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-rw-r--r--src/SMAPI/Events/BuildingListChangedEventArgs.cs (renamed from src/SMAPI/Events/WorldBuildingListChangedEventArgs.cs)4
-rw-r--r--src/SMAPI/Events/ButtonPressedEventArgs.cs (renamed from src/SMAPI/Events/InputButtonPressedEventArgs.cs)4
-rw-r--r--src/SMAPI/Events/ButtonReleasedEventArgs.cs (renamed from src/SMAPI/Events/InputButtonReleasedEventArgs.cs)4
-rw-r--r--src/SMAPI/Events/ContentEvents.cs4
-rw-r--r--src/SMAPI/Events/ControlEvents.cs32
-rw-r--r--src/SMAPI/Events/CursorMovedEventArgs.cs (renamed from src/SMAPI/Events/InputCursorMovedEventArgs.cs)4
-rw-r--r--src/SMAPI/Events/DebrisListChangedEventArgs.cs (renamed from src/SMAPI/Events/WorldDebrisListChangedEventArgs.cs)4
-rw-r--r--src/SMAPI/Events/GameEvents.cs32
-rw-r--r--src/SMAPI/Events/GameLaunchedEventArgs.cs (renamed from src/SMAPI/Events/GameLoopLaunchedEventArgs.cs)4
-rw-r--r--src/SMAPI/Events/GraphicsEvents.cs28
-rw-r--r--src/SMAPI/Events/IGameLoopEvents.cs10
-rw-r--r--src/SMAPI/Events/IInputEvents.cs8
-rw-r--r--src/SMAPI/Events/IWorldEvents.cs14
-rw-r--r--src/SMAPI/Events/InputEvents.cs8
-rw-r--r--src/SMAPI/Events/LargeTerrainFeatureListChangedEventArgs.cs (renamed from src/SMAPI/Events/WorldLargeTerrainFeatureListChangedEventArgs.cs)4
-rw-r--r--src/SMAPI/Events/LocationEvents.cs12
-rw-r--r--src/SMAPI/Events/LocationListChangedEventArgs.cs (renamed from src/SMAPI/Events/WorldLocationListChangedEventArgs.cs)4
-rw-r--r--src/SMAPI/Events/MenuEvents.cs8
-rw-r--r--src/SMAPI/Events/MineEvents.cs4
-rw-r--r--src/SMAPI/Events/MouseWheelScrolledEventArgs.cs (renamed from src/SMAPI/Events/InputMouseWheelScrolledEventArgs.cs)4
-rw-r--r--src/SMAPI/Events/MultiplayerEvents.cs16
-rw-r--r--src/SMAPI/Events/NpcListChangedEventArgs.cs (renamed from src/SMAPI/Events/WorldNpcListChangedEventArgs.cs)4
-rw-r--r--src/SMAPI/Events/ObjectListChangedEventArgs.cs (renamed from src/SMAPI/Events/WorldObjectListChangedEventArgs.cs)4
-rw-r--r--src/SMAPI/Events/PlayerEvents.cs12
-rw-r--r--src/SMAPI/Events/SaveEvents.cs24
-rw-r--r--src/SMAPI/Events/SpecialisedEvents.cs4
-rw-r--r--src/SMAPI/Events/TerrainFeatureListChangedEventArgs.cs (renamed from src/SMAPI/Events/WorldTerrainFeatureListChangedEventArgs.cs)4
-rw-r--r--src/SMAPI/Events/TimeEvents.cs8
-rw-r--r--src/SMAPI/Events/UpdateTickedEventArgs.cs (renamed from src/SMAPI/Events/GameLoopUpdatedEventArgs.cs)6
-rw-r--r--src/SMAPI/Events/UpdateTickingEventArgs.cs (renamed from src/SMAPI/Events/GameLoopUpdatingEventArgs.cs)6
30 files changed, 142 insertions, 142 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);<