitHub"] = "https://github.com/{0}/releases", + ["Nexus"] = "https://www.nexusmods.com/stardewvalley/mods/{0}" + }; + /********* ** Accessors @@ -29,7 +37,7 @@ namespace StardewModdingAPI ** Public ****/ /// <summary>SMAPI's current semantic version.</summary> - public static ISemanticVersion ApiVersion { get; } = new SemanticVersion("2.4.0"); + public static ISemanticVersion ApiVersion { get; } = new SemanticVersion("2.5.0"); /// <summary>The minimum supported version of Stardew Valley.</summary> public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.2.30"); @@ -87,14 +95,6 @@ namespace StardewModdingAPI Platform.Mono; #endif - /// <summary>Maps vendor keys (like <c>Nexus</c>) to their mod URL template (where <c>{0}</c> is the mod ID) during mod compatibility checks. This doesn't affect update checks, which defer to the remote web API.</summary> - internal static readonly IDictionary<string, string> VendorModUrls = new Dictionary<string, string>(StringComparer.InvariantCultureIgnoreCase) - { - ["Chucklefish"] = "https://community.playstarbound.com/resources/{0}", - ["Nexus"] = "http://nexusmods.com/stardewvalley/mods/{0}", - ["GitHub"] = "https://github.com/{0}/releases" - }; - /********* ** Internal methods @@ -145,6 +145,23 @@ namespace StardewModdingAPI return new PlatformAssemblyMap(targetPlatform, removeAssemblyReferences, targetAssemblies); } + /// <summary>Get an update URL for an update key (if valid).</summary> + /// <param name="updateKey">The update key.</param> + internal static string GetUpdateUrl(string updateKey) + { + string[] parts = updateKey.Split(new[] { ':' }, 2); + if (parts.Length != 2) + return null; + + string vendorKey = parts[0].Trim(); + string modID = parts[1].Trim(); + + if (Constants.VendorModUrls.TryGetValue(vendorKey, out string urlTemplate)) + return string.Format(urlTemplate, modID); + + return null; + } + /********* ** Private methods diff --git a/src/SMAPI/Events/ContentEvents.cs b/src/SMAPI/Events/ContentEvents.cs index 4b4e2ad0..63645258 100644 --- a/src/SMAPI/Events/ContentEvents.cs +++ b/src/SMAPI/Events/ContentEvents.cs @@ -1,29 +1,37 @@ -using System; -using StardewModdingAPI.Framework; +using System; +using StardewModdingAPI.Framework.Events; namespace StardewModdingAPI.Events { /// <summary>Events raised when the game loads content.</summary> public static class ContentEvents { + /********* + ** Properties + *********/ + /// <summary>The core event manager.</summary> + private static EventManager EventManager; + /********* ** Events *********/ /// <summary>Raised after the content language changes.</summary> - public static event EventHandler<EventArgsValueChanged<string>> AfterLocaleChanged; + public static event EventHandler<EventArgsValueChanged<string>> AfterLocaleChanged + { + add => ContentEvents.EventManager.Content_LocaleChanged.Add(value); + remove => ContentEvents.EventManager.Content_LocaleChanged.Remove(value); + } /********* - ** Internal methods + ** Public methods *********/ - /// <summary>Raise an <see cref="AfterLocaleChanged"/> event.</summary> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - /// <param name="oldLocale">The previous locale.</param> - /// <param name="newLocale">The current locale.</param> - internal static void InvokeAfterLocaleChanged(IMonitor monitor, string oldLocale, string newLocale) + /// <summary>Initialise the events.</summary> + /// <param name="eventManager">The core event manager.</param> + internal static void Init(EventManager eventManager) { - monitor.SafelyRaiseGenericEvent($"{nameof(ContentEvents)}.{nameof(ContentEvents.AfterLocaleChanged)}", ContentEvents.AfterLocaleChanged?.GetInvocationList(), null, new EventArgsValueChanged<string>(oldLocale, newLocale)); + ContentEvents.EventManager = eventManager; } } } diff --git a/src/SMAPI/Events/ControlEvents.cs b/src/SMAPI/Events/ControlEvents.cs index 80d0f547..973bb245 100644 --- a/src/SMAPI/Events/ControlEvents.cs +++ b/src/SMAPI/Events/ControlEvents.cs @@ -1,7 +1,6 @@ -using System; -using Microsoft.Xna.Framework; +using System; using Microsoft.Xna.Framework.Input; -using StardewModdingAPI.Framework; +using StardewModdingAPI.Framework.Events; namespace StardewModdingAPI.Events { @@ -9,104 +8,80 @@ namespace StardewModdingAPI.Events public static class ControlEvents { /********* - ** Events + ** Properties *********/ - /// <summary>Raised when the <see cref="KeyboardState"/> changes. That happens when the player presses or releases a key.</summary> - public static event EventHandler<EventArgsKeyboardStateChanged> KeyboardChanged; - - /// <summary>Raised when the player presses a keyboard key.</summary> - public static event EventHandler<EventArgsKeyPressed> KeyPressed; - - /// <summary>Raised when the player releases a keyboard key.</summary> - public static event EventHandler<EventArgsKeyPressed> KeyReleased; - - /// <summary>Raised when the <see cref="MouseState"/> changes. That happens when the player moves the mouse, scrolls the mouse wheel, or presses/releases a button.</summary> - public static event EventHandler<EventArgsMouseStateChanged> MouseChanged; - - /// <summary>The player pressed a controller button. This event isn't raised for trigger buttons.</summary> - public static event EventHandler<EventArgsControllerButtonPressed> ControllerButtonPressed; - - /// <summary>The player released a controller button. This event isn't raised for trigger buttons.</summary> - public static event EventHandler<EventArgsControllerButtonReleased> ControllerButtonReleased; - - /// <summary>The player pressed a controller trigger button.</summary> - public static event EventHandler<EventArgsControllerTriggerPressed> ControllerTriggerPressed; - - /// <summary>The player released a controller trigger button.</summary> - public static event EventHandler<EventArgsControllerTriggerReleased> ControllerTriggerReleased; + /// <summary>The core event manager.</summary> + private static EventManager EventManager; /********* - ** Internal methods + ** Events *********/ - /// <summary>Raise a <see cref="KeyboardChanged"/> event.</summary> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - /// <param name="priorState">The previous keyboard state.</param> - /// <param name="newState">The current keyboard state.</param> - internal static void InvokeKeyboardChanged(IMonitor monitor, KeyboardState priorState, KeyboardState newState) + /// <summary>Raised when the <see cref="KeyboardState"/> changes. That happens when the player presses or releases a key.</summary> + public static event EventHandler<EventArgsKeyboardStateChanged> KeyboardChanged { - monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyboardChanged)}", ControlEvents.KeyboardChanged?.GetInvocationList(), null, new EventArgsKeyboardStateChanged(priorState, newState)); + add => ControlEvents.EventManager.Control_KeyboardChanged.Add(value); + remove => ControlEvents.EventManager.Control_KeyboardChanged.Remove(value); } - /// <summary>Raise a <see cref="MouseChanged"/> event.</summary> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - /// <param name="priorState">The previous mouse state.</param> - /// <param name="newState">The current mouse state.</param> - /// <param name="priorPosition">The previous mouse position on the screen adjusted for the zoom level.</param> - /// <param name="newPosition">The current mouse position on the screen adjusted for the zoom level.</param> - internal static void InvokeMouseChanged(IMonitor monitor, MouseState priorState, MouseState newState, Point priorPosition, Point newPosition) + /// <summary>Raised when the player presses a keyboard key.</summary> + public static event EventHandler<EventArgsKeyPressed> KeyPressed { - monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.MouseChanged)}", ControlEvents.MouseChanged?.GetInvocationList(), null, new EventArgsMouseStateChanged(priorState, newState, priorPosition, newPosition)); + add => ControlEvents.EventManager.Control_KeyPressed.Add(value); + remove => ControlEvents.EventManager.Control_KeyPressed.Remove(value); } - /// <summary>Raise a <see cref="KeyPressed"/> event.</summary> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - /// <param name="key">The keyboard button that was pressed.</param> - internal static void InvokeKeyPressed(IMonitor monitor, Keys key) + /// <summary>Raised when the player releases a keyboard key.</summary> + public static event EventHandler<EventArgsKeyPressed> KeyReleased { - monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyPressed)}", ControlEvents.KeyPressed?.GetInvocationList(), null, new EventArgsKeyPressed(key)); + add => ControlEvents.EventManager.Control_KeyReleased.Add(value); + remove => ControlEvents.EventManager.Control_KeyReleased.Remove(value); } - /// <summary>Raise a <see cref="KeyReleased"/> event.</summary> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - /// <param name="key">The keyboard button that was released.</param> - internal static void InvokeKeyReleased(IMonitor monitor, Keys key) + /// <summary>Raised when the <see cref="MouseState"/> changes. That happens when the player moves the mouse, scrolls the mouse wheel, or presses/releases a button.</summary> + public static event EventHandler<EventArgsMouseStateChanged> MouseChanged { - monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyReleased)}", ControlEvents.KeyReleased?.GetInvocationList(), null, new EventArgsKeyPressed(key)); + add => ControlEvents.EventManager.Control_MouseChanged.Add(value); + remove => ControlEvents.EventManager.Control_MouseChanged.Remove(value); } - /// <summary>Raise a <see cref="ControllerButtonPressed"/> event.</summary> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - /// <param name="button">The controller button that was pressed.</param> - internal static void InvokeButtonPressed(IMonitor monitor, Buttons button) + /// <summary>The player pressed a controller button. This event isn't raised for trigger buttons.</summary> + public static event EventHandler<EventArgsControllerButtonPressed> ControllerButtonPressed { - monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonPressed)}", ControlEvents.ControllerButtonPressed?.GetInvocationList(), null, new EventArgsControllerButtonPressed(PlayerIndex.One, button)); + add => ControlEvents.EventManager.Control_ControllerButtonPressed.Add(value); + remove => ControlEvents.EventManager.Control_ControllerButtonPressed.Remove(value); } - /// <summary>Raise a <see cref="ControllerButtonReleased"/> event.</summary> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - /// <param name="button">The controller button that was released.</param> - internal static void InvokeButtonReleased(IMonitor monitor, Buttons button) + /// <summary>The player released a controller button. This event isn't raised for trigger buttons.</summary> + public static event EventHandler<EventArgsControllerButtonReleased> ControllerButtonReleased { - monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonReleased)}", ControlEvents.ControllerButtonReleased?.GetInvocationList(), null, new EventArgsControllerButtonReleased(PlayerIndex.One, button)); + add => ControlEvents.EventManager.Control_ControllerButtonReleased.Add(value); + remove => ControlEvents.EventManager.Control_ControllerButtonReleased.Remove(value); } - /// <summary>Raise a <see cref="ControllerTriggerPressed"/> event.</summary> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - /// <param name="button">The trigger button that was pressed.</param> - /// <param name="value">The current trigger value.</param> - internal static void InvokeTriggerPressed(IMonitor monitor, Buttons button, float value) + /// <summary>The player pressed a controller trigger button.</summary> + public static event EventHandler<EventArgsControllerTriggerPressed> ControllerTriggerPressed { - monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerPressed)}", ControlEvents.ControllerTriggerPressed?.GetInvocationList(), null, new EventArgsControllerTriggerPressed(PlayerIndex.One, button, value)); + add => ControlEvents.EventManager.Control_ControllerTriggerPressed.Add(value); + remove => ControlEvents.EventManager.Control_ControllerTriggerPressed.Remove(value); } - /// <summary>Raise a <see cref="ControllerTriggerReleased"/> event.</summary> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - /// <param name="button">The trigger button that was pressed.</param> - /// <param name="value">The current trigger value.