diff options
Diffstat (limited to 'src/SMAPI/Framework/Events')
-rw-r--r-- | src/SMAPI/Framework/Events/EventManager.cs | 400 | ||||
-rw-r--r-- | src/SMAPI/Framework/Events/ManagedEvent.cs | 24 | ||||
-rw-r--r-- | src/SMAPI/Framework/Events/ManagedEventBase.cs | 12 | ||||
-rw-r--r-- | src/SMAPI/Framework/Events/ModDisplayEvents.cs | 93 | ||||
-rw-r--r-- | src/SMAPI/Framework/Events/ModEvents.cs | 16 | ||||
-rw-r--r-- | src/SMAPI/Framework/Events/ModGameLoopEvents.cs | 82 | ||||
-rw-r--r-- | src/SMAPI/Framework/Events/ModInputEvents.cs | 24 | ||||
-rw-r--r-- | src/SMAPI/Framework/Events/ModMultiplayerEvents.cs | 43 | ||||
-rw-r--r-- | src/SMAPI/Framework/Events/ModPlayerEvents.cs | 43 | ||||
-rw-r--r-- | src/SMAPI/Framework/Events/ModSpecialisedEvents.cs | 36 | ||||
-rw-r--r-- | src/SMAPI/Framework/Events/ModWorldEvents.cs | 42 |
11 files changed, 634 insertions, 181 deletions
diff --git a/src/SMAPI/Framework/Events/EventManager.cs b/src/SMAPI/Framework/Events/EventManager.cs index 168ddde0..b9d1c453 100644 --- a/src/SMAPI/Framework/Events/EventManager.cs +++ b/src/SMAPI/Framework/Events/EventManager.cs @@ -12,55 +12,148 @@ namespace StardewModdingAPI.Framework.Events ** Events (new) *********/ /**** + ** Display + ****/ + /// <summary>Raised after a game menu is opened, closed, or replaced.</summary> + public readonly ManagedEvent<MenuChangedEventArgs> MenuChanged; + + /// <summary>Raised before the game draws anything to the screen in a draw tick, as soon as the sprite batch is opened. The sprite batch may be closed and reopened multiple times after this event is called, but it's only raised once per draw tick. This event isn't useful for drawing to the screen, since the game will draw over it.</summary> + public readonly ManagedEvent<RenderingEventArgs> Rendering; + + /// <summary>Raised after the game draws to the sprite patch in a draw tick, just before the final sprite batch is rendered to the screen. Since the game may open/close the sprite batch multiple times in a draw tick, the sprite batch may not contain everything being drawn and some things may already be rendered to the screen. Content drawn to the sprite batch at this point will be drawn over all vanilla content (including menus, HUD, and cursor).</summary> + public readonly ManagedEvent<RenderedEventArgs> Rendered; + + /// <summary>Raised before the game world is drawn to the screen.</summary> + public readonly ManagedEvent<RenderingWorldEventArgs> RenderingWorld; + + /// <summary>Raised after the game world is drawn to the sprite patch, before it's rendered to the screen.</summary> + public readonly ManagedEvent<RenderedWorldEventArgs> RenderedWorld; + + /// <summary>When a menu is open (<see cref="StardewValley.Game1.activeClickableMenu"/> isn't null), raised before that menu is drawn to the screen.</summary> + public readonly ManagedEvent<RenderingActiveMenuEventArgs> RenderingActiveMenu; + + /// <summary>When a menu is open (<see cref="StardewValley.Game1.activeClickableMenu"/> isn't null), raised after that menu is drawn to the sprite batch but before it's rendered to the screen.</summary> + public readonly ManagedEvent<RenderedActiveMenuEventArgs> RenderedActiveMenu; + + /// <summary>Raised before drawing the HUD (item toolbar, clock, etc) to the screen.</summary> + public readonly ManagedEvent<RenderingHudEventArgs> RenderingHud; + + /// <summary>Raised after drawing the HUD (item toolbar, clock, etc) to the sprite batch, but before it's rendered to the screen.</summary> + public readonly ManagedEvent<RenderedHudEventArgs> RenderedHud; + + /// <summary>Raised after the game window is resized.</summary> + public readonly ManagedEvent<WindowResizedEventArgs> WindowResized; + + /**** ** Game loop ****/ /// <summary>Raised after the game is launched, right before the first update tick.</summary> - public readonly ManagedEvent<GameLoopLaunchedEventArgs> GameLoop_Launched; + public readonly ManagedEvent<GameLaunchedEventArgs> GameLaunched; /// <summary>Raised before the game performs its overall update tick (≈60 times per second).</summary> - public readonly ManagedEvent<GameLoopUpdatingEventArgs> GameLoop_Updating; + public readonly ManagedEvent<UpdateTickingEventArgs> UpdateTicking; /// <summary>Raised after the game performs its overall update tick (≈60 times per second).</summary> - public readonly ManagedEvent<GameLoopUpdatedEventArgs> GameLoop_Updated; + 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; + + /// <summary>Raised before the game ends the current day. This happens before it starts setting up the next day and before <see cref="Saving"/>.</summary> + public readonly ManagedEvent<DayEndingEventArgs> DayEnding; + + /// <summary>Raised after the in-game clock time changes.</summary> + public readonly ManagedEvent<TimeChangedEventArgs> TimeChanged; + + /// <summary>Raised after the game returns to the title screen.