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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);
+ 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);