diff options
Diffstat (limited to 'src/SMAPI/Events/IGameLoopEvents.cs')
-rw-r--r-- | src/SMAPI/Events/IGameLoopEvents.cs | 37 |
1 files changed, 32 insertions, 5 deletions
diff --git a/src/SMAPI/Events/IGameLoopEvents.cs b/src/SMAPI/Events/IGameLoopEvents.cs index a56b3de3..e1900f79 100644 --- a/src/SMAPI/Events/IGameLoopEvents.cs +++ b/src/SMAPI/Events/IGameLoopEvents.cs @@ -6,12 +6,39 @@ 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; + + /// <summary>Raised before the game creates a new save file.</summary> + event EventHandler<SaveCreatingEventArgs> SaveCreating; + + /// <summary>Raised after the game finishes creating the save file.</summary> + event EventHandler<SaveCreatedEventArgs> SaveCreated; + + /// <summary>Raised before the game begins writes data to the save file (except the initial save creation).</summary> + event EventHandler<SavingEventArgs> Saving; + + /// <summary>Raised after the game finishes writing data to the save file (except the initial save creation).</summary> + event EventHandler<SavedEventArgs> Saved; + + /// <summary>Raised after the player loads a save slot.</summary> + event EventHandler<SaveLoadedEventArgs> SaveLoaded; + + /// <summary>Raised after the game begins a new day (including when the player loads a save).</summary> + event EventHandler<DayStartedEventArgs> DayStarted; + + /// <summary>Raised before the game ends the current day. This happens before it starts setting up the next day and before <see cref="Saving"/>.</summary> + event EventHandler<DayEndingEventArgs> DayEnding; + + /// <summary>Raised after the in-game clock time changes.</summary> + event EventHandler<TimeChangedEventArgs> TimeChanged; + + /// <summary>Raised after the game returns to the title screen.</summary> + event EventHandler<ReturnedToTitleEventArgs> ReturnedToTitle; } } |