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-rw-r--r--src/SMAPI/Framework/Events/ModEvents.cs16
1 files changed, 16 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/Events/ModEvents.cs b/src/SMAPI/Framework/Events/ModEvents.cs
index 9e474457..8ad3936c 100644
--- a/src/SMAPI/Framework/Events/ModEvents.cs
+++ b/src/SMAPI/Framework/Events/ModEvents.cs
@@ -8,15 +8,27 @@ namespace StardewModdingAPI.Framework.Events
/*********
** Accessors
*********/
+ /// <summary>Events related to UI and drawing to the screen.</summary>
+ public IDisplayEvents Display { get; }
+
/// <summary>Events linked to the game's update loop. The update loop runs roughly ≈60 times/second to run game logic like state changes, action handling, etc. These can be useful, but you should consider more semantic events like <see cref="IModEvents.Input"/> if possible.</summary>
public IGameLoopEvents GameLoop { get; }
/// <summary>Events raised when the player provides input using a controller, keyboard, or mouse.</summary>
public IInputEvents Input { get; }
+ /// <summary>Events raised for multiplayer messages and connections.</summary>
+ public IMultiplayerEvents Multiplayer { get; }
+
+ /// <summary>Events raised when the player data changes.</summary>
+ public IPlayerEvents Player { get; }
+
/// <summary>Events raised when something changes in the world.</summary>
public IWorldEvents World { get; }
+ /// <summary>Events serving specialised edge cases that shouldn't be used by most mods.</summary>
+ public ISpecialisedEvents Specialised { get; }
+
/*********
** Public methods
@@ -26,9 +38,13 @@ namespace StardewModdingAPI.Framework.Events
/// <param name="eventManager">The underlying event manager.</param>
public ModEvents(IModMetadata mod, EventManager eventManager)
{
+ this.Display = new ModDisplayEvents(mod, eventManager);
this.GameLoop = new ModGameLoopEvents(mod, eventManager);
this.Input = new ModInputEvents(mod, eventManager);
+ this.Multiplayer = new ModMultiplayerEvents(mod, eventManager);
+ this.Player = new ModPlayerEvents(mod, eventManager);
this.World = new ModWorldEvents(mod, eventManager);
+ this.Specialised = new ModSpecialisedEvents(mod, eventManager);
}
}
}