</summary> + public readonly ManagedEvent<ReturnedToTitleEventArgs> ReturnedToTitle; /**** ** Input ****/ /// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary> - public readonly ManagedEvent<InputButtonPressedEventArgs> Input_ButtonPressed; + public readonly ManagedEvent<ButtonPressedEventArgs> ButtonPressed; /// <summary>Raised after the player released a button on the keyboard, controller, or mouse.</summary> - public readonly ManagedEvent<InputButtonReleasedEventArgs> Input_ButtonReleased; + public readonly ManagedEvent<ButtonReleasedEventArgs> ButtonReleased; /// <summary>Raised after the player moves the in-game cursor.</summary> - public readonly ManagedEvent<InputCursorMovedEventArgs> Input_CursorMoved; + public readonly ManagedEvent<CursorMovedEventArgs> CursorMoved; /// <summary>Raised after the player scrolls the mouse wheel.</summary> - public readonly ManagedEvent<InputMouseWheelScrolledEventArgs> Input_MouseWheelScrolled; + public readonly ManagedEvent<MouseWheelScrolledEventArgs> MouseWheelScrolled; + + /**** + ** Multiplayer + ****/ + /// <summary>Raised after the mod context for a peer is received. This happens before the game approves the connection, so the player doesn't yet exist in the game. This is the earliest point where messages can be sent to the peer via SMAPI.</summary> + public readonly ManagedEvent<PeerContextReceivedEventArgs> PeerContextReceived; + + /// <summary>Raised after a mod message is received over the network.</summary> + public readonly ManagedEvent<ModMessageReceivedEventArgs> ModMessageReceived; + + /// <summary>Raised after the connection with a peer is severed.</summary> + public readonly ManagedEvent<PeerDisconnectedEventArgs> PeerDisconnected; + + /**** + ** Player + ****/ + /// <summary>Raised after items are added or removed to a player's inventory.</summary> + public readonly ManagedEvent<InventoryChangedEventArgs> InventoryChanged; + + /// <summary>Raised after a player skill level changes. This happens as soon as they level up, not when the game notifies the player after their character goes to bed.</summary> + public readonly ManagedEvent<LevelChangedEventArgs> LevelChanged; + + /// <summary>Raised after a player warps to a new location.</summary> + public readonly ManagedEvent<WarpedEventArgs> Warped; /**** ** World ****/ /// <summary>Raised after a game location is added or removed.</summary> - public readonly ManagedEvent<WorldLocationListChangedEventArgs> World_LocationListChanged; + public readonly ManagedEvent<LocationListChangedEventArgs> LocationListChanged; /// <summary>Raised after buildings are added or removed in a location.</summary> - public readonly ManagedEvent<WorldBuildingListChangedEventArgs> World_BuildingListChanged; + public readonly ManagedEvent<BuildingListChangedEventArgs> BuildingListChanged; /// <summary>Raised after debris are added or removed in a location.</summary> - public readonly ManagedEvent<WorldDebrisListChangedEventArgs> World_DebrisListChanged; + public readonly ManagedEvent<DebrisListChangedEventArgs> DebrisListChanged; /// <summary>Raised after large terrain features (like bushes) are added or removed in a location.</summary> - public readonly ManagedEvent<WorldLargeTerrainFeatureListChangedEventArgs> World_LargeTerrainFeatureListChanged; + public readonly ManagedEvent<LargeTerrainFeatureListChangedEventArgs> LargeTerrainFeatureListChanged; /// <summary>Raised after NPCs are added or removed in a location.</summary> - public readonly ManagedEvent<WorldNpcListChangedEventArgs> World_NpcListChanged; + public readonly ManagedEvent<NpcListChangedEventArgs> NpcListChanged; /// <summary>Raised after objects are added or removed in a location.</summary> - public readonly ManagedEvent<WorldObjectListChangedEventArgs> World_ObjectListChanged; + public readonly ManagedEvent<ObjectListChangedEventArgs> ObjectListChanged; /// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary> - public readonly ManagedEvent<WorldTerrainFeatureListChangedEventArgs> World_TerrainFeatureListChanged; + public readonly ManagedEvent<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged; + + /**** + ** Specialised + ****/ + /// <summary>Raised before the game performs its overall update tick (≈60 times per second). See notes on <see cref="ISpecialisedEvents.UnvalidatedUpdateTicking"/>.</summary> + public readonly ManagedEvent<UnvalidatedUpdateTickingEventArgs> UnvalidatedUpdateTicking; + + /// <summary>Raised after the game performs its overall update tick (≈60 times per second). See notes on <see cref="ISpecialisedEvents.UnvalidatedUpdateTicked"/>.</summary> + public readonly ManagedEvent<UnvalidatedUpdateTickedEventArgs> UnvalidatedUpdateTicked; /********* @@ -70,185 +163,185 @@ namespace StardewModdