diff options
Diffstat (limited to 'src/SMAPI/Framework/Events/ModEvents.cs')
-rw-r--r-- | src/SMAPI/Framework/Events/ModEvents.cs | 16 |
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); } } } |