</param> - internal static void InvokeTriggerReleased(IMonitor monitor, Buttons button, float value) + /// <summary>The player released a controller trigger button.</summary> + public static event EventHandler<EventArgsControllerTriggerReleased> ControllerTriggerReleased + { + add => ControlEvents.EventManager.Control_ControllerTriggerReleased.Add(value); + remove => ControlEvents.EventManager.Control_ControllerTriggerReleased.Remove(value); + } + + + /********* + ** Public methods + *********/ + /// <summary>Initialise the events.</summary> + /// <param name="eventManager">The core event manager.</param> + internal static void Init(EventManager eventManager) { - monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerReleased)}", ControlEvents.ControllerTriggerReleased?.GetInvocationList(), null, new EventArgsControllerTriggerReleased(PlayerIndex.One, button, value)); + ControlEvents.EventManager = eventManager; } } } diff --git a/src/SMAPI/Events/GameEvents.cs b/src/SMAPI/Events/GameEvents.cs index 3466470d..92879280 100644 --- a/src/SMAPI/Events/GameEvents.cs +++ b/src/SMAPI/Events/GameEvents.cs @@ -1,5 +1,5 @@ using System; -using StardewModdingAPI.Framework; +using StardewModdingAPI.Framework.Events; namespace StardewModdingAPI.Events { @@ -7,100 +7,80 @@ namespace StardewModdingAPI.Events public static class GameEvents { /********* - ** Events + ** Properties *********/ - /// <summary>Raised during launch after configuring XNA or MonoGame. The game window hasn't been opened by this point. Called after <see cref="Microsoft.Xna.Framework.Game.Initialize"/>.</summary> - internal static event EventHandler InitializeInternal; - - /// <summary>Raised when the game updates its state (≈60 times per second).</summary> - public static event EventHandler UpdateTick; - - /// <summary>Raised every other tick (≈30 times per second).</summary> - public static event EventHandler SecondUpdateTick; - - /// <summary>Raised every fourth tick (≈15 times per second).</summary> - public static event EventHandler FourthUpdateTick; - - /// <summary>Raised every eighth tick (≈8 times per second).</summary> - public static event EventHandler EighthUpdateTick; - - /// <summary>Raised every 15th tick (≈4 times per second).</summary> - public static event EventHandler QuarterSecondTick; - - /// <summary>Raised every 30th tick (≈twice per second).</summary> - public static event EventHandler HalfSecondTick; - - /// <summary>Raised every 60th tick (≈once per second).</summary> - public static event EventHandler OneSecondTick; - - /// <summary>Raised once after the game initialises and all <see cref="IMod.Entry"/> methods have been called.</summary> - public static event EventHandler FirstUpdateTick; + /// <summary>The core event manager.</summary> + private static EventManager EventManager; /********* - ** Internal methods + ** Events *********/ - /// <summary>Raise an <see cref="InitializeInternal"/> event.</summary> - /// <param name="monitor">Encapsulates logging and monitoring.</param> - internal static void InvokeInitialize(IMonitor monitor) + /// <summary>Raised when the game updates its state (≈60 times per second).</summary> + public static event EventHandler UpdateTick { - monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.InitializeInternal)}", GameEvents.InitializeInternal?.GetInvocationList()); + add => GameEvents.EventManager.Game_UpdateTick.Add(value); + remove => GameEvents.EventManager.Game_UpdateTick.Remove(value); } - /// <summary>Raise an <see cref="UpdateTick"/> event.</summary> - /// <param name="monitor">Encapsulates logging and monitoring.</param> - internal static void InvokeUpdateTick(IMonitor monitor) + /// <summary>Raised every other tick (≈30 times per second).</summary> + public static event EventHandler SecondUpdateTick { - monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.UpdateTick)}", GameEvents.UpdateTick?.GetInvocationList()); + add => GameEvents.EventManager.Game_SecondUpdateTick.Add(value); + remove => GameEvents.EventManager.Game_SecondUpdateTick.Remove(value); } - /// <summary>Raise a <see cref="SecondUpdateTick"/> eve |
