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-rw-r--r--release-notes.md1
-rw-r--r--src/StardewModdingAPI/Context.cs9
2 files changed, 6 insertions, 4 deletions
diff --git a/release-notes.md b/release-notes.md
index b9aabbf5..3bf68a1e 100644
--- a/release-notes.md
+++ b/release-notes.md
@@ -20,6 +20,7 @@ For players:
* Fixed "unknown mod" deprecation warnings by improving how SMAPI detects the mod using the event.
For modders:
+* Added `Context.IsInDrawLoop` for specialised mods.
* You can now list mod dependencies in the `manifest.json`. SMAPI will make sure your dependencies are loaded before your mod, and will show a friendly error if a dependency is missing.
* Fixed `smapi-crash.txt` being copied from the default log even if a different path is specified with `--log-path`.
diff --git a/src/StardewModdingAPI/Context.cs b/src/StardewModdingAPI/Context.cs
index 6bc5ae56..6ceabd5a 100644
--- a/src/StardewModdingAPI/Context.cs
+++ b/src/StardewModdingAPI/Context.cs
@@ -1,4 +1,5 @@
-using StardewValley;
+using StardewModdingAPI.Events;
+using StardewValley;
using StardewValley.Menus;
namespace StardewModdingAPI
@@ -15,6 +16,9 @@ namespace StardewModdingAPI
/// <summary>Whether the player has loaded a save and the world has finished initialising.</summary>
public static bool IsWorldReady { get; internal set; }
+ /// <summary>Whether the game is currently running the draw loop. This isn't relevant to most mods, since you should use <see cref="GraphicsEvents.OnPostRenderEvent"/> to draw to the screen.</summary>
+ public static bool IsInDrawLoop { get; set; }
+
/****
** Internal
****/
@@ -23,8 +27,5 @@ namespace StardewModdingAPI
/// <summary>Whether the game is currently writing to the save file.</summary>
internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
-
- /// <summary>Whether the game is currently running the draw loop.</summary>
- internal static bool IsInDrawLoop { get; set; }
}
}