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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-01-15 19:21:26 -0500
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-01-15 19:21:26 -0500
commit64a72c45e3c4b504c7a1b61a539f1cbc9b9d23cc (patch)
tree8648e73314fdf8a2b957d2bd3e3b651799d46888 /src/StardewModdingAPI/Events
parent0c73b02d58712f7f340f4326143d5439d6cd7f93 (diff)
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deprecate events replaced by save events (#215)
Diffstat (limited to 'src/StardewModdingAPI/Events')
-rw-r--r--src/StardewModdingAPI/Events/PlayerEvents.cs20
-rw-r--r--src/StardewModdingAPI/Events/TimeEvents.cs10
2 files changed, 27 insertions, 3 deletions
diff --git a/src/StardewModdingAPI/Events/PlayerEvents.cs b/src/StardewModdingAPI/Events/PlayerEvents.cs
index 3f301b07..dd3ff220 100644
--- a/src/StardewModdingAPI/Events/PlayerEvents.cs
+++ b/src/StardewModdingAPI/Events/PlayerEvents.cs
@@ -14,9 +14,11 @@ namespace StardewModdingAPI.Events
** Events
*********/
/// <summary>Raised after the player loads a saved game.</summary>
+ [Obsolete("Use " + nameof(SaveEvents) + "." + nameof(SaveEvents.AfterLoad) + " instead")]
public static event EventHandler<EventArgsLoadedGameChanged> LoadedGame;
/// <summary>Raised after the game assigns a new player character. This happens just before <see cref="LoadedGame"/>; it's unclear how this would happen any other time.</summary>
+ [Obsolete("should no longer be used")]
public static event EventHandler<EventArgsFarmerChanged> FarmerChanged;
/// <summary>Raised after the player's inventory changes in any way (added or removed item, sorted, etc).</summary>
@@ -34,7 +36,14 @@ namespace StardewModdingAPI.Events
/// <param name="loaded">Whether the save has been loaded. This is always true.</param>
internal static void InvokeLoadedGame(IMonitor monitor, EventArgsLoadedGameChanged loaded)
{
- monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.LoadedGame)}", PlayerEvents.LoadedGame?.GetInvocationList(), null, loaded);
+ if (PlayerEvents.LoadedGame == null)
+ return;
+
+ string name = $"{nameof(PlayerEvents)}.{nameof(PlayerEvents.LoadedGame)}";
+ Delegate[] handlers = PlayerEvents.LoadedGame.GetInvocationList();
+
+ Program.DeprecationManager.WarnForEvent(handlers, name, "1.6", DeprecationLevel.Notice);
+ monitor.SafelyRaiseGenericEvent(name, handlers, null, loaded);
}
/// <summary>Raise a <see cref="FarmerChanged"/> event.</summary>
@@ -43,7 +52,14 @@ namespace StardewModdingAPI.Events
/// <param name="newFarmer">The new player character.</param>
internal static void InvokeFarmerChanged(IMonitor monitor, Farmer priorFarmer, Farmer newFarmer)
{
- monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.FarmerChanged)}", PlayerEvents.FarmerChanged?.GetInvocationList(), null, new EventArgsFarmerChanged(priorFarmer, newFarmer));
+ if (PlayerEvents.FarmerChanged == null)
+ return;
+
+ string name = $"{nameof(PlayerEvents)}.{nameof(PlayerEvents.FarmerChanged)}";
+ Delegate[] handlers = PlayerEvents.FarmerChanged.GetInvocationList();
+
+ Program.DeprecationManager.WarnForEvent(handlers, name, "1.6", DeprecationLevel.Notice);
+ monitor.SafelyRaiseGenericEvent(name, handlers, null, new EventArgsFarmerChanged(priorFarmer, newFarmer));
}
/// <summary>Raise an <see cref="InventoryChanged"/> event.</summary>
diff --git a/src/StardewModdingAPI/Events/TimeEvents.cs b/src/StardewModdingAPI/Events/TimeEvents.cs
index 1b367230..dedd7e77 100644
--- a/src/StardewModdingAPI/Events/TimeEvents.cs
+++ b/src/StardewModdingAPI/Events/TimeEvents.cs
@@ -22,6 +22,7 @@ namespace StardewModdingAPI.Events
public static event EventHandler<EventArgsStringChanged> SeasonOfYearChanged;
/// <summary>Raised when the player is transitioning to a new day and the game is performing its day update logic. This event is triggered twice: once after the game starts transitioning, and again after it finishes.</summary>
+ [Obsolete("Use " + nameof(TimeEvents) + "." + nameof(DayOfMonthChanged) + " or " + nameof(SaveEvents) + " instead")]
public static event EventHandler<EventArgsNewDay> OnNewDay;
@@ -71,7 +72,14 @@ namespace StardewModdingAPI.Events
/// <param name="isTransitioning">Whether the game just started the transition (<c>true</c>) or finished it (<c>false</c>).</param>
internal static void InvokeOnNewDay(IMonitor monitor, int priorDay, int newDay, bool isTransitioning)
{
- monitor.SafelyRaiseGenericEvent($"{nameof(TimeEvents)}.{nameof(TimeEvents.OnNewDay)}", TimeEvents.OnNewDay?.GetInvocationList(), null, new EventArgsNewDay(priorDay, newDay, isTransitioning));
+ if (TimeEvents.OnNewDay == null)
+ return;
+
+ string name = $"{nameof(TimeEvents)}.{nameof(TimeEvents.OnNewDay)}";
+ Delegate[] handlers = TimeEvents.OnNewDay.GetInvocationList();
+
+ Program.DeprecationManager.WarnForEvent(handlers, name, "1.6", DeprecationLevel.Notice);
+ monitor.SafelyRaiseGenericEvent(name, handlers, null, new EventArgsNewDay(priorDay, newDay, isTransitioning));
}
}
}