diff options
Diffstat (limited to 'src/SMAPI/Framework/Events')
-rw-r--r-- | src/SMAPI/Framework/Events/EventManager.cs | 24 | ||||
-rw-r--r-- | src/SMAPI/Framework/Events/ModGameLoopEvents.cs | 42 |
2 files changed, 66 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/Events/EventManager.cs b/src/SMAPI/Framework/Events/EventManager.cs index 1435976a..023c45de 100644 --- a/src/SMAPI/Framework/Events/EventManager.cs +++ b/src/SMAPI/Framework/Events/EventManager.cs @@ -23,6 +23,24 @@ namespace StardewModdingAPI.Framework.Events /// <summary>Raised after the game performs its overall update tick (≈60 times per second).</summary> public readonly ManagedEvent<UpdateTickedEventArgs> UpdateTicked; + /// <summary>Raised before the game creates the save file.</summary> + public readonly ManagedEvent<SaveCreatingEventArgs> SaveCreating; + + /// <summary>Raised after the game finishes creating the save file.</summary> + public readonly ManagedEvent<SaveCreatedEventArgs> SaveCreated; + + /// <summary>Raised before the game begins writes data to the save file (except the initial save creation).</summary> + public readonly ManagedEvent<SavingEventArgs> Saving; + + /// <summary>Raised after the game finishes writing data to the save file (except the initial save creation).</summary> + public readonly ManagedEvent<SavedEventArgs> Saved; + + /// <summary>Raised after the player loads a save slot.</summary> + public readonly ManagedEvent<SaveLoadedEventArgs> SaveLoaded; + + /// <summary>Raised after the game begins a new day, including when loading a save.</summary> + public readonly ManagedEvent<DayStartedEventArgs> DayStarted; + /**** ** Input ****/ @@ -267,6 +285,12 @@ namespace StardewModdingAPI.Framework.Events this.GameLaunched = ManageEventOf<GameLaunchedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.GameLaunched)); this.UpdateTicking = ManageEventOf<UpdateTickingEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.UpdateTicking)); this.UpdateTicked = ManageEventOf<UpdateTickedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.UpdateTicked)); + this.SaveCreating = ManageEventOf<SaveCreatingEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.SaveCreating)); + this.SaveCreated = ManageEventOf<SaveCreatedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.SaveCreated)); + this.Saving = ManageEventOf<SavingEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.Saving)); + this.Saved = ManageEventOf<SavedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.Saved)); + this.SaveLoaded = ManageEventOf<SaveLoadedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.SaveLoaded)); + this.DayStarted = ManageEventOf<DayStartedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.DayStarted)); this.ButtonPressed = ManageEventOf<ButtonPressedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonPressed)); this.ButtonReleased = ManageEventOf<ButtonReleasedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonReleased)); diff --git a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs index 781597ef..cf7e54aa 100644 --- a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs +++ b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs @@ -30,6 +30,48 @@ namespace StardewModdingAPI.Framework.Events remove => this.EventManager.UpdateTicked.Remove(value); } + /// <summary>Raised before the game creates a new save file.</summary> + public event EventHandler<SaveCreatingEventArgs> SaveCreating + { + add => this.EventManager.SaveCreating.Add(value); + remove => this.EventManager.SaveCreating.Remove(value); + } + + /// <summary>Raised after the game finishes creating the save file.</summary> + public event EventHandler<SaveCreatedEventArgs> SaveCreated + { + add => this.EventManager.SaveCreated.Add(value); + remove => this.EventManager.SaveCreated.Remove(value); + } + + /// <summary>Raised before the game begins writes data to the save file.</summary> + public event EventHandler<SavingEventArgs> Saving + { + add => this.EventManager.Saving.Add(value); + remove => this.EventManager.Saving.Remove(value); + } + + /// <summary>Raised after the game finishes writing data to the save file.</summary> + public event EventHandler<SavedEventArgs> Saved + { + add => this.EventManager.Saved.Add(value); + remove => this.EventManager.Saved.Remove(value); + } + + /// <summary>Raised after the player loads a save slot.</summary> + public event EventHandler<SaveLoadedEventArgs> SaveLoaded + { + add => this.EventManager.SaveLoaded.Add(value); + remove => this.EventManager.SaveLoaded.Remove(value); + } + + /// <summary>Raised after the game begins a new day (including when the player loads a save).</summary> + public event EventHandler<DayStartedEventArgs> DayStarted + { + add => this.EventManager.DayStarted.Add(value); + remove => this.EventManager.DayStarted.Remove(value); + } + /********* ** Public methods |