diff options
37 files changed, 408 insertions, 408 deletions
diff --git a/src/SMAPI/Events/WorldBuildingListChangedEventArgs.cs b/src/SMAPI/Events/BuildingListChangedEventArgs.cs index e73b9396..9bc691fc 100644 --- a/src/SMAPI/Events/WorldBuildingListChangedEventArgs.cs +++ b/src/SMAPI/Events/BuildingListChangedEventArgs.cs @@ -7,7 +7,7 @@ using StardewValley.Buildings; namespace StardewModdingAPI.Events { /// <summary>Event arguments for a <see cref="IWorldEvents.BuildingListChanged"/> event.</summary> - public class WorldBuildingListChangedEventArgs : EventArgs + public class BuildingListChangedEventArgs : EventArgs { /********* ** Accessors @@ -29,7 +29,7 @@ namespace StardewModdingAPI.Events /// <param name="location">The location which changed.</param> /// <param name="added">The buildings added to the location.</param> /// <param name="removed">The buildings removed from the location.</param> - public WorldBuildingListChangedEventArgs(GameLocation location, IEnumerable<Building> added, IEnumerable<Building> removed) + public BuildingListChangedEventArgs(GameLocation location, IEnumerable<Building> added, IEnumerable<Building> removed) { this.Location = location; this.Added = added.ToArray(); diff --git a/src/SMAPI/Events/InputButtonPressedEventArgs.cs b/src/SMAPI/Events/ButtonPressedEventArgs.cs index 8c6844dd..9e6c187f 100644 --- a/src/SMAPI/Events/InputButtonPressedEventArgs.cs +++ b/src/SMAPI/Events/ButtonPressedEventArgs.cs @@ -4,7 +4,7 @@ using StardewModdingAPI.Framework.Input; namespace StardewModdingAPI.Events { /// <summary>Event arguments when a button is pressed.</summary> - public class InputButtonPressedEventArgs : EventArgs + public class ButtonPressedEventArgs : EventArgs { /********* ** Properties @@ -30,7 +30,7 @@ namespace StardewModdingAPI.Events /// <param name="button">The button on the controller, keyboard, or mouse.</param> /// <param name="cursor">The cursor position.</param> /// <param name="inputState">The game's current input state.</param> - internal InputButtonPressedEventArgs(SButton button, ICursorPosition cursor, SInputState inputState) + internal ButtonPressedEventArgs(SButton button, ICursorPosition cursor, SInputState inputState) { this.Button = button; this.Cursor = cursor; diff --git a/src/SMAPI/Events/InputButtonReleasedEventArgs.cs b/src/SMAPI/Events/ButtonReleasedEventArgs.cs index 4b0bc326..2a289bc7 100644 --- a/src/SMAPI/Events/InputButtonReleasedEventArgs.cs +++ b/src/SMAPI/Events/ButtonReleasedEventArgs.cs @@ -4,7 +4,7 @@ using StardewModdingAPI.Framework.Input; namespace StardewModdingAPI.Events { /// <summary>Event arguments when a button is released.</summary> - public class InputButtonReleasedEventArgs : EventArgs + public class ButtonReleasedEventArgs : EventArgs { /********* ** Properties @@ -30,7 +30,7 @@ namespace StardewModdingAPI.Events /// <param name="button">The button on the controller, keyboard, or mouse.</param> /// <param name="cursor">The cursor position.</param> /// <param name="inputState">The game's current input state.</param> - internal InputButtonReleasedEventArgs(SButton button, ICursorPosition cursor, SInputState inputState) + internal ButtonReleasedEventArgs(SButton button, ICursorPosition cursor, SInputState inputState) { this.Button = button; this.Cursor = cursor; diff --git a/src/SMAPI/Events/ContentEvents.cs b/src/SMAPI/Events/ContentEvents.cs index 63645258..3ee0560b 100644 --- a/src/SMAPI/Events/ContentEvents.cs +++ b/src/SMAPI/Events/ContentEvents.cs @@ -19,8 +19,8 @@ namespace StardewModdingAPI.Events /// <summary>Raised after the content language changes.</summary> public static event EventHandler<EventArgsValueChanged<string>> AfterLocaleChanged { - add => ContentEvents.EventManager.Content_LocaleChanged.Add(value); - remove => ContentEvents.EventManager.Content_LocaleChanged.Remove(value); + add => ContentEvents.EventManager.Legacy_LocaleChanged.Add(value); + remove => ContentEvents.EventManager.Legacy_LocaleChanged.Remove(value); } diff --git a/src/SMAPI/Events/ControlEvents.cs b/src/SMAPI/Events/ControlEvents.cs index a3994d1d..56a4fa3f 100644 --- a/src/SMAPI/Events/ControlEvents.cs +++ b/src/SMAPI/Events/ControlEvents.cs @@ -20,57 +20,57 @@ namespace StardewModdingAPI.Events /// <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 { - add => ControlEvents.EventManager.Legacy_Control_KeyboardChanged.Add(value); - remove => ControlEvents.EventManager.Legacy_Control_KeyboardChanged.Remove(value); + add => ControlEvents.EventManager.Legacy_KeyboardChanged.Add(value); + remove => ControlEvents.EventManager.Legacy_KeyboardChanged.Remove(value); } /// <summary>Raised after the player presses a keyboard key.</summary> public static event EventHandler<EventArgsKeyPressed> KeyPressed { - add => ControlEvents.EventManager.Legacy_Control_KeyPressed.Add(value); - remove => ControlEvents.EventManager.Legacy_Control_KeyPressed.Remove(value); + add => ControlEvents.EventManager.Legacy_KeyPressed.Add(value); + remove => ControlEvents.EventManager.Legacy_KeyPressed.Remove(value); } /// <summary>Raised after the player releases a keyboard key.</summary> public static event EventHandler<EventArgsKeyPressed> KeyReleased { - add => ControlEvents.EventManager.Legacy_Control_KeyReleased.Add(value); - remove => ControlEvents.EventManager.Legacy_Control_KeyReleased.Remove(value); + add => ControlEvents.EventManager.Legacy_KeyReleased.Add(value); + remove => ControlEvents.EventManager.Legacy_KeyReleased.Remove(value); } /// <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 { - add => ControlEvents.EventManager.Legacy_Control_MouseChanged.Add(value); - remove => ControlEvents.EventManager.Legacy_Control_MouseChanged.Remove(value); + add => ControlEvents.EventManager.Legacy_MouseChanged.Add(value); + remove => ControlEvents.EventManager.Legacy_MouseChanged.Remove(value); } /// <summary>The player pressed a controller button. This event isn't raised for trigger buttons.</summary> public static event EventHandler<EventArgsControllerButtonPressed> ControllerButtonPressed { - add => ControlEvents.EventManager.Legacy_Control_ControllerButtonPressed.Add(value); - remove => ControlEvents.EventManager.Legacy_Control_ControllerButtonPressed.Remove(value); + add => ControlEvents.EventManager.Legacy_ControllerButtonPressed.Add(value); + remove => ControlEvents.EventManager.Legacy_ControllerButtonPressed.Remove(value); } /// <summary>The player released a controller button. This event isn't raised for trigger buttons.</summary> public static event EventHandler<EventArgsControllerButtonReleased> ControllerButtonReleased { - add => ControlEvents.EventManager.Legacy_Control_ControllerButtonReleased.Add(value); - remove => ControlEvents.EventManager.Legacy_Control_ControllerButtonReleased.Remove(value); + add => ControlEvents.EventManager.Legacy_ControllerButtonReleased.Add(value); + remove => ControlEvents.EventManager.Legacy_ControllerButtonReleased.Remove(value); } /// <summary>The player pressed a controller trigger button.</summary> public static event EventHandler<EventArgsControllerTriggerPressed> ControllerTriggerPressed { - add => ControlEvents.EventManager.Legacy_Control_ControllerTriggerPressed.Add(value); - remove => ControlEvents.EventManager.Legacy_Control_ControllerTriggerPressed.Remove(value); + add => ControlEvents.EventManager.Legacy_ControllerTriggerPressed.Add(value); + remove => ControlEvents.EventManager.Legacy_ControllerTriggerPressed.Remove(value); } /// <summary>The player released a controller trigger button.</summary> public static event EventHandler<EventArgsControllerTriggerReleased> ControllerTriggerReleased { - add => ControlEvents.EventManager.Legacy_Control_ControllerTriggerReleased.Add(value); - remove => ControlEvents.EventManager.Legacy_Control_ControllerTriggerReleased.Remove(value); + add => ControlEvents.EventManager.Legacy_ControllerTriggerReleased.Add(value); + remove => ControlEvents.EventManager.Legacy_ControllerTriggerReleased.Remove(value); } diff --git a/src/SMAPI/Events/InputCursorMovedEventArgs.cs b/src/SMAPI/Events/CursorMovedEventArgs.cs index 53aac5b3..453743b9 100644 --- a/src/SMAPI/Events/InputCursorMovedEventArgs.cs +++ b/src/SMAPI/Events/CursorMovedEventArgs.cs @@ -3,7 +3,7 @@ using System; namespace StardewModdingAPI.Events { /// <summary>Event arguments when the in-game cursor is moved.</summary> - public class InputCursorMovedEventArgs : EventArgs + public class CursorMovedEventArgs : EventArgs { /********* ** Accessors @@ -21,7 +21,7 @@ namespace StardewModdingAPI.Events /// <summary>Construct an instance.</summary> /// <param name="oldPosition">The previous cursor position.</param> /// <param name="newPosition">The new cursor position.</param> - public InputCursorMovedEventArgs(ICursorPosition oldPosition, ICursorPosition newPosition) + public CursorMovedEventArgs(ICursorPosition oldPosition, ICursorPosition newPosition) { this.OldPosition = oldPosition; this.NewPosition = newPosition; diff --git a/src/SMAPI/Events/WorldDebrisListChangedEventArgs.cs b/src/SMAPI/Events/DebrisListChangedEventArgs.cs index aad9c24d..1337bd3b 100644 --- a/src/SMAPI/Events/WorldDebrisListChangedEventArgs.cs +++ b/src/SMAPI/Events/DebrisListChangedEventArgs.cs @@ -6,7 +6,7 @@ using StardewValley; namespace StardewModdingAPI.Events { /// <summary>Event arguments for a <see cref="IWorldEvents.DebrisListChanged"/> event.</summary> - public class WorldDebrisListChangedEventArgs : EventArgs + public class DebrisListChangedEventArgs : EventArgs { /********* ** Accessors @@ -28,7 +28,7 @@ namespace StardewModdingAPI.Events /// <param name="location">The location which changed.</param> /// <param name="added">The debris added to the location.</param> /// <param name="removed">The debris removed from the location.</param> - public WorldDebrisListChangedEventArgs(GameLocation location, IEnumerable<Debris> added, IEnumerable<Debris> removed) + public DebrisListChangedEventArgs(GameLocation location, IEnumerable<Debris> added, IEnumerable<Debris> removed) { this.Location = location; this.Added = added.ToArray(); diff --git a/src/SMAPI/Events/GameEvents.cs b/src/SMAPI/Events/GameEvents.cs index 92879280..952b3570 100644 --- a/src/SMAPI/Events/GameEvents.cs +++ b/src/SMAPI/Events/GameEvents.cs @@ -19,57 +19,57 @@ namespace StardewModdingAPI.Events /// <summary>Raised when the game updates its state (≈60 times per second).</summary> public static event EventHandler UpdateTick { - add => GameEvents.EventManager.Game_UpdateTick.Add(value); - remove => GameEvents.EventManager.Game_UpdateTick.Remove(value); + add => GameEvents.EventManager.Legacy_UpdateTick.Add(value); + remove => GameEvents.EventManager.Legacy_UpdateTick.Remove(value); } /// <summary>Raised every other tick (≈30 times per second).</summary> public static event EventHandler SecondUpdateTick { - add => GameEvents.EventManager.Game_SecondUpdateTick.Add(value); - remove => GameEvents.EventManager.Game_SecondUpdateTick.Remove(value); + add => GameEvents.EventManager.Legacy_SecondUpdateTick.Add(value); + remove => GameEvents.EventManager.Legacy_SecondUpdateTick.Remove(value); } /// <summary>Raised every fourth tick (≈15 times per second).</summary> public static event EventHandler FourthUpdateTick { - add => GameEvents.EventManager.Game_FourthUpdateTick.Add(value); - remove => GameEvents.EventManager.Game_FourthUpdateTick.Remove(value); + add => GameEvents.EventManager.Legacy_FourthUpdateTick.Add(value); + remove => GameEvents.EventManager.Legacy_FourthUpdateTick.Remove(value); } /// <summary>Raised every eighth tick (≈8 times per second).</summary> public static event EventHandler EighthUpdateTick { - add => GameEvents.EventManager.Game_EighthUpdateTick.Add(value); - remove => GameEvents.EventManager.Game_EighthUpdateTick.Remove(value); + add => GameEvents.EventManager.Legacy_EighthUpdateTick.Add(value); + remove => GameEvents.EventManager.Legacy_EighthUpdateTick.Remove(value); } /// <summary>Raised every 15th tick (≈4 times per second).</summary> public static event EventHandler QuarterSecondTick { - add => GameEvents.EventManager.Game_QuarterSecondTick.Add(value); - remove => GameEvents.EventManager.Game_QuarterSecondTick.Remove(value); + add => GameEvents.EventManager.Legacy_QuarterSecondTick.Add(value); + remove => GameEvents.EventManager.Legacy_QuarterSecondTick.Remove(value); } /// <summary>Raised every 30th tick (≈twice per second).</summary> public static event EventHandler HalfSecondTick { - add => GameEvents.EventManager.Game_HalfSecondTick.Add(value); - remove => GameEvents.EventManager.Game_HalfSecondTick.Remove(value); + add => GameEvents.EventManager.Legacy_HalfSecondTick.Add(value); + remove => GameEvents.EventManager.Legacy_HalfSecondTick.Remove(value); } /// <summary>Raised every 60th tick (≈once per second).</summary> public static event EventHandler OneSecondTick { - add => GameEvents.EventManager.Game_OneSecondTick.Add(value); - remove => GameEvents.EventManager.Game_OneSecondTick.Remove(value); + add => GameEvents.EventManager.Legacy_OneSecondTick.Add(value); + remove => GameEvents.EventManager.Legacy_OneSecondTick.Remove(value); } /// <summary>Raised once after the game initialises and all <see cref="IMod.Entry"/> methods have been called.</summary> public static event EventHandler FirstUpdateTick { - add => GameEvents.EventManager.Game_FirstUpdateTick.Add(value); - remove => GameEvents.EventManager.Game_FirstUpdateTick.Remove(value); + add => GameEvents.EventManager.Legacy_FirstUpdateTick.Add(value); + remove => GameEvents.EventManager.Legacy_FirstUpdateTick.Remove(value); } diff --git a/src/SMAPI/Events/GameLoopLaunchedEventArgs.cs b/src/SMAPI/Events/GameLaunchedEventArgs.cs index 6a42e4f9..a4c78754 100644 --- a/src/SMAPI/Events/GameLoopLaunchedEventArgs.cs +++ b/src/SMAPI/Events/GameLaunchedEventArgs.cs @@ -2,6 +2,6 @@ using System; namespace StardewModdingAPI.Events { - /// <summary>Event arguments for an <see cref="IGameLoopEvents.Launched"/> event.</summary> - public class GameLoopLaunchedEventArgs : EventArgs { } + /// <summary>Event arguments for an <see cref="IGameLoopEvents.GameLaunched"/> event.</summary> + public class GameLaunchedEventArgs : EventArgs { } } diff --git a/src/SMAPI/Events/GraphicsEvents.cs b/src/SMAPI/Events/GraphicsEvents.cs index e1ff4ee7..53f04822 100644 --- a/src/SMAPI/Events/GraphicsEvents.cs +++ b/src/SMAPI/Events/GraphicsEvents.cs @@ -19,8 +19,8 @@ namespace StardewModdingAPI.Events /// <summary>Raised after the game window is resized.</summary> public static event EventHandler Resize { - add => GraphicsEvents.EventManager.Graphics_Resize.Add(value); - remove => GraphicsEvents.EventManager.Graphics_Resize.Remove(value); + add => GraphicsEvents.EventManager.Legacy_Resize.Add(value); + remove => GraphicsEvents.EventManager.Legacy_Resize.Remove(value); } /**** @@ -29,15 +29,15 @@ namespace StardewModdingAPI.Events /// <summary>Raised before drawing the world to the screen.</summary> public static event EventHandler OnPreRenderEvent { - add => GraphicsEvents.EventManager.Graphics_OnPreRenderEvent.Add(value); - remove => GraphicsEvents.EventManager.Graphics_OnPreRenderEvent.Remove(value); + add => GraphicsEvents.EventManager.Legacy_OnPreRenderEvent.Add(value); + remove => GraphicsEvents.EventManager.Legacy_OnPreRenderEvent.Remove(value); } /// <summary>Raised after drawing the world to the screen.</summary> public static event EventHandler OnPostRenderEvent { - add => GraphicsEvents.EventManager.Graphics_OnPostRenderEvent.Add(value); - remove => GraphicsEvents.EventManager.Graphics_OnPostRenderEvent.Remove(value); + add => GraphicsEvents.EventManager.Legacy_OnPostRenderEvent.Add(value); + remove => GraphicsEvents.EventManager.Legacy_OnPostRenderEvent.Remove(value); } /**** @@ -46,15 +46,15 @@ namespace StardewModdingAPI.Events /// <summary>Raised before drawing the HUD (item toolbar, clock, etc) to the screen. The HUD is available at this point, but not necessarily visible. (For example, the event is raised even if a menu is open.)</summary> public static event EventHandler OnPreRenderHudEvent { - add => GraphicsEvents.EventManager.Graphics_OnPreRenderHudEvent.Add(value); - remove => GraphicsEvents.EventManager.Graphics_OnPreRenderHudEvent.Remove(value); + add => GraphicsEvents.EventManager.Legacy_OnPreRenderHudEvent.Add(value); + remove => GraphicsEvents.EventManager.Legacy_OnPreRenderHudEvent.Remove(value); } /// <summary>Raised after drawing the HUD (item toolbar, clock, etc) to the screen. The HUD is available at this point, but not necessarily visible. (For example, the event is raised even if a menu is open.)</summary> public static event EventHandler OnPostRenderHudEvent { - add => GraphicsEvents.EventManager.Graphics_OnPostRenderHudEvent.Add(value); - remove => GraphicsEvents.EventManager.Graphics_OnPostRenderHudEvent.Remove(value); + add => GraphicsEvents.EventManager.Legacy_OnPostRenderHudEvent.Add(value); + remove => GraphicsEvents.EventManager.Legacy_OnPostRenderHudEvent.Remove(value); } /**** @@ -63,15 +63,15 @@ namespace StardewModdingAPI.Events /// <summary>Raised before drawing a menu to the screen during a draw loop. This includes the game's internal menus like the title screen.</summary> public static event EventHandler OnPreRenderGuiEvent { - add => GraphicsEvents.EventManager.Graphics_OnPreRenderGuiEvent.Add(value); - remove => GraphicsEvents.EventManager.Graphics_OnPreRenderGuiEvent.Remove(value); + add => GraphicsEvents.EventManager.Legacy_OnPreRenderGuiEvent.Add(value); + remove => GraphicsEvents.EventManager.Legacy_OnPreRenderGuiEvent.Remove(value); } /// <summary>Raised after drawing a menu to the screen during a draw loop. This includes the game's internal menus like the title screen.</summary> public static event EventHandler OnPostRenderGuiEvent { - add => GraphicsEvents.EventManager.Graphics_OnPostRenderGuiEvent.Add(value); - remove => GraphicsEvents.EventManager.Graphics_OnPostRenderGuiEvent.Remove(value); + add => GraphicsEvents.EventManager.Legacy_OnPostRenderGuiEvent.Add(value); + remove => GraphicsEvents.EventManager.Legacy_OnPostRenderGuiEvent.Remove(value); } diff --git a/src/SMAPI/Events/IGameLoopEvents.cs b/src/SMAPI/Events/IGameLoopEvents.cs index a56b3de3..8ab86c9e 100644 --- a/src/SMAPI/Events/IGameLoopEvents.cs +++ b/src/SMAPI/Events/IGameLoopEvents.cs @@ -6,12 +6,12 @@ namespace StardewModdingAPI.Events public interface IGameLoopEvents { /// <summary>Raised after the game is launched, right before the first update tick. This happens once per game session (unrelated to loading saves). All mods are loaded and initialised at this point, so this is a good time to set up mod integrations.</summary> - event EventHandler<GameLoopLaunchedEventArgs> Launched; + event EventHandler<GameLaunchedEventArgs> GameLaunched; - /// <summary>Raised before the game performs its overall update tick (≈60 times per second).</summary> - event EventHandler<GameLoopUpdatingEventArgs> Updating; + /// <summary>Raised before the game state is updated (≈60 times per second).</summary> + event EventHandler<UpdateTickingEventArgs> UpdateTicking; - /// <summary>Raised after the game performs its overall update tick (≈60 times per second).</summary> - event EventHandler<GameLoopUpdatedEventArgs> Updated; + /// <summary>Raised after the game state is updated (≈60 times per second).</summary> + event EventHandler<UpdateTickedEventArgs> UpdateTicked; } } diff --git a/src/SMAPI/Events/IInputEvents.cs b/src/SMAPI/Events/IInputEvents.cs index 8e2ef406..5c40a438 100644 --- a/src/SMAPI/Events/IInputEvents.cs +++ b/src/SMAPI/Events/IInputEvents.cs @@ -6,15 +6,15 @@ namespace StardewModdingAPI.Events public interface IInputEvents { /// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary> - event EventHandler<InputButtonPressedEventArgs> ButtonPressed; + event EventHandler<ButtonPressedEventArgs> ButtonPressed; /// <summary>Raised after the player releases a button on the keyboard, controller, or mouse.</summary> - event EventHandler<InputButtonReleasedEventArgs> ButtonReleased; + event EventHandler<ButtonReleasedEventArgs> ButtonReleased; /// <summary>Raised after the player moves the in-game cursor.</summary> - event EventHandler<InputCursorMovedEventArgs> CursorMoved; + event EventHandler<CursorMovedEventArgs> CursorMoved; /// <summary>Raised after the player scrolls the mouse wheel.</summary> - event EventHandler<InputMouseWheelScrolledEventArgs> MouseWheelScrolled; + event EventHandler<MouseWheelScrolledEventArgs> MouseWheelScrolled; } } diff --git a/src/SMAPI/Events/IWorldEvents.cs b/src/SMAPI/Events/IWorldEvents.cs index d4efb53b..0ceffcc1 100644 --- a/src/SMAPI/Events/IWorldEvents.cs +++ b/src/SMAPI/Events/IWorldEvents.cs @@ -6,24 +6,24 @@ namespace StardewModdingAPI.Events public interface IWorldEvents { /// <summary>Raised after a game location is added or removed.</summary> - event EventHandler<WorldLocationListChangedEventArgs> LocationListChanged; + event EventHandler<LocationListChangedEventArgs> LocationListChanged; /// <summary>Raised after buildings are added or removed in a location.</summary> - event EventHandler<WorldBuildingListChangedEventArgs> BuildingListChanged; + event EventHandler<BuildingListChangedEventArgs> BuildingListChanged; /// <summary>Raised after debris are added or removed in a location.</summary> - event EventHandler<WorldDebrisListChangedEventArgs> DebrisListChanged; + event EventHandler<DebrisListChangedEventArgs> DebrisListChanged; /// <summary>Raised after large terrain features (like bushes) are added or removed in a location.</summary> - event EventHandler<WorldLargeTerrainFeatureListChangedEventArgs> LargeTerrainFeatureListChanged; + event EventHandler<LargeTerrainFeatureListChangedEventArgs> LargeTerrainFeatureListChanged; /// <summary>Raised after NPCs are added or removed in a location.</summary> - event EventHandler<WorldNpcListChangedEventArgs> NpcListChanged; + event EventHandler<NpcListChangedEventArgs> NpcListChanged; /// <summary>Raised after objects are added or removed in a location.</summary> - event EventHandler<WorldObjectListChangedEventArgs> ObjectListChanged; + event EventHandler<ObjectListChangedEventArgs> ObjectListChanged; /// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary> - event EventHandler<WorldTerrainFeatureListChangedEventArgs> TerrainFeatureListChanged; + event EventHandler<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged; } } diff --git a/src/SMAPI/Events/InputEvents.cs b/src/SMAPI/Events/InputEvents.cs index e62d6ee6..4c1781a5 100644 --- a/src/SMAPI/Events/InputEvents.cs +++ b/src/SMAPI/Events/InputEvents.cs @@ -19,15 +19,15 @@ namespace StardewModdingAPI.Events /// <summary>Raised when the player presses a button on the keyboard, controller, or mouse.</summary> public static event EventHandler<EventArgsInput> ButtonPressed { - add => InputEvents.EventManager.Legacy_Input_ButtonPressed.Add(value); - remove => InputEvents.EventManager.Legacy_Input_ButtonPressed.Remove(value); + add => InputEvents.EventManager.Legacy_ButtonPressed.Add(value); + remove => InputEvents.EventManager.Legacy_ButtonPressed.Remove(value); } /// <summary>Raised when the player releases a keyboard key on the keyboard, controller, or mouse.</summary> public static event EventHandler<EventArgsInput> ButtonReleased { - add => InputEvents.EventManager.Legacy_Input_ButtonReleased.Add(value); - remove => InputEvents.EventManager.Legacy_Input_ButtonReleased.Remove(value); + add => InputEvents.EventManager.Legacy_ButtonReleased.Add(value); + remove => InputEvents.EventManager.Legacy_ButtonReleased.Remove(value); } diff --git a/src/SMAPI/Events/WorldLargeTerrainFeatureListChangedEventArgs.cs b/src/SMAPI/Events/LargeTerrainFeatureListChangedEventArgs.cs index 053a0e41..63b12687 100644 --- a/src/SMAPI/Events/WorldLargeTerrainFeatureListChangedEventArgs.cs +++ b/src/SMAPI/Events/LargeTerrainFeatureListChangedEventArgs.cs @@ -7,7 +7,7 @@ using StardewValley.TerrainFeatures; namespace StardewModdingAPI.Events { /// <summary>Event arguments for a <see cref="IWorldEvents.LargeTerrainFeatureListChanged"/> event.</summary> - public class WorldLargeTerrainFeatureListChangedEventArgs : EventArgs + public class LargeTerrainFeatureListChangedEventArgs : EventArgs { /********* ** Accessors @@ -29,7 +29,7 @@ namespace StardewModdingAPI.Events /// <param name="location">The location which changed.</param> /// <param name="added">The large terrain features added to the location.</param> /// <param name="removed">The large terrain features removed from the location.</param> - public WorldLargeTerrainFeatureListChangedEventArgs(GameLocation location, IEnumerable<LargeTerrainFeature> added, IEnumerable<LargeTerrainFeature> removed) + public LargeTerrainFeatureListChangedEventArgs(GameLocation location, IEnumerable<LargeTerrainFeature> added, IEnumerable<LargeTerrainFeature> removed) { this.Location = location; this.Added = added.ToArray(); diff --git a/src/SMAPI/Events/LocationEvents.cs b/src/SMAPI/Events/LocationEvents.cs index e2108de0..81f547ae 100644 --- a/src/SMAPI/Events/LocationEvents.cs +++ b/src/SMAPI/Events/LocationEvents.cs @@ -19,22 +19,22 @@ namespace StardewModdingAPI.Events /// <summary>Raised after a game location is added or removed.</summary> public static event EventHandler<EventArgsLocationsChanged> LocationsChanged { - add => LocationEvents.EventManager.Legacy_Location_LocationsChanged.Add(value); - remove => LocationEvents.EventManager.Legacy_Location_LocationsChanged.Remove(value); + add => LocationEvents.EventManager.Legacy_LocationsChanged.Add(value); + remove => LocationEvents.EventManager.Legacy_LocationsChanged.Remove(value); } /// <summary>Raised after buildings are added or removed in a location.</summary> public static event EventHandler<EventArgsLocationBuildingsChanged> BuildingsChanged { - add => LocationEvents.EventManager.Legacy_Location_BuildingsChanged.Add(value); - remove => LocationEvents.EventManager.Legacy_Location_BuildingsChanged.Remove(value); + add => LocationEvents.EventManager.Legacy_BuildingsChanged.Add(value); + remove => LocationEvents.EventManager.Legacy_BuildingsChanged.Remove(value); } /// <summary>Raised after objects are added or removed in a location.</summary> public static event EventHandler<EventArgsLocationObjectsChanged> ObjectsChanged { - add => LocationEvents.EventManager.Legacy_Location_ObjectsChanged.Add(value); - remove => LocationEvents.EventManager.Legacy_Location_ObjectsChanged.Remove(value); + add => LocationEvents.EventManager.Legacy_ObjectsChanged.Add(value); + remove => LocationEvents.EventManager.Legacy_ObjectsChanged.Remove(value); } diff --git a/src/SMAPI/Events/WorldLocationListChangedEventArgs.cs b/src/SMAPI/Events/LocationListChangedEventArgs.cs index 8bc26a43..e93f0a80 100644 --- a/src/SMAPI/Events/WorldLocationListChangedEventArgs.cs +++ b/src/SMAPI/Events/LocationListChangedEventArgs.cs @@ -6,7 +6,7 @@ using StardewValley; namespace StardewModdingAPI.Events { /// <summary>Event arguments for a <see cref="IWorldEvents.LocationListChanged"/> event.</summary> - public class WorldLocationListChangedEventArgs : EventArgs + public class LocationListChangedEventArgs : EventArgs { /********* ** Accessors @@ -24,7 +24,7 @@ namespace StardewModdingAPI.Events /// <summary>Construct an instance.</summary> /// <param name="added">The added locations.</param> /// <param name="removed">The removed locations.</param> - public WorldLocationListChangedEventArgs(IEnumerable<GameLocation> added, IEnumerable<GameLocation> removed) + public LocationListChangedEventArgs(IEnumerable<GameLocation> added, IEnumerable<GameLocation> removed) { this.Added = added.ToArray(); this.Removed = removed.ToArray(); diff --git a/src/SMAPI/Events/MenuEvents.cs b/src/SMAPI/Events/MenuEvents.cs index 7fcc3844..362b5070 100644 --- a/src/SMAPI/Events/MenuEvents.cs +++ b/src/SMAPI/Events/MenuEvents.cs @@ -19,15 +19,15 @@ namespace StardewModdingAPI.Events /// <summary>Raised after a game menu is opened or replaced with another menu. This event is not invoked when a menu is closed.</summary> public static event EventHandler<EventArgsClickableMenuChanged> MenuChanged { - add => MenuEvents.EventManager.Menu_Changed.Add(value); - remove => MenuEvents.EventManager.Menu_Changed.Remove(value); + add => MenuEvents.EventManager.Legacy_MenuChanged.Add(value); + remove => MenuEvents.EventManager.Legacy_MenuChanged.Remove(value); } /// <summary>Raised after a game menu is closed.</summary> public static event EventHandler<EventArgsClickableMenuClosed> MenuClosed { - add => MenuEvents.EventManager.Menu_Closed.Add(value); - remove => MenuEvents.EventManager.Menu_Closed.Remove(value); + add => MenuEvents.EventManager.Legacy_MenuClosed.Add(value); + remove => MenuEvents.EventManager.Legacy_MenuClosed.Remove(value); } diff --git a/src/SMAPI/Events/MineEvents.cs b/src/SMAPI/Events/MineEvents.cs index 5ee4001b..f5565a76 100644 --- a/src/SMAPI/Events/MineEvents.cs +++ b/src/SMAPI/Events/MineEvents.cs @@ -19,8 +19,8 @@ namespace StardewModdingAPI.Events /// <summary>Raised after the player warps to a new level of the mine.</summary> public static event EventHandler<EventArgsMineLevelChanged> MineLevelChanged { - add => MineEvents.EventManager.Mine_LevelChanged.Add(value); - remove => MineEvents.EventManager.Mine_LevelChanged.Remove(value); + add => MineEvents.EventManager.Legacy_MineLevelChanged.Add(value); + remove => MineEvents.EventManager.Legacy_MineLevelChanged.Remove(value); } diff --git a/src/SMAPI/Events/InputMouseWheelScrolledEventArgs.cs b/src/SMAPI/Events/MouseWheelScrolledEventArgs.cs index 9afab9cc..3ab9d412 100644 --- a/src/SMAPI/Events/InputMouseWheelScrolledEventArgs.cs +++ b/src/SMAPI/Events/MouseWheelScrolledEventArgs.cs @@ -3,7 +3,7 @@ using System; namespace StardewModdingAPI.Events { /// <summary>Event arguments when the player scrolls the mouse wheel.</summary> - public class InputMouseWheelScrolledEventArgs : EventArgs + public class MouseWheelScrolledEventArgs : EventArgs { /********* ** Accessors @@ -28,7 +28,7 @@ namespace StardewModdingAPI.Events /// <param name="position">The cursor position.</param> /// <param name="oldValue">The old scroll value.</param> /// <param name="newValue">The new scroll value.</param> - public InputMouseWheelScrolledEventArgs(ICursorPosition position, int oldValue, int newValue) + public MouseWheelScrolledEventArgs(ICursorPosition position, int oldValue, int newValue) { this.Position = position; this.OldValue = oldValue; diff --git a/src/SMAPI/Events/MultiplayerEvents.cs b/src/SMAPI/Events/MultiplayerEvents.cs index f96ecba5..49de380e 100644 --- a/src/SMAPI/Events/MultiplayerEvents.cs +++ b/src/SMAPI/Events/MultiplayerEvents.cs @@ -19,29 +19,29 @@ namespace StardewModdingAPI.Events /// <summary>Raised before the game syncs changes from other players.</summary> public static event EventHandler BeforeMainSync { - add => MultiplayerEvents.EventManager.Multiplayer_BeforeMainSync.Add(value); - remove => MultiplayerEvents.EventManager.Multiplayer_BeforeMainSync.Remove(value); + add => MultiplayerEvents.EventManager.Legacy_BeforeMainSync.Add(value); + remove => MultiplayerEvents.EventManager.Legacy_BeforeMainSync.Remove(value); } /// <summary>Raised after the game syncs changes from other players.</summary> public static event EventHandler AfterMainSync { - add => MultiplayerEvents.EventManager.Multiplayer_AfterMainSync.Add(value); - remove => MultiplayerEvents.EventManager.Multiplayer_AfterMainSync.Remove(value); + add => MultiplayerEvents.EventManager.Legacy_AfterMainSync.Add(value); + remove => MultiplayerEvents.EventManager.Legacy_AfterMainSync.Remove(value); } /// <summary>Raised before the game broadcasts changes to other players.</summary> public static event EventHandler BeforeMainBroadcast { - add => MultiplayerEvents.EventManager.Multiplayer_BeforeMainBroadcast.Add(value); - remove => MultiplayerEvents.EventManager.Multiplayer_BeforeMainBroadcast.Remove(value); + add => MultiplayerEvents.EventManager.Legacy_BeforeMainBroadcast.Add(value); + remove => MultiplayerEvents.EventManager.Legacy_BeforeMainBroadcast.Remove(value); } /// <summary>Raised after the game broadcasts changes to other players.</summary> public static event EventHandler AfterMainBroadcast { - add => MultiplayerEvents.EventManager.Multiplayer_AfterMainBroadcast.Add(value); - remove => MultiplayerEvents.EventManager.Multiplayer_AfterMainBroadcast.Remove(value); + add => MultiplayerEvents.EventManager.Legacy_AfterMainBroadcast.Add(value); + remove => MultiplayerEvents.EventManager.Legacy_AfterMainBroadcast.Remove(value); } diff --git a/src/SMAPI/Events/WorldNpcListChangedEventArgs.cs b/src/SMAPI/Events/NpcListChangedEventArgs.cs index e251f894..eca28244 100644 --- a/src/SMAPI/Events/WorldNpcListChangedEventArgs.cs +++ b/src/SMAPI/Events/NpcListChangedEventArgs.cs @@ -6,7 +6,7 @@ using StardewValley; namespace StardewModdingAPI.Events { /// <summary>Event arguments for a <see cref="IWorldEvents.NpcListChanged"/> event.</summary> - public class WorldNpcListChangedEventArgs : EventArgs + public class NpcListChangedEventArgs : EventArgs { /********* ** Accessors @@ -28,7 +28,7 @@ namespace StardewModdingAPI.Events /// <param name="location">The location which changed.</param> /// <param name="added">The NPCs added to the location.</param> /// <param name="removed">The NPCs removed from the location.</param> - public WorldNpcListChangedEventArgs(GameLocation location, IEnumerable<NPC> added, IEnumerable<NPC> removed) + public NpcListChangedEventArgs(GameLocation location, IEnumerable<NPC> added, IEnumerable<NPC> removed) { this.Location = location; this.Added = added.ToArray(); diff --git a/src/SMAPI/Events/WorldObjectListChangedEventArgs.cs b/src/SMAPI/Events/ObjectListChangedEventArgs.cs index 5623a49b..55a4034f 100644 --- a/src/SMAPI/Events/WorldObjectListChangedEventArgs.cs +++ b/src/SMAPI/Events/ObjectListChangedEventArgs.cs @@ -8,7 +8,7 @@ using Object = StardewValley.Object; namespace StardewModdingAPI.Events { /// <summary>Event arguments for a <see cref="IWorldEvents.ObjectListChanged"/> event.</summary> - public class WorldObjectListChangedEventArgs : EventArgs + public class ObjectListChangedEventArgs : EventArgs { /********* ** Accessors @@ -30,7 +30,7 @@ namespace StardewModdingAPI.Events /// <param name="location">The location which changed.</param> /// <param name="added">The objects added to the location.</param> /// <param name="removed">The objects removed from the location.</param> - public WorldObjectListChangedEventArgs(GameLocation location, IEnumerable<KeyValuePair<Vector2, Object>> added, IEnumerable<KeyValuePair<Vector2, Object>> removed) + public ObjectListChangedEventArgs(GameLocation location, IEnumerable<KeyValuePair<Vector2, Object>> added, IEnumerable<KeyValuePair<Vector2, Object>> removed) { this.Location = location; this.Added = added.ToArray(); diff --git a/src/SMAPI/Events/PlayerEvents.cs b/src/SMAPI/Events/PlayerEvents.cs index 6e7050e3..bfc1b569 100644 --- a/src/SMAPI/Events/PlayerEvents.cs +++ b/src/SMAPI/Events/PlayerEvents.cs @@ -19,22 +19,22 @@ namespace StardewModdingAPI.Events /// <summary>Raised after the player's inventory changes in any way (added or removed item, sorted, etc).</summary> public static event EventHandler<EventArgsInventoryChanged> InventoryChanged { - add => PlayerEvents.EventManager.Player_InventoryChanged.Add(value); - remove => PlayerEvents.EventManager.Player_InventoryChanged.Remove(value); + add => PlayerEvents.EventManager.Legacy_InventoryChanged.Add(value); + remove => PlayerEvents.EventManager.Legacy_InventoryChanged.Remove(value); } /// <summary>Raised after the player levels up a skill. This happens as soon as they level up, not when the game notifies the player after their character goes to bed.</summary> public static event EventHandler<EventArgsLevelUp> LeveledUp { - add => PlayerEvents.EventManager.Player_LeveledUp.Add(value); - remove => PlayerEvents.EventManager.Player_LeveledUp.Remove(value); + add => PlayerEvents.EventManager.Legacy_LeveledUp.Add(value); + remove => PlayerEvents.EventManager.Legacy_LeveledUp.Remove(value); } /// <summary>Raised after the player warps to a new location.</summary> public static event EventHandler<EventArgsPlayerWarped> Warped { - add => PlayerEvents.EventManager.Player_Warped.Add(value); - remove => PlayerEvents.EventManager.Player_Warped.Remove(value); + add => PlayerEvents.EventManager.Legacy_PlayerWarped.Add(value); + remove => PlayerEvents.EventManager.Legacy_PlayerWarped.Remove(value); } diff --git a/src/SMAPI/Events/SaveEvents.cs b/src/SMAPI/Events/SaveEvents.cs index 62184282..731bf9d1 100644 --- a/src/SMAPI/Events/SaveEvents.cs +++ b/src/SMAPI/Events/SaveEvents.cs @@ -19,43 +19,43 @@ namespace StardewModdingAPI.Events /// <summary>Raised before the game creates the save file.</summary> public static event EventHandler BeforeCreate { - add => SaveEvents.EventManager.Save_BeforeCreate.Add(value); - remove => SaveEvents.EventManager.Save_BeforeCreate.Remove(value); + add => SaveEvents.EventManager.Legacy_BeforeCreateSave.Add(value); + remove => SaveEvents.EventManager.Legacy_BeforeCreateSave.Remove(value); } /// <summary>Raised after the game finishes creating the save file.</summary> public static event EventHandler AfterCreate { - add => SaveEvents.EventManager.Save_AfterCreate.Add(value); - remove => SaveEvents.EventManager.Save_AfterCreate.Remove(value); + add => SaveEvents.EventManager.Legacy_AfterCreateSave.Add(value); + remove => SaveEvents.EventManager.Legacy_AfterCreateSave.Remove(value); } /// <summary>Raised before the game begins writes data to the save file.</summary> public static event EventHandler BeforeSave { - add => SaveEvents.EventManager.Save_BeforeSave.Add(value); - remove => SaveEvents.EventManager.Save_BeforeSave.Remove(value); + add => SaveEvents.EventManager.Legacy_BeforeSave.Add(value); + remove => SaveEvents.EventManager.Legacy_BeforeSave.Remove(value); } /// <summary>Raised after the game finishes writing data to the save file.</summary> public static event EventHandler AfterSave { - add => SaveEvents.EventManager.Save_AfterSave.Add(value); - remove => SaveEvents.EventManager.Save_AfterSave.Remove(value); + add => SaveEvents.EventManager.Legacy_AfterSave.Add(value); + remove => SaveEvents.EventManager.Legacy_AfterSave.Remove(value); } /// <summary>Raised after the player loads a save slot.</summary> public static event EventHandler AfterLoad { - add => SaveEvents.EventManager.Save_AfterLoad.Add(value); - remove => SaveEvents.EventManager.Save_AfterLoad.Remove(value); + add => SaveEvents.EventManager.Legacy_AfterLoad.Add(value); + remove => SaveEvents.EventManager.Legacy_AfterLoad.Remove(value); } /// <summary>Raised after the game returns to the title screen.</summary> public static event EventHandler AfterReturnToTitle { - add => SaveEvents.EventManager.Save_AfterReturnToTitle.Add(value); - remove => SaveEvents.EventManager.Save_AfterReturnToTitle.Remove(value); + add => SaveEvents.EventManager.Legacy_AfterReturnToTitle.Add(value); + remove => SaveEvents.EventManager.Legacy_AfterReturnToTitle.Remove(value); } diff --git a/src/SMAPI/Events/SpecialisedEvents.cs b/src/SMAPI/Events/SpecialisedEvents.cs index 33ebf3b2..af84b397 100644 --- a/src/SMAPI/Events/SpecialisedEvents.cs +++ b/src/SMAPI/Events/SpecialisedEvents.cs @@ -19,8 +19,8 @@ namespace StardewModdingAPI.Events /// <summary>Raised when the game updates its state (≈60 times per second), regardless of normal SMAPI validation. This event is not thread-safe and may be invoked while game logic is running asynchronously. Changes to game state in this method may crash the game or corrupt an in-progress save. Do not use this event unless you're fully aware of the context in which your code will be run. Mods using this method will trigger a stability warning in the SMAPI console.</summary> public static event EventHandler UnvalidatedUpdateTick { - add => SpecialisedEvents.EventManager.Specialised_UnvalidatedUpdateTick.Add(value); - remove => SpecialisedEvents.EventManager.Specialised_UnvalidatedUpdateTick.Remove(value); + add => SpecialisedEvents.EventManager.Legacy_UnvalidatedUpdateTick.Add(value); + remove => SpecialisedEvents.EventManager.Legacy_UnvalidatedUpdateTick.Remove(value); } diff --git a/src/SMAPI/Events/WorldTerrainFeatureListChangedEventArgs.cs b/src/SMAPI/Events/TerrainFeatureListChangedEventArgs.cs index cb089811..562b1d3c 100644 --- a/src/SMAPI/Events/WorldTerrainFeatureListChangedEventArgs.cs +++ b/src/SMAPI/Events/TerrainFeatureListChangedEventArgs.cs @@ -8,7 +8,7 @@ using StardewValley.TerrainFeatures; namespace StardewModdingAPI.Events { /// <summary>Event arguments for a <see cref="IWorldEvents.TerrainFeatureListChanged"/> event.</summary> - public class WorldTerrainFeatureListChangedEventArgs : EventArgs + public class TerrainFeatureListChangedEventArgs : EventArgs { /********* ** Accessors @@ -30,7 +30,7 @@ namespace StardewModdingAPI.Events /// <param name="location">The location which changed.</param> /// <param name="added">The terrain features added to the location.</param> /// <param name="removed">The terrain features removed from the location.</param> - public WorldTerrainFeatureListChangedEventArgs(GameLocation location, IEnumerable<KeyValuePair<Vector2, TerrainFeature>> added, IEnumerable<KeyValuePair<Vector2, TerrainFeature>> removed) + public TerrainFeatureListChangedEventArgs(GameLocation location, IEnumerable<KeyValuePair<Vector2, TerrainFeature>> added, IEnumerable<KeyValuePair<Vector2, TerrainFeature>> removed) { this.Location = location; this.Added = added.ToArray(); diff --git a/src/SMAPI/Events/TimeEvents.cs b/src/SMAPI/Events/TimeEvents.cs index f769fd08..311ffe9e 100644 --- a/src/SMAPI/Events/TimeEvents.cs +++ b/src/SMAPI/Events/TimeEvents.cs @@ -19,15 +19,15 @@ namespace StardewModdingAPI.Events /// <summary>Raised after the game begins a new day, including when loading a save.</summary> public static event EventHandler AfterDayStarted { - add => TimeEvents.EventManager.Time_AfterDayStarted.Add(value); - remove => TimeEvents.EventManager.Time_AfterDayStarted.Remove(value); + add => TimeEvents.EventManager.Legacy_AfterDayStarted.Add(value); + remove => TimeEvents.EventManager.Legacy_AfterDayStarted.Remove(value); } /// <summary>Raised after the in-game clock changes.</summary> public static event EventHandler<EventArgsIntChanged> TimeOfDayChanged { - add => TimeEvents.EventManager.Time_TimeOfDayChanged.Add(value); - remove => TimeEvents.EventManager.Time_TimeOfDayChanged.Remove(value); + add => TimeEvents.EventManager.Legacy_TimeOfDayChanged.Add(value); + remove => TimeEvents.EventManager.Legacy_TimeOfDayChanged.Remove(value); } diff --git a/src/SMAPI/Events/GameLoopUpdatedEventArgs.cs b/src/SMAPI/Events/UpdateTickedEventArgs.cs index 3ad34b69..56912643 100644 --- a/src/SMAPI/Events/GameLoopUpdatedEventArgs.cs +++ b/src/SMAPI/Events/UpdateTickedEventArgs.cs @@ -2,8 +2,8 @@ using System; namespace StardewModdingAPI.Events { - /// <summary>Event arguments for an <see cref="IGameLoopEvents.Updated"/> event.</summary> - public class GameLoopUpdatedEventArgs : EventArgs + /// <summary>Event arguments for an <see cref="IGameLoopEvents.UpdateTicked"/> event.</summary> + public class UpdateTickedEventArgs : EventArgs { /********* ** Accessors @@ -20,7 +20,7 @@ namespace StardewModdingAPI.Events *********/ /// <summary>Construct an instance.</summary> /// <param name="ticks">The number of ticks elapsed since the game started, including the current tick.</param> - public GameLoopUpdatedEventArgs(uint ticks) + public UpdateTickedEventArgs(uint ticks) { this.Ticks = ticks; this.IsOneSecond = this.IsMultipleOf(60); diff --git a/src/SMAPI/Events/GameLoopUpdatingEventArgs.cs b/src/SMAPI/Events/UpdateTickingEventArgs.cs index d6a8b5c2..5998fd9b 100644 --- a/src/SMAPI/Events/GameLoopUpdatingEventArgs.cs +++ b/src/SMAPI/Events/UpdateTickingEventArgs.cs @@ -2,8 +2,8 @@ using System; namespace StardewModdingAPI.Events { - /// <summary>Event arguments for an <see cref="IGameLoopEvents.Updating"/> event.</summary> - public class GameLoopUpdatingEventArgs : EventArgs + /// <summary>Event arguments for an <see cref="IGameLoopEvents.UpdateTicking"/> event.</summary> + public class UpdateTickingEventArgs : EventArgs { /********* ** Accessors @@ -20,7 +20,7 @@ namespace StardewModdingAPI.Events *********/ /// <summary>Construct an instance.</summary> /// <param name="ticks">The number of ticks elapsed since the game started, including the current tick.</param> - public GameLoopUpdatingEventArgs(uint ticks) + public UpdateTickingEventArgs(uint ticks) { this.Ticks = ticks; this.IsOneSecond = this.IsMultipleOf(60); diff --git a/src/SMAPI/Framework/Events/EventManager.cs b/src/SMAPI/Framework/Events/EventManager.cs index 168ddde0..1435976a 100644 --- a/src/SMAPI/Framework/Events/EventManager.cs +++ b/src/SMAPI/Framework/Events/EventManager.cs @@ -15,52 +15,52 @@ namespace StardewModdingAPI.Framework.Events ** Game loop ****/ /// <summary>Raised after the game is launched, right before the first update tick.</summary> - public readonly ManagedEvent<GameLoopLaunchedEventArgs> GameLoop_Launched; + public readonly ManagedEvent<GameLaunchedEventArgs> GameLaunched; /// <summary>Raised before the game performs its overall update tick (≈60 times per second).</summary> - public readonly ManagedEvent<GameLoopUpdatingEventArgs> GameLoop_Updating; + public readonly ManagedEvent<UpdateTickingEventArgs> UpdateTicking; /// <summary>Raised after the game performs its overall update tick (≈60 times per second).</summary> - public readonly ManagedEvent<GameLoopUpdatedEventArgs> GameLoop_Updated; + public readonly ManagedEvent<UpdateTickedEventArgs> UpdateTicked; /**** ** Input ****/ /// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary> - public readonly ManagedEvent<InputButtonPressedEventArgs> Input_ButtonPressed; + public readonly ManagedEvent<ButtonPressedEventArgs> ButtonPressed; /// <summary>Raised after the player released a button on the keyboard, controller, or mouse.</summary> - public readonly ManagedEvent<InputButtonReleasedEventArgs> Input_ButtonReleased; + public readonly ManagedEvent<ButtonReleasedEventArgs> ButtonReleased; /// <summary>Raised after the player moves the in-game cursor.</summary> - public readonly ManagedEvent<InputCursorMovedEventArgs> Input_CursorMoved; + public readonly ManagedEvent<CursorMovedEventArgs> CursorMoved; /// <summary>Raised after the player scrolls the mouse wheel.</summary> - public readonly ManagedEvent<InputMouseWheelScrolledEventArgs> Input_MouseWheelScrolled; + public readonly ManagedEvent<MouseWheelScrolledEventArgs> MouseWheelScrolled; /**** ** World ****/ /// <summary>Raised after a game location is added or removed.</summary> - public readonly ManagedEvent<WorldLocationListChangedEventArgs> World_LocationListChanged; + public readonly ManagedEvent<LocationListChangedEventArgs> LocationListChanged; /// <summary>Raised after buildings are added or removed in a location.</summary> - public readonly ManagedEvent<WorldBuildingListChangedEventArgs> World_BuildingListChanged; + public readonly ManagedEvent<BuildingListChangedEventArgs> BuildingListChanged; /// <summary>Raised after debris are added or removed in a location.</summary> - public readonly ManagedEvent<WorldDebrisListChangedEventArgs> World_DebrisListChanged; + public readonly ManagedEvent<DebrisListChangedEventArgs> DebrisListChanged; /// <summary>Raised after large terrain features (like bushes) are added or removed in a location.</summary> - public readonly ManagedEvent<WorldLargeTerrainFeatureListChangedEventArgs> World_LargeTerrainFeatureListChanged; + public readonly ManagedEvent<LargeTerrainFeatureListChangedEventArgs> LargeTerrainFeatureListChanged; /// <summary>Raised after NPCs are added or removed in a location.</summary> - public readonly ManagedEvent<WorldNpcListChangedEventArgs> World_NpcListChanged; + public readonly ManagedEvent<NpcListChangedEventArgs> NpcListChanged; /// <summary>Raised after objects are added or removed in a location.</summary> - public readonly ManagedEvent<WorldObjectListChangedEventArgs> World_ObjectListChanged; + public readonly ManagedEvent<ObjectListChangedEventArgs> ObjectListChanged; /// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary> - public readonly ManagedEvent<WorldTerrainFeatureListChangedEventArgs> World_TerrainFeatureListChanged; + public readonly ManagedEvent<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged; /********* @@ -70,185 +70,185 @@ namespace StardewModdingAPI.Framework.Events ** ContentEvents ****/ /// <summary>Raised after the content language changes.</summary> - public readonly ManagedEvent<EventArgsValueChanged<string>> Content_LocaleChanged; + public readonly ManagedEvent<EventArgsValueChanged<string>> Legacy_LocaleChanged; /**** ** ControlEvents ****/ /// <summary>Raised when the <see cref="KeyboardState"/> changes. That happens when the player presses or releases a key.</summary> - public readonly ManagedEvent<EventArgsKeyboardStateChanged> Legacy_Control_KeyboardChanged; + public readonly ManagedEvent<EventArgsKeyboardStateChanged> Legacy_KeyboardChanged; /// <summary>Raised after the player presses a keyboard key.</summary> - public readonly ManagedEvent<EventArgsKeyPressed> Legacy_Control_KeyPressed; + public readonly ManagedEvent<EventArgsKeyPressed> Legacy_KeyPressed; /// <summary>Raised after the player releases a keyboard key.</summary> - public readonly ManagedEvent<EventArgsKeyPressed> Legacy_Control_KeyReleased; + public readonly ManagedEvent<EventArgsKeyPressed> Legacy_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 readonly ManagedEvent<EventArgsMouseStateChanged> Legacy_Control_MouseChanged; + public readonly ManagedEvent<EventArgsMouseStateChanged> Legacy_MouseChanged; /// <summary>The player pressed a controller button. This event isn't raised for trigger buttons.</summary> - public readonly ManagedEvent<EventArgsControllerButtonPressed> Legacy_Control_ControllerButtonPressed; + public readonly ManagedEvent<EventArgsControllerButtonPressed> Legacy_ControllerButtonPressed; /// <summary>The player released a controller button. This event isn't raised for trigger buttons.</summary> - public readonly ManagedEvent<EventArgsControllerButtonReleased> Legacy_Control_ControllerButtonReleased; + public readonly ManagedEvent<EventArgsControllerButtonReleased> Legacy_ControllerButtonReleased; /// <summary>The player pressed a controller trigger button.</summary> - public readonly ManagedEvent<EventArgsControllerTriggerPressed> Legacy_Control_ControllerTriggerPressed; + public readonly ManagedEvent<EventArgsControllerTriggerPressed> Legacy_ControllerTriggerPressed; /// <summary>The player released a controller trigger button.</summary> - public readonly ManagedEvent<EventArgsControllerTriggerReleased> Legacy_Control_ControllerTriggerReleased; + public readonly ManagedEvent<EventArgsControllerTriggerReleased> Legacy_ControllerTriggerReleased; /**** ** GameEvents ****/ /// <summary>Raised once after the game initialises and all <see cref="IMod.Entry"/> methods have been called.</summary> - public readonly ManagedEvent Game_FirstUpdateTick; + public readonly ManagedEvent Legacy_FirstUpdateTick; /// <summary>Raised when the game updates its state (≈60 times per second).</summary> - public readonly ManagedEvent Game_UpdateTick; + public readonly ManagedEvent Legacy_UpdateTick; /// <summary>Raised every other tick (≈30 times per second).</summary> - public readonly ManagedEvent Game_SecondUpdateTick; + public readonly ManagedEvent Legacy_SecondUpdateTick; /// <summary>Raised every fourth tick (≈15 times per second).</summary> - public readonly ManagedEvent Game_FourthUpdateTick; + public readonly ManagedEvent Legacy_FourthUpdateTick; /// <summary>Raised every eighth tick (≈8 times per second).</summary> - public readonly ManagedEvent Game_EighthUpdateTick; + public readonly ManagedEvent Legacy_EighthUpdateTick; /// <summary>Raised every 15th tick (≈4 times per second).</summary> - public readonly ManagedEvent Game_QuarterSecondTick; + public readonly ManagedEvent Legacy_QuarterSecondTick; /// <summary>Raised every 30th tick (≈twice per second).</summary> - public readonly ManagedEvent Game_HalfSecondTick; + public readonly ManagedEvent Legacy_HalfSecondTick; /// <summary>Raised every 60th tick (≈once per second).</summary> - public readonly ManagedEvent Game_OneSecondTick; + public readonly ManagedEvent Legacy_OneSecondTick; /**** ** GraphicsEvents ****/ /// <summary>Raised after the game window is resized.</summary> - public readonly ManagedEvent Graphics_Resize; + public readonly ManagedEvent Legacy_Resize; /// <summary>Raised before drawing the world to the screen.</summary> - public readonly ManagedEvent Graphics_OnPreRenderEvent; + public readonly ManagedEvent Legacy_OnPreRenderEvent; /// <summary>Raised after drawing the world to the screen.</summary> - public readonly ManagedEvent Graphics_OnPostRenderEvent; + public readonly ManagedEvent Legacy_OnPostRenderEvent; /// <summary>Raised before drawing the HUD (item toolbar, clock, etc) to the screen. The HUD is available at this point, but not necessarily visible. (For example, the event is raised even if a menu is open.)</summary> - public readonly ManagedEvent Graphics_OnPreRenderHudEvent; + public readonly ManagedEvent Legacy_OnPreRenderHudEvent; /// <summary>Raised after drawing the HUD (item toolbar, clock, etc) to the screen. The HUD is available at this point, but not necessarily visible. (For example, the event is raised even if a menu is open.)</summary> - public readonly ManagedEvent Graphics_OnPostRenderHudEvent; + public readonly ManagedEvent Legacy_OnPostRenderHudEvent; /// <summary>Raised before drawing a menu to the screen during a draw loop. This includes the game's internal menus like the title screen.</summary> - public readonly ManagedEvent Graphics_OnPreRenderGuiEvent; + public readonly ManagedEvent Legacy_OnPreRenderGuiEvent; /// <summary>Raised after drawing a menu to the screen during a draw loop. This includes the game's internal menus like the title screen.</summary> - public readonly ManagedEvent Graphics_OnPostRenderGuiEvent; + public readonly ManagedEvent Legacy_OnPostRenderGuiEvent; /**** ** InputEvents ****/ /// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary> - public readonly ManagedEvent<EventArgsInput> Legacy_Input_ButtonPressed; + public readonly ManagedEvent<EventArgsInput> Legacy_ButtonPressed; /// <summary>Raised after the player releases a keyboard key on the keyboard, controller, or mouse.</summary> - public readonly ManagedEvent<EventArgsInput> Legacy_Input_ButtonReleased; + public readonly ManagedEvent<EventArgsInput> Legacy_ButtonReleased; /**** ** LocationEvents ****/ /// <summary>Raised after a game location is added or removed.</summary> - public readonly ManagedEvent<EventArgsLocationsChanged> Legacy_Location_LocationsChanged; + public readonly ManagedEvent<EventArgsLocationsChanged> Legacy_LocationsChanged; /// <summary>Raised after buildings are added or removed in a location.</summary> - public readonly ManagedEvent<EventArgsLocationBuildingsChanged> Legacy_Location_BuildingsChanged; + public readonly ManagedEvent<EventArgsLocationBuildingsChanged> Legacy_BuildingsChanged; /// <summary>Raised after objects are added or removed in a location.</summary> - public readonly ManagedEvent<EventArgsLocationObjectsChanged> Legacy_Location_ObjectsChanged; + public readonly ManagedEvent<EventArgsLocationObjectsChanged> Legacy_ObjectsChanged; /**** ** MenuEvents ****/ /// <summary>Raised after a game menu is opened or replaced with another menu. This event is not invoked when a menu is closed.</summary> - public readonly ManagedEvent<EventArgsClickableMenuChanged> Menu_Changed; + public readonly ManagedEvent<EventArgsClickableMenuChanged> Legacy_MenuChanged; /// <summary>Raised after a game menu is closed.</summary> - public readonly ManagedEvent<EventArgsClickableMenuClosed> Menu_Closed; + public readonly ManagedEvent<EventArgsClickableMenuClosed> Legacy_MenuClosed; /**** ** MultiplayerEvents ****/ /// <summary>Raised before the game syncs changes from other players.</summary> - public readonly ManagedEvent Multiplayer_BeforeMainSync; + public readonly ManagedEvent Legacy_BeforeMainSync; /// <summary>Raised after the game syncs changes from other players.</summary> - public readonly ManagedEvent Multiplayer_AfterMainSync; + public readonly ManagedEvent Legacy_AfterMainSync; /// <summary>Raised before the game broadcasts changes to other players.</summary> - public readonly ManagedEvent Multiplayer_BeforeMainBroadcast; + public readonly ManagedEvent Legacy_BeforeMainBroadcast; /// <summary>Raised after the game broadcasts changes to other players.</summary> - public readonly ManagedEvent Multiplayer_AfterMainBroadcast; + public readonly ManagedEvent Legacy_AfterMainBroadcast; /**** ** MineEvents ****/ /// <summary>Raised after the player warps to a new level of the mine.</summary> - public readonly ManagedEvent<EventArgsMineLevelChanged> Mine_LevelChanged; + public readonly ManagedEvent<EventArgsMineLevelChanged> Legacy_MineLevelChanged; /**** ** PlayerEvents ****/ /// <summary>Raised after the player's inventory changes in any way (added or removed item, sorted, etc).</summary> - public readonly ManagedEvent<EventArgsInventoryChanged> Player_InventoryChanged; + public readonly ManagedEvent<EventArgsInventoryChanged> Legacy_InventoryChanged; /// <summary> Raised after the player levels up a skill. This happens as soon as they level up, not when the game notifies the player after their character goes to bed.</summary> - public readonly ManagedEvent<EventArgsLevelUp> Player_LeveledUp; + public readonly ManagedEvent<EventArgsLevelUp> Legacy_LeveledUp; /// <summary>Raised after the player warps to a new location.</summary> - public readonly ManagedEvent<EventArgsPlayerWarped> Player_Warped; + public readonly ManagedEvent<EventArgsPlayerWarped> Legacy_PlayerWarped; /**** ** SaveEvents ****/ /// <summary>Raised before the game creates the save file.</summary> - public readonly ManagedEvent Save_BeforeCreate; + public readonly ManagedEvent Legacy_BeforeCreateSave; /// <summary>Raised after the game finishes creating the save file.</summary> - public readonly ManagedEvent Save_AfterCreate; + public readonly ManagedEvent Legacy_AfterCreateSave; /// <summary>Raised before the game begins writes data to the save file.</summary> - public readonly ManagedEvent Save_BeforeSave; + public readonly ManagedEvent Legacy_BeforeSave; /// <summary>Raised after the game finishes writing data to the save file.</summary> - public readonly ManagedEvent Save_AfterSave; + public readonly ManagedEvent Legacy_AfterSave; /// <summary>Raised after the player loads a save slot.</summary> - public readonly ManagedEvent Save_AfterLoad; + public readonly ManagedEvent Legacy_AfterLoad; /// <summary>Raised after the game returns to the title screen.</summary> - public readonly ManagedEvent Save_AfterReturnToTitle; + public readonly ManagedEvent Legacy_AfterReturnToTitle; /**** ** SpecialisedEvents ****/ /// <summary>Raised when the game updates its state (≈60 times per second), regardless of normal SMAPI validation. This event is not thread-safe and may be invoked while game logic is running asynchronously. Changes to game state in this method may crash the game or corrupt an in-progress save. Do not use this event unless you're fully aware of the context in which your code will be run. Mods using this method will trigger a stability warning in the SMAPI console.</summary> - public readonly ManagedEvent Specialised_UnvalidatedUpdateTick; + public readonly ManagedEvent Legacy_UnvalidatedUpdateTick; /**** ** TimeEvents ****/ /// <summary>Raised after the game begins a new day, including when loading a save.</summary> - public readonly ManagedEvent Time_AfterDayStarted; + public readonly ManagedEvent Legacy_AfterDayStarted; /// <summary>Raised after the in-game clock changes.</summary> - public readonly ManagedEvent<EventArgsIntChanged> Time_TimeOfDayChanged; + public readonly ManagedEvent<EventArgsIntChanged> Legacy_TimeOfDayChanged; /********* @@ -264,84 +264,84 @@ namespace StardewModdingAPI.Framework.Events ManagedEvent ManageEvent(string typeName, string eventName) => new ManagedEvent($"{typeName}.{eventName}", monitor, modRegistry); // init events (new) - this.GameLoop_Launched = ManageEventOf<GameLoopLaunchedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.Launched)); - this.GameLoop_Updating = ManageEventOf<GameLoopUpdatingEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.Updating)); - this.GameLoop_Updated = ManageEventOf<GameLoopUpdatedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.Updated)); - - this.Input_ButtonPressed = ManageEventOf<InputButtonPressedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonPressed)); - this.Input_ButtonReleased = ManageEventOf<InputButtonReleasedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonReleased)); - this.Input_CursorMoved = ManageEventOf<InputCursorMovedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.CursorMoved)); - this.Input_MouseWheelScrolled = ManageEventOf<InputMouseWheelScrolledEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.MouseWheelScrolled)); - - this.World_BuildingListChanged = ManageEventOf<WorldBuildingListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LocationListChanged)); - this.World_DebrisListChanged = ManageEventOf<WorldDebrisListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.DebrisListChanged)); - this.World_LargeTerrainFeatureListChanged = ManageEventOf<WorldLargeTerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LargeTerrainFeatureListChanged)); - this.World_LocationListChanged = ManageEventOf<WorldLocationListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.BuildingListChanged)); - this.World_NpcListChanged = ManageEventOf<WorldNpcListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.NpcListChanged)); - this.World_ObjectListChanged = ManageEventOf<WorldObjectListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged)); - this.World_TerrainFeatureListChanged = ManageEventOf<WorldTerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.TerrainFeatureListChanged)); + this.GameLaunched = ManageEventOf<GameLaunchedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.GameLaunched)); + this.UpdateTicking = ManageEventOf<UpdateTickingEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.UpdateTicking)); + this.UpdateTicked = ManageEventOf<UpdateTickedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.UpdateTicked)); + + this.ButtonPressed = ManageEventOf<ButtonPressedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonPressed)); + this.ButtonReleased = ManageEventOf<ButtonReleasedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonReleased)); + this.CursorMoved = ManageEventOf<CursorMovedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.CursorMoved)); + this.MouseWheelScrolled = ManageEventOf<MouseWheelScrolledEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.MouseWheelScrolled)); + + this.BuildingListChanged = ManageEventOf<BuildingListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LocationListChanged)); + this.DebrisListChanged = ManageEventOf<DebrisListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.DebrisListChanged)); + this.LargeTerrainFeatureListChanged = ManageEventOf<LargeTerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LargeTerrainFeatureListChanged)); + this.LocationListChanged = ManageEventOf<LocationListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.BuildingListChanged)); + this.NpcListChanged = ManageEventOf<NpcListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.NpcListChanged)); + this.ObjectListChanged = ManageEventOf<ObjectListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged)); + this.TerrainFeatureListChanged = ManageEventOf<TerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.TerrainFeatureListChanged)); // init events (old) - this.Content_LocaleChanged = ManageEventOf<EventArgsValueChanged<string>>(nameof(ContentEvents), nameof(ContentEvents.AfterLocaleChanged)); - - this.Legacy_Control_ControllerButtonPressed = ManageEventOf<EventArgsControllerButtonPressed>(nameof(ControlEvents), nameof(ControlEvents.ControllerButtonPressed)); - this.Legacy_Control_ControllerButtonReleased = ManageEventOf<EventArgsControllerButtonReleased>(nameof(ControlEvents), nameof(ControlEvents.ControllerButtonReleased)); - this.Legacy_Control_ControllerTriggerPressed = ManageEventOf<EventArgsControllerTriggerPressed>(nameof(ControlEvents), nameof(ControlEvents.ControllerTriggerPressed)); - this.Legacy_Control_ControllerTriggerReleased = ManageEventOf<EventArgsControllerTriggerReleased>(nameof(ControlEvents), nameof(ControlEvents.ControllerTriggerReleased)); - this.Legacy_Control_KeyboardChanged = ManageEventOf<EventArgsKeyboardStateChanged>(nameof(ControlEvents), nameof(ControlEvents.KeyboardChanged)); - this.Legacy_Control_KeyPressed = ManageEventOf<EventArgsKeyPressed>(nameof(ControlEvents), nameof(ControlEvents.KeyPressed)); - this.Legacy_Control_KeyReleased = ManageEventOf<EventArgsKeyPressed>(nameof(ControlEvents), nameof(ControlEvents.KeyReleased)); - this.Legacy_Control_MouseChanged = ManageEventOf<EventArgsMouseStateChanged>(nameof(ControlEvents), nameof(ControlEvents.MouseChanged)); - - this.Game_FirstUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.FirstUpdateTick)); - this.Game_UpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.UpdateTick)); - this.Game_SecondUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.SecondUpdateTick)); - this.Game_FourthUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.FourthUpdateTick)); - this.Game_EighthUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.EighthUpdateTick)); - this.Game_QuarterSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.QuarterSecondTick)); - this.Game_HalfSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.HalfSecondTick)); - this.Game_OneSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.OneSecondTick)); - - this.Graphics_Resize = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.Resize)); - this.Graphics_OnPreRenderEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderEvent)); - this.Graphics_OnPostRenderEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderEvent)); - this.Graphics_OnPreRenderHudEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderHudEvent)); - this.Graphics_OnPostRenderHudEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderHudEvent)); - this.Graphics_OnPreRenderGuiEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderGuiEvent)); - this.Graphics_OnPostRenderGuiEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderGuiEvent)); - - this.Legacy_Input_ButtonPressed = ManageEventOf<EventArgsInput>(nameof(InputEvents), nameof(InputEvents.ButtonPressed)); - this.Legacy_Input_ButtonReleased = ManageEventOf<EventArgsInput>(nameof(InputEvents), nameof(InputEvents.ButtonReleased)); - - this.Legacy_Location_LocationsChanged = ManageEventOf<EventArgsLocationsChanged>(nameof(LocationEvents), nameof(LocationEvents.LocationsChanged)); - this.Legacy_Location_BuildingsChanged = ManageEventOf<EventArgsLocationBuildingsChanged>(nameof(LocationEvents), nameof(LocationEvents.BuildingsChanged)); - this.Legacy_Location_ObjectsChanged = ManageEventOf<EventArgsLocationObjectsChanged>(nameof(LocationEvents), nameof(LocationEvents.ObjectsChanged)); - - this.Menu_Changed = ManageEventOf<EventArgsClickableMenuChanged>(nameof(MenuEvents), nameof(MenuEvents.MenuChanged)); - this.Menu_Closed = ManageEventOf<EventArgsClickableMenuClosed>(nameof(MenuEvents), nameof(MenuEvents.MenuClosed)); - - this.Multiplayer_BeforeMainBroadcast = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.BeforeMainBroadcast)); - this.Multiplayer_AfterMainBroadcast = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.AfterMainBroadcast)); - this.Multiplayer_BeforeMainSync = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.BeforeMainSync)); - this.Multiplayer_AfterMainSync = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.AfterMainSync)); - - this.Mine_LevelChanged = ManageEventOf<EventArgsMineLevelChanged>(nameof(MineEvents), nameof(MineEvents.MineLevelChanged)); - - this.Player_InventoryChanged = ManageEventOf<EventArgsInventoryChanged>(nameof(PlayerEvents), nameof(PlayerEvents.InventoryChanged)); - this.Player_LeveledUp = ManageEventOf<EventArgsLevelUp>(nameof(PlayerEvents), nameof(PlayerEvents.LeveledUp)); - this.Player_Warped = ManageEventOf<EventArgsPlayerWarped>(nameof(PlayerEvents), nameof(PlayerEvents.Warped)); - - this.Save_BeforeCreate = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.BeforeCreate)); - this.Save_AfterCreate = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterCreate)); - this.Save_BeforeSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.BeforeSave)); - this.Save_AfterSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterSave)); - this.Save_AfterLoad = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterLoad)); - this.Save_AfterReturnToTitle = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterReturnToTitle)); - - this.Specialised_UnvalidatedUpdateTick = ManageEvent(nameof(SpecialisedEvents), nameof(SpecialisedEvents.UnvalidatedUpdateTick)); - - this.Time_AfterDayStarted = ManageEvent(nameof(TimeEvents), nameof(TimeEvents.AfterDayStarted)); - this.Time_TimeOfDayChanged = ManageEventOf<EventArgsIntChanged>(nameof(TimeEvents), nameof(TimeEvents.TimeOfDayChanged)); + this.Legacy_LocaleChanged = ManageEventOf<EventArgsValueChanged<string>>(nameof(ContentEvents), nameof(ContentEvents.AfterLocaleChanged)); + + this.Legacy_ControllerButtonPressed = ManageEventOf<EventArgsControllerButtonPressed>(nameof(ControlEvents), nameof(ControlEvents.ControllerButtonPressed)); + this.Legacy_ControllerButtonReleased = ManageEventOf<EventArgsControllerButtonReleased>(nameof(ControlEvents), nameof(ControlEvents.ControllerButtonReleased)); + this.Legacy_ControllerTriggerPressed = ManageEventOf<EventArgsControllerTriggerPressed>(nameof(ControlEvents), nameof(ControlEvents.ControllerTriggerPressed)); + this.Legacy_ControllerTriggerReleased = ManageEventOf<EventArgsControllerTriggerReleased>(nameof(ControlEvents), nameof(ControlEvents.ControllerTriggerReleased)); + this.Legacy_KeyboardChanged = ManageEventOf<EventArgsKeyboardStateChanged>(nameof(ControlEvents), nameof(ControlEvents.KeyboardChanged)); + this.Legacy_KeyPressed = ManageEventOf<EventArgsKeyPressed>(nameof(ControlEvents), nameof(ControlEvents.KeyPressed)); + this.Legacy_KeyReleased = ManageEventOf<EventArgsKeyPressed>(nameof(ControlEvents), nameof(ControlEvents.KeyReleased)); + this.Legacy_MouseChanged = ManageEventOf<EventArgsMouseStateChanged>(nameof(ControlEvents), nameof(ControlEvents.MouseChanged)); + + this.Legacy_FirstUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.FirstUpdateTick)); + this.Legacy_UpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.UpdateTick)); + this.Legacy_SecondUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.SecondUpdateTick)); + this.Legacy_FourthUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.FourthUpdateTick)); + this.Legacy_EighthUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.EighthUpdateTick)); + this.Legacy_QuarterSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.QuarterSecondTick)); + this.Legacy_HalfSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.HalfSecondTick)); + this.Legacy_OneSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.OneSecondTick)); + + this.Legacy_Resize = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.Resize)); + this.Legacy_OnPreRenderEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderEvent)); + this.Legacy_OnPostRenderEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderEvent)); + this.Legacy_OnPreRenderHudEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderHudEvent)); + this.Legacy_OnPostRenderHudEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderHudEvent)); + this.Legacy_OnPreRenderGuiEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderGuiEvent)); + this.Legacy_OnPostRenderGuiEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderGuiEvent)); + + this.Legacy_ButtonPressed = ManageEventOf<EventArgsInput>(nameof(InputEvents), nameof(InputEvents.ButtonPressed)); + this.Legacy_ButtonReleased = ManageEventOf<EventArgsInput>(nameof(InputEvents), nameof(InputEvents.ButtonReleased)); + + this.Legacy_LocationsChanged = ManageEventOf<EventArgsLocationsChanged>(nameof(LocationEvents), nameof(LocationEvents.LocationsChanged)); + this.Legacy_BuildingsChanged = ManageEventOf<EventArgsLocationBuildingsChanged>(nameof(LocationEvents), nameof(LocationEvents.BuildingsChanged)); + this.Legacy_ObjectsChanged = ManageEventOf<EventArgsLocationObjectsChanged>(nameof(LocationEvents), nameof(LocationEvents.ObjectsChanged)); + + this.Legacy_MenuChanged = ManageEventOf<EventArgsClickableMenuChanged>(nameof(MenuEvents), nameof(MenuEvents.MenuChanged)); + this.Legacy_MenuClosed = ManageEventOf<EventArgsClickableMenuClosed>(nameof(MenuEvents), nameof(MenuEvents.MenuClosed)); + + this.Legacy_BeforeMainBroadcast = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.BeforeMainBroadcast)); + this.Legacy_AfterMainBroadcast = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.AfterMainBroadcast)); + this.Legacy_BeforeMainSync = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.BeforeMainSync)); + this.Legacy_AfterMainSync = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.AfterMainSync)); + + this.Legacy_MineLevelChanged = ManageEventOf<EventArgsMineLevelChanged>(nameof(MineEvents), nameof(MineEvents.MineLevelChanged)); + + this.Legacy_InventoryChanged = ManageEventOf<EventArgsInventoryChanged>(nameof(PlayerEvents), nameof(PlayerEvents.InventoryChanged)); + this.Legacy_LeveledUp = ManageEventOf<EventArgsLevelUp>(nameof(PlayerEvents), nameof(PlayerEvents.LeveledUp)); + this.Legacy_PlayerWarped = ManageEventOf<EventArgsPlayerWarped>(nameof(PlayerEvents), nameof(PlayerEvents.Warped)); + + this.Legacy_BeforeCreateSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.BeforeCreate)); + this.Legacy_AfterCreateSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterCreate)); + this.Legacy_BeforeSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.BeforeSave)); + this.Legacy_AfterSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterSave)); + this.Legacy_AfterLoad = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterLoad)); + this.Legacy_AfterReturnToTitle = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterReturnToTitle)); + + this.Legacy_UnvalidatedUpdateTick = ManageEvent(nameof(SpecialisedEvents), nameof(SpecialisedEvents.UnvalidatedUpdateTick)); + + this.Legacy_AfterDayStarted = ManageEvent(nameof(TimeEvents), nameof(TimeEvents.AfterDayStarted)); + this.Legacy_TimeOfDayChanged = ManageEventOf<EventArgsIntChanged>(nameof(TimeEvents), nameof(TimeEvents.TimeOfDayChanged)); } } } diff --git a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs index 379a4e96..781597ef 100644 --- a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs +++ b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs @@ -10,24 +10,24 @@ namespace StardewModdingAPI.Framework.Events ** Accessors *********/ /// <summary>Raised after the game is launched, right before the first update tick.</summary> - public event EventHandler<GameLoopLaunchedEventArgs> Launched + public event EventHandler<GameLaunchedEventArgs> GameLaunched { - add => this.EventManager.GameLoop_Launched.Add(value); - remove => this.EventManager.GameLoop_Launched.Remove(value); + add => this.EventManager.GameLaunched.Add(value); + remove => this.EventManager.GameLaunched.Remove(value); } /// <summary>Raised before the game performs its overall update tick (≈60 times per second).</summary> - public event EventHandler<GameLoopUpdatingEventArgs> Updating + public event EventHandler<UpdateTickingEventArgs> UpdateTicking { - add => this.EventManager.GameLoop_Updating.Add(value); - remove => this.EventManager.GameLoop_Updating.Remove(value); + add => this.EventManager.UpdateTicking.Add(value); + remove => this.EventManager.UpdateTicking.Remove(value); } /// <summary>Raised after the game performs its overall update tick (≈60 times per second).</summary> - public event EventHandler<GameLoopUpdatedEventArgs> Updated + public event EventHandler<UpdateTickedEventArgs> UpdateTicked { - add => this.EventManager.GameLoop_Updated.Add(value); - remove => this.EventManager.GameLoop_Updated.Remove(value); + add => this.EventManager.UpdateTicked.Add(value); + remove => this.EventManager.UpdateTicked.Remove(value); } diff --git a/src/SMAPI/Framework/Events/ModInputEvents.cs b/src/SMAPI/Framework/Events/ModInputEvents.cs index feca34f3..6a4298b4 100644 --- a/src/SMAPI/Framework/Events/ModInputEvents.cs +++ b/src/SMAPI/Framework/Events/ModInputEvents.cs @@ -10,31 +10,31 @@ namespace StardewModdingAPI.Framework.Events ** Accessors *********/ /// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary> - public event EventHandler<InputButtonPressedEventArgs> ButtonPressed + public event EventHandler<ButtonPressedEventArgs> ButtonPressed { - add => this.EventManager.Input_ButtonPressed.Add(value); - remove => this.EventManager.Input_ButtonPressed.Remove(value); + add => this.EventManager.ButtonPressed.Add(value); + remove => this.EventManager.ButtonPressed.Remove(value); } /// <summary>Raised after the player releases a button on the keyboard, controller, or mouse.</summary> - public event EventHandler<InputButtonReleasedEventArgs> ButtonReleased + public event EventHandler<ButtonReleasedEventArgs> ButtonReleased { - add => this.EventManager.Input_ButtonReleased.Add(value); - remove => this.EventManager.Input_ButtonReleased.Remove(value); + add => this.EventManager.ButtonReleased.Add(value); + remove => this.EventManager.ButtonReleased.Remove(value); } /// <summary>Raised after the player moves the in-game cursor.</summary> - public event EventHandler<InputCursorMovedEventArgs> CursorMoved + public event EventHandler<CursorMovedEventArgs> CursorMoved { - add => this.EventManager.Input_CursorMoved.Add(value); - remove => this.EventManager.Input_CursorMoved.Remove(value); + add => this.EventManager.CursorMoved.Add(value); + remove => this.EventManager.CursorMoved.Remove(value); } /// <summary>Raised after the player scrolls the mouse wheel.</summary> - public event EventHandler<InputMouseWheelScrolledEventArgs> MouseWheelScrolled + public event EventHandler<MouseWheelScrolledEventArgs> MouseWheelScrolled { - add => this.EventManager.Input_MouseWheelScrolled.Add(value); - remove => this.EventManager.Input_MouseWheelScrolled.Remove(value); + add => this.EventManager.MouseWheelScrolled.Add(value); + remove => this.EventManager.MouseWheelScrolled.Remove(value); } diff --git a/src/SMAPI/Framework/Events/ModWorldEvents.cs b/src/SMAPI/Framework/Events/ModWorldEvents.cs index dc9c0f4c..b85002a3 100644 --- a/src/SMAPI/Framework/Events/ModWorldEvents.cs +++ b/src/SMAPI/Framework/Events/ModWorldEvents.cs @@ -10,52 +10,52 @@ namespace StardewModdingAPI.Framework.Events ** Accessors *********/ /// <summary>Raised after a game location is added or removed.</summary> - public event EventHandler<WorldLocationListChangedEventArgs> LocationListChanged + public event EventHandler<LocationListChangedEventArgs> LocationListChanged { - add => this.EventManager.World_LocationListChanged.Add(value, this.Mod); - remove => this.EventManager.World_LocationListChanged.Remove(value); + add => this.EventManager.LocationListChanged.Add(value, this.Mod); + remove => this.EventManager.LocationListChanged.Remove(value); } /// <summary>Raised after buildings are added or removed in a location.</summary> - public event EventHandler<WorldBuildingListChangedEventArgs> BuildingListChanged + public event EventHandler<BuildingListChangedEventArgs> BuildingListChanged { - add => this.EventManager.World_BuildingListChanged.Add(value, this.Mod); - remove => this.EventManager.World_BuildingListChanged.Remove(value); + add => this.EventManager.BuildingListChanged.Add(value, this.Mod); + remove => this.EventManager.BuildingListChanged.Remove(value); } /// <summary>Raised after debris are added or removed in a location.</summary> - public event EventHandler<WorldDebrisListChangedEventArgs> DebrisListChanged + public event EventHandler<DebrisListChangedEventArgs> DebrisListChanged { - add => this.EventManager.World_DebrisListChanged.Add(value, this.Mod); - remove => this.EventManager.World_DebrisListChanged.Remove(value); + add => this.EventManager.DebrisListChanged.Add(value, this.Mod); + remove => this.EventManager.DebrisListChanged.Remove(value); } /// <summary>Raised after large terrain features (like bushes) are added or removed in a location.</summary> - public event EventHandler<WorldLargeTerrainFeatureListChangedEventArgs> LargeTerrainFeatureListChanged + public event EventHandler<LargeTerrainFeatureListChangedEventArgs> LargeTerrainFeatureListChanged { - add => this.EventManager.World_LargeTerrainFeatureListChanged.Add(value, this.Mod); - remove => this.EventManager.World_LargeTerrainFeatureListChanged.Remove(value); + add => this.EventManager.LargeTerrainFeatureListChanged.Add(value, this.Mod); + remove => this.EventManager.LargeTerrainFeatureListChanged.Remove(value); } /// <summary>Raised after NPCs are added or removed in a location.</summary> - public event EventHandler<WorldNpcListChangedEventArgs> NpcListChanged + public event EventHandler<NpcListChangedEventArgs> NpcListChanged { - add => this.EventManager.World_NpcListChanged.Add(value); - remove => this.EventManager.World_NpcListChanged.Remove(value); + add => this.EventManager.NpcListChanged.Add(value); + remove => this.EventManager.NpcListChanged.Remove(value); } /// <summary>Raised after objects are added or removed in a location.</summary> - public event EventHandler<WorldObjectListChangedEventArgs> ObjectListChanged + public event EventHandler<ObjectListChangedEventArgs> ObjectListChanged { - add => this.EventManager.World_ObjectListChanged.Add(value); - remove => this.EventManager.World_ObjectListChanged.Remove(value); + add => this.EventManager.ObjectListChanged.Add(value); + remove => this.EventManager.ObjectListChanged.Remove(value); } /// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary> - public event EventHandler<WorldTerrainFeatureListChangedEventArgs> TerrainFeatureListChanged + public event EventHandler<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged { - add => this.EventManager.World_TerrainFeatureListChanged.Add(value); - remove => this.EventManager.World_TerrainFeatureListChanged.Remove(value); + add => this.EventManager.TerrainFeatureListChanged.Add(value); + remove => this.EventManager.TerrainFeatureListChanged.Remove(value); } diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index a9b80bc7..a432e844 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -259,7 +259,7 @@ namespace StardewModdingAPI.Framework if (Game1._newDayTask != null || Game1.gameMode == Game1.loadingMode) { base.Update(gameTime); - this.Events.Specialised_UnvalidatedUpdateTick.Raise(); + this.Events.Legacy_UnvalidatedUpdateTick.Raise(); return; } @@ -323,7 +323,7 @@ namespace StardewModdingAPI.Framework { this.IsBetweenCreateEvents = true; this.Monitor.Log("Context: before save creation.", LogLevel.Trace); - this.Events.Save_BeforeCreate.Raise(); + this.Events.Legacy_BeforeCreateSave.Raise(); } // raise before-save @@ -331,12 +331,12 @@ namespace StardewModdingAPI.Framework { this.IsBetweenSaveEvents = true; this.Monitor.Log("Context: before save.", LogLevel.Trace); - this.Events.Save_BeforeSave.Raise(); + this.Events.Legacy_BeforeSave.Raise(); } // suppress non-save events base.Update(gameTime); - this.Events.Specialised_UnvalidatedUpdateTick.Raise(); + this.Events.Legacy_UnvalidatedUpdateTick.Raise(); return; } if (this.IsBetweenCreateEvents) @@ -344,15 +344,15 @@ namespace StardewModdingAPI.Framework // raise after-create this.IsBetweenCreateEvents = false; this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); - this.Events.Save_AfterCreate.Raise(); + this.Events.Legacy_AfterCreateSave.Raise(); } if (this.IsBetweenSaveEvents) { // raise after-save this.IsBetweenSaveEvents = false; this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); - this.Events.Save_AfterSave.Raise(); - this.Events.Time_AfterDayStarted.Raise(); + this.Events.Legacy_AfterSave.Raise(); + this.Events.Legacy_AfterDayStarted.Raise(); } /********* @@ -382,7 +382,7 @@ namespace StardewModdingAPI.Framework var now = this.Watchers.LocaleWatcher.CurrentValue; this.Monitor.Log($"Context: locale set to {now}.", LogLevel.Trace); - this.Events.Content_LocaleChanged.Raise(new EventArgsValueChanged<string>(was.ToString(), now.ToString())); + this.Events.Legacy_LocaleChanged.Raise(new EventArgsValueChanged<string>(was.ToString(), now.ToString())); this.Watchers.LocaleWatcher.Reset(); } @@ -393,7 +393,7 @@ namespace StardewModdingAPI.Framework if (wasWorldReady && !Context.IsWorldReady) { this.Monitor.Log("Context: returned to title", LogLevel.Trace); - this.Events.Save_AfterReturnToTitle.Raise(); + this.Events.Legacy_AfterReturnToTitle.Raise(); } else if (!this.RaisedAfterLoadEvent && Context.IsWorldReady) { @@ -410,8 +410,8 @@ namespace StardewModdingAPI.Framework // raise events this.RaisedAfterLoadEvent = true; - this.Events.Save_AfterLoad.Raise(); - this.Events.Time_AfterDayStarted.Raise(); + this.Events.Legacy_AfterLoad.Raise(); + this.Events.Legacy_AfterDayStarted.Raise(); } /********* @@ -425,7 +425,7 @@ namespace StardewModdingAPI.Framework { if (this.VerboseLogging) this.Monitor.Log($"Events: window size changed to {this.Watchers.WindowSizeWatcher.CurrentValue}.", LogLevel.Trace); - this.Events.Graphics_Resize.Raise(); + this.Events.Legacy_Resize.Raise(); this.Watchers.WindowSizeWatcher.Reset(); } @@ -447,7 +447,7 @@ namespace StardewModdingAPI.Framework ICursorPosition now = this.Watchers.CursorWatcher.CurrentValue; this.Watchers.CursorWatcher.Reset(); - this.Events.Input_CursorMoved.Raise(new InputCursorMovedEventArgs(was, now)); + this.Events.CursorMoved.Raise(new CursorMovedEventArgs(was, now)); } // raise mouse wheel scrolled @@ -459,7 +459,7 @@ namespace StardewModdingAPI.Framework if (this.VerboseLogging) this.Monitor.Log($"Events: mouse wheel scrolled to {now}.", LogLevel.Trace); - this.Events.Input_MouseWheelScrolled.Raise(new InputMouseWheelScrolledEventArgs(cursor, was, now)); + this.Events.MouseWheelScrolled.Raise(new MouseWheelScrolledEventArgs(cursor, was, now)); } // raise input button events @@ -473,21 +473,21 @@ namespace StardewModdingAPI.Framework if (this.VerboseLogging) this.Monitor.Log($"Events: button {button} pressed.", LogLevel.Trace); - this.Events.Input_ButtonPressed.Raise(new InputButtonPressedEventArgs(button, cursor, inputState)); - this.Events.Legacy_Input_ButtonPressed.Raise(new EventArgsInput(button, cursor, inputState.SuppressButtons)); + this.Events.ButtonPressed.Raise(new ButtonPressedEventArgs(button, cursor, inputState)); + this.Events.Legacy_ButtonPressed.Raise(new EventArgsInput(button, cursor, inputState.SuppressButtons)); // legacy events if (button.TryGetKeyboard(out Keys key)) { if (key != Keys.None) - this.Events.Legacy_Control_KeyPressed.Raise(new EventArgsKeyPressed(key)); + this.Events.Legacy_KeyPressed.Raise(new EventArgsKeyPressed(key)); } else if (button.TryGetController(out Buttons controllerButton)) { if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger) - this.Events.Legacy_Control_ControllerTriggerPressed.Raise(new EventArgsControllerTriggerPressed(PlayerIndex.One, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.RealController.Triggers.Left : inputState.RealController.Triggers.Right)); + this.Events.Legacy_ControllerTriggerPressed.Raise(new EventArgsControllerTriggerPressed(PlayerIndex.One, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.RealController.Triggers.Left : inputState.RealController.Triggers.Right)); else - this.Events.Legacy_Control_ControllerButtonPressed.Raise(new EventArgsControllerButtonPressed(PlayerIndex.One, controllerButton)); + this.Events.Legacy_ControllerButtonPressed.Raise(new EventArgsControllerButtonPressed(PlayerIndex.One, controllerButton)); } } else if (status == InputStatus.Released) @@ -495,30 +495,30 @@ namespace StardewModdingAPI.Framework if (this.VerboseLogging) this.Monitor.Log($"Events: button {button} released.", LogLevel.Trace); - this.Events.Input_ButtonReleased.Raise(new InputButtonReleasedEventArgs(button, cursor, inputState)); - this.Events.Legacy_Input_ButtonReleased.Raise(new EventArgsInput(button, cursor, inputState.SuppressButtons)); + this.Events.ButtonReleased.Raise(new ButtonReleasedEventArgs(button, cursor, inputState)); + this.Events.Legacy_ButtonReleased.Raise(new EventArgsInput(button, cursor, inputState.SuppressButtons)); // legacy events if (button.TryGetKeyboard(out Keys key)) { if (key != Keys.None) - this.Events.Legacy_Control_KeyReleased.Raise(new EventArgsKeyPressed(key)); + this.Events.Legacy_KeyReleased.Raise(new EventArgsKeyPressed(key)); } else if (button.TryGetController(out Buttons controllerButton)) { if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger) - this.Events.Legacy_Control_ControllerTriggerReleased.Raise(new EventArgsControllerTriggerReleased(PlayerIndex.One, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.RealController.Triggers.Left : inputState.RealController.Triggers.Right)); + this.Events.Legacy_ControllerTriggerReleased.Raise(new EventArgsControllerTriggerReleased(PlayerIndex.One, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.RealController.Triggers.Left : inputState.RealController.Triggers.Right)); else - this.Events.Legacy_Control_ControllerButtonReleased.Raise(new EventArgsControllerButtonReleased(PlayerIndex.One, controllerButton)); + this.Events.Legacy_ControllerButtonReleased.Raise(new EventArgsControllerButtonReleased(PlayerIndex.One, controllerButton)); } } } // raise legacy state-changed events if (inputState.RealKeyboard != previousInputState.RealKeyboard) - this.Events.Legacy_Control_KeyboardChanged.Raise(new EventArgsKeyboardStateChanged(previousInputState.RealKeyboard, inputState.RealKeyboard)); + this.Events.Legacy_KeyboardChanged.Raise(new EventArgsKeyboardStateChanged(previousInputState.RealKeyboard, inputState.RealKeyboard)); if (inputState.RealMouse != previousInputState.RealMouse) - this.Events.Legacy_Control_MouseChanged.Raise(new EventArgsMouseStateChanged(previousInputState.RealMouse, inputState.RealMouse, new Point((int)previousInputState.CursorPosition.ScreenPixels.X, (int)previousInputState.CursorPosition.ScreenPixels.Y), new Point((int)inputState.CursorPosition.ScreenPixels.X, (int)inputState.CursorPosition.ScreenPixels.Y))); + this.Events.Legacy_MouseChanged.Raise(new EventArgsMouseStateChanged(previousInputState.RealMouse, inputState.RealMouse, new Point((int)previousInputState.CursorPosition.ScreenPixels.X, (int)previousInputState.CursorPosition.ScreenPixels.Y), new Point((int)inputState.CursorPosition.ScreenPixels.X, (int)inputState.CursorPosition.ScreenPixels.Y))); } } @@ -536,9 +536,9 @@ namespace StardewModdingAPI.Framework // raise menu events if (now != null) - this.Events.Menu_Changed.Raise(new EventArgsClickableMenuChanged(was, now)); + this.Events.Legacy_MenuChanged.Raise(new EventArgsClickableMenuChanged(was, now)); else - this.Events.Menu_Closed.Raise(new EventArgsClickableMenuClosed(was)); + this.Events.Legacy_MenuClosed.Raise(new EventArgsClickableMenuClosed(was)); } /********* @@ -565,8 +565,8 @@ namespace StardewModdingAPI.Framework this.Monitor.Log($"Context: location list changed (added {addedText}; removed {removedText}).", LogLevel.Trace); } - this.Events.World_LocationListChanged.Raise(new WorldLocationListChangedEventArgs(added, removed)); - this.Events.Legacy_Location_LocationsChanged.Raise(new EventArgsLocationsChanged(added, removed)); + this.Events.LocationListChanged.Raise(new LocationListChangedEventArgs(added, removed)); + this.Events.Legacy_LocationsChanged.Raise(new EventArgsLocationsChanged(added, removed)); } // raise location contents changed @@ -582,8 +582,8 @@ namespace StardewModdingAPI.Framework Building[] removed = watcher.BuildingsWatcher.Removed.ToArray(); watcher.BuildingsWatcher.Reset(); - this.Events.World_BuildingListChanged.Raise(new WorldBuildingListChangedEventArgs(location, added, removed)); - this.Events.Legacy_Location_BuildingsChanged.Raise(new EventArgsLocationBuildingsChanged(location, added, removed)); + this.Events.BuildingListChanged.Raise(new BuildingListChangedEventArgs(location, added, removed)); + this.Events.Legacy_BuildingsChanged.Raise(new EventArgsLocationBuildingsChanged(location, added, removed)); } // debris changed @@ -594,7 +594,7 @@ namespace StardewModdingAPI.Framework Debris[] removed = watcher.DebrisWatcher.Removed.ToArray(); watcher.DebrisWatcher.Reset(); - this.Events.World_DebrisListChanged.Raise(new WorldDebrisListChangedEventArgs(location, added, removed)); + this.Events.DebrisListChanged.Raise(new DebrisListChangedEventArgs(location, added, removed)); } // large terrain features changed @@ -605,7 +605,7 @@ namespace StardewModdingAPI.Framework LargeTerrainFeature[] removed = watcher.LargeTerrainFeaturesWatcher.Removed.ToArray(); watcher.LargeTerrainFeaturesWatcher.Reset(); - this.Events.World_LargeTerrainFeatureListChanged.Raise(new WorldLargeTerrainFeatureListChangedEventArgs(location, added, removed)); + this.Events.LargeTerrainFeatureListChanged.Raise(new LargeTerrainFeatureListChangedEventArgs(location, added, removed)); } // NPCs changed @@ -616,7 +616,7 @@ namespace StardewModdingAPI.Framework NPC[] removed = watcher.NpcsWatcher.Removed.ToArray(); watcher.NpcsWatcher.Reset(); - this.Events.World_NpcListChanged.Raise(new WorldNpcListChangedEventArgs(location, added, removed)); + this.Events.NpcListChanged.Raise(new NpcListChangedEventArgs(location, added, removed)); } // objects changed @@ -627,8 +627,8 @@ namespace StardewModdingAPI.Framework KeyValuePair<Vector2, Object>[] removed = watcher.ObjectsWatcher.Removed.ToArray(); watcher.ObjectsWatcher.Reset(); - this.Events.World_ObjectListChanged.Raise(new WorldObjectListChangedEventArgs(location, added, removed)); - this.Events.Legacy_Location_ObjectsChanged.Raise(new EventArgsLocationObjectsChanged(location, added, removed)); + this.Events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, added, removed)); + this.Events.Legacy_ObjectsChanged.Raise(new EventArgsLocationObjectsChanged(location, added, removed)); } // terrain features changed @@ -639,7 +639,7 @@ namespace StardewModdingAPI.Framework KeyValuePair<Vector2, TerrainFeature>[] removed = watcher.TerrainFeaturesWatcher.Removed.ToArray(); watcher.TerrainFeaturesWatcher.Reset(); - this.Events.World_TerrainFeatureListChanged.Raise(new WorldTerrainFeatureListChangedEventArgs(location, added, removed)); + this.Events.TerrainFeatureListChanged.Raise(new TerrainFeatureListChangedEventArgs(location, added, removed)); } } } @@ -657,7 +657,7 @@ namespace StardewModdingAPI.Framework if (this.VerboseLogging) this.Monitor.Log($"Events: time changed from {was} to {now}.", LogLevel.Trace); - this.Events.Time_TimeOfDayChanged.Raise(new EventArgsIntChanged(was, now)); + this.Events.Legacy_TimeOfDayChanged.Raise(new EventArgsIntChanged(was, now)); } else this.Watchers.TimeWatcher.Reset(); @@ -672,7 +672,7 @@ namespace StardewModdingAPI.Framework { if (this.VerboseLogging) this.Monitor.Log($"Context: set location to {newLocation.Name}.", LogLevel.Trace); - this.Events.Player_Warped.Raise(new EventArgsPlayerWarped(curPlayer.LocationWatcher.PreviousValue, newLocation)); + this.Events.Legacy_PlayerWarped.Raise(new EventArgsPlayerWarped(curPlayer.LocationWatcher.PreviousValue, newLocation)); } // raise player leveled up a skill @@ -680,7 +680,7 @@ namespace StardewModdingAPI.Framework { if (this.VerboseLogging) this.Monitor.Log($"Events: player skill '{pair.Key}' changed from {pair.Value.PreviousValue} to {pair.Value.CurrentValue}.", LogLevel.Trace); - this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(pair.Key, pair.Value.CurrentValue)); + this.Events.Legacy_LeveledUp.Raise(new EventArgsLevelUp(pair.Key, pair.Value.CurrentValue)); } // raise player inventory changed @@ -689,7 +689,7 @@ namespace StardewModdingAPI.Framework { if (this.VerboseLogging) this.Monitor.Log("Events: player inventory changed.", LogLevel.Trace); - this.Events.Player_InventoryChanged.Raise(new EventArgsInventoryChanged(Game1.player.Items, changedItems.ToList())); + this.Events.Legacy_InventoryChanged.Raise(new EventArgsInventoryChanged(Game1.player.Items, changedItems.ToList())); } // raise mine level changed @@ -697,7 +697,7 @@ namespace StardewModdingAPI.Framework { if (this.VerboseLogging) this.Monitor.Log($"Context: mine level changed to {mineLevel}.", LogLevel.Trace); - this.Events.Mine_LevelChanged.Raise(new EventArgsMineLevelChanged(curPlayer.MineLevelWatcher.PreviousValue, mineLevel)); + this.Events.Legacy_MineLevelChanged.Raise(new EventArgsMineLevelChanged(curPlayer.MineLevelWatcher.PreviousValue, mineLevel)); } } this.Watchers.CurrentPlayerTracker?.Reset(); @@ -711,8 +711,8 @@ namespace StardewModdingAPI.Framework *********/ this.TicksElapsed++; if (this.TicksElapsed == 1) - this.Events.GameLoop_Launched.Raise(new GameLoopLaunchedEventArgs()); - this.Events.GameLoop_Updating.Raise(new GameLoopUpdatingEventArgs(this.TicksElapsed)); + this.Events.GameLaunched.Raise(new GameLaunchedEventArgs()); + this.Events.UpdateTicking.Raise(new UpdateTickingEventArgs(this.TicksElapsed)); try { this.Input.UpdateSuppression(); @@ -722,27 +722,27 @@ namespace StardewModdingAPI.Framework { this.MonitorForGame.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error); } - this.Events.GameLoop_Updated.Raise(new GameLoopUpdatedEventArgs(this.TicksElapsed)); + this.Events.UpdateTicked.Raise(new UpdateTickedEventArgs(this.TicksElapsed)); /********* ** Update events *********/ - this.Events.Specialised_UnvalidatedUpdateTick.Raise(); + this.Events.Legacy_UnvalidatedUpdateTick.Raise(); if (this.TicksElapsed == 1) - this.Events.Game_FirstUpdateTick.Raise(); - this.Events.Game_UpdateTick.Raise(); + this.Events.Legacy_FirstUpdateTick.Raise(); + this.Events.Legacy_UpdateTick.Raise(); if (this.CurrentUpdateTick % 2 == 0) - this.Events.Game_SecondUpdateTick.Raise(); + this.Events.Legacy_SecondUpdateTick.Raise(); if (this.CurrentUpdateTick % 4 == 0) - this.Events.Game_FourthUpdateTick.Raise(); + this.Events.Legacy_FourthUpdateTick.Raise(); if (this.CurrentUpdateTick % 8 == 0) - this.Events.Game_EighthUpdateTick.Raise(); + this.Events.Legacy_EighthUpdateTick.Raise(); if (this.CurrentUpdateTick % 15 == 0) - this.Events.Game_QuarterSecondTick.Raise(); + this.Events.Legacy_QuarterSecondTick.Raise(); if (this.CurrentUpdateTick % 30 == 0) - this.Events.Game_HalfSecondTick.Raise(); + this.Events.Legacy_HalfSecondTick.Raise(); if (this.CurrentUpdateTick % 60 == 0) - this.Events.Game_OneSecondTick.Raise(); + this.Events.Legacy_OneSecondTick.Raise(); this.CurrentUpdateTick += 1; if (this.CurrentUpdateTick >= 60) this.CurrentUpdateTick = 0; @@ -830,9 +830,9 @@ namespace StardewModdingAPI.Framework Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); try { - this.Events.Graphics_OnPreRenderGuiEvent.Raise(); + this.Events.Legacy_OnPreRenderGuiEvent.Raise(); activeClickableMenu.draw(Game1.spriteBatch); - this.Events.Graphics_OnPostRenderGuiEvent.Raise(); + this.Events.Legacy_OnPostRenderGuiEvent.Raise(); } catch (Exception ex) { @@ -859,9 +859,9 @@ namespace StardewModdingAPI.Framework try { Game1.activeClickableMenu.drawBackground(Game1.spriteBatch); - this.Events.Graphics_OnPreRenderGuiEvent.Raise(); + this.Events.Legacy_OnPreRenderGuiEvent.Raise(); Game1.activeClickableMenu.draw(Game1.spriteBatch); - this.Events.Graphics_OnPostRenderGuiEvent.Raise(); + this.Events.Legacy_OnPostRenderGuiEvent.Raise(); } catch (Exception ex) { @@ -920,9 +920,9 @@ namespace StardewModdingAPI.Framework { try { - this.Events.Graphics_OnPreRenderGuiEvent.Raise(); + this.Events.Legacy_OnPreRenderGuiEvent.Raise(); Game1.activeClickableMenu.draw(Game1.spriteBatch); - this.Events.Graphics_OnPostRenderGuiEvent.Raise(); + this.Events.Legacy_OnPostRenderGuiEvent.Raise(); } catch (Exception ex) { @@ -1001,7 +1001,7 @@ namespace StardewModdingAPI.Framework Game1.bloom.BeginDraw(); this.GraphicsDevice.Clear(this.bgColor); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); - this.Events.Graphics_OnPreRenderEvent.Raise(); + this.Events.Legacy_OnPreRenderEvent.Raise(); if (Game1.background != null) Game1.background.draw(Game1.spriteBatch); Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch); @@ -1312,9 +1312,9 @@ namespace StardewModdingAPI.Framework this.drawBillboard(); if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && Game1.gameMode == (byte)3) && (!Game1.freezeControls && !Game1.panMode && !Game1.HostPaused)) { - this.Events.Graphics_OnPreRenderHudEvent.Raise(); + this.Events.Legacy_OnPreRenderHudEvent.Raise(); this.drawHUD(); - this.Events.Graphics_OnPostRenderHudEvent.Raise(); + this.Events.Legacy_OnPostRenderHudEvent.Raise(); } else if (Game1.activeClickableMenu == null && Game1.farmEvent == null) Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2((float)Game1.getOldMouseX(), (float)Game1.getOldMouseY()), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.mouseCursors, 0, 16, 16)), Color.White, 0.0f, Vector2.Zero, (float)(4.0 + (double)Game1.dialogueButtonScale / 150.0), SpriteEffects.None, 1f); @@ -1422,9 +1422,9 @@ namespace StardewModdingAPI.Framework { try { - this.Events.Graphics_OnPreRenderGuiEvent.Raise(); + this.Events.Legacy_OnPreRenderGuiEvent.Raise(); Game1.activeClickableMenu.draw(Game1.spriteBatch); - this.Events.Graphics_OnPostRenderGuiEvent.Raise(); + this.Events.Legacy_OnPostRenderGuiEvent.Raise(); } catch (Exception ex) { @@ -1463,11 +1463,11 @@ namespace StardewModdingAPI.Framework /// <param name="needsNewBatch">Whether to create a new sprite batch.</param> private void RaisePostRender(bool needsNewBatch = false) { - if (this.Events.Graphics_OnPostRenderEvent.HasListeners()) + if (this.Events.Legacy_OnPostRenderEvent.HasListeners()) { if (needsNewBatch) Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - this.Events.Graphics_OnPostRenderEvent.Raise(); + this.Events.Legacy_OnPostRenderEvent.Raise(); if (needsNewBatch) Game1.spriteBatch.End(); } diff --git a/src/SMAPI/Framework/SMultiplayer.cs b/src/SMAPI/Framework/SMultiplayer.cs index 687b1922..4923a202 100644 --- a/src/SMAPI/Framework/SMultiplayer.cs +++ b/src/SMAPI/Framework/SMultiplayer.cs @@ -31,17 +31,17 @@ namespace StardewModdingAPI.Framework /// <summary>Handle sync messages from other players and perform other initial sync logic.</summary> public override void UpdateEarly() { - this.EventManager.Multiplayer_BeforeMainSync.Raise(); + this.EventManager.Legacy_BeforeMainSync.Raise(); base.UpdateEarly(); - this.EventManager.Multiplayer_AfterMainSync.Raise(); + this.EventManager.Legacy_AfterMainSync.Raise(); } /// <summary>Broadcast sync messages to other players and perform other final sync logic.</summary> public override void UpdateLate(bool forceSync = false) { - this.EventManager.Multiplayer_BeforeMainBroadcast.Raise(); + this.EventManager.Legacy_BeforeMainBroadcast.Raise(); base.UpdateLate(forceSync); - this.EventManager.Multiplayer_AfterMainBroadcast.Raise(); + this.EventManager.Legacy_AfterMainBroadcast.Raise(); } } } diff --git a/src/SMAPI/StardewModdingAPI.csproj b/src/SMAPI/StardewModdingAPI.csproj index 08fd25ce..5ddee30c 100644 --- a/src/SMAPI/StardewModdingAPI.csproj +++ b/src/SMAPI/StardewModdingAPI.csproj @@ -79,25 +79,25 @@ <Compile Include="..\..\build\GlobalAssemblyInfo.cs"> <Link>Properties\GlobalAssemblyInfo.cs</Link> </Compile> - <Compile Include="Events\GameLoopUpdatedEventArgs.cs" /> - <Compile Include="Events\GameLoopLaunchedEventArgs.cs" /> - <Compile Include="Events\InputMouseWheelScrolledEventArgs.cs" /> - <Compile Include="Events\InputCursorMovedEventArgs.cs" /> - <Compile Include="Events\InputButtonReleasedEventArgs.cs" /> - <Compile Include="Events\InputButtonPressedEventArgs.cs" /> + <Compile Include="Events\UpdateTickedEventArgs.cs" /> + <Compile Include="Events\GameLaunchedEventArgs.cs" /> + <Compile Include="Events\MouseWheelScrolledEventArgs.cs" /> + <Compile Include="Events\CursorMovedEventArgs.cs" /> + <Compile Include="Events\ButtonReleasedEventArgs.cs" /> + <Compile Include="Events\ButtonPressedEventArgs.cs" /> <Compile Include="Events\EventArgsLocationBuildingsChanged.cs" /> <Compile Include="Events\IInputEvents.cs" /> <Compile Include="Events\IGameLoopEvents.cs" /> <Compile Include="Events\IWorldEvents.cs" /> <Compile Include="Events\MultiplayerEvents.cs" /> - <Compile Include="Events\WorldDebrisListChangedEventArgs.cs" /> - <Compile Include="Events\GameLoopUpdatingEventArgs.cs" /> - <Compile Include="Events\WorldNpcListChangedEventArgs.cs" /> - <Compile Include="Events\WorldLargeTerrainFeatureListChangedEventArgs.cs" /> - <Compile Include="Events\WorldTerrainFeatureListChangedEventArgs.cs" /> - <Compile Include="Events\WorldBuildingListChangedEventArgs.cs" /> - <Compile Include="Events\WorldLocationListChangedEventArgs.cs" /> - <Compile Include="Events\WorldObjectListChangedEventArgs.cs" /> + <Compile Include="Events\DebrisListChangedEventArgs.cs" /> + <Compile Include="Events\UpdateTickingEventArgs.cs" /> + <Compile Include="Events\NpcListChangedEventArgs.cs" /> + <Compile Include="Events\LargeTerrainFeatureListChangedEventArgs.cs" /> + <Compile Include="Events\TerrainFeatureListChangedEventArgs.cs" /> + <Compile Include="Events\BuildingListChangedEventArgs.cs" /> + <Compile Include="Events\LocationListChangedEventArgs.cs" /> + <Compile Include="Events\ObjectListChangedEventArgs.cs" /> <Compile Include="Framework\ModHelpers\DataHelper.cs" /> <Compile Include="Framework\SCore.cs" /> <Compile Include="Framework\SGameConstructorHack.cs" /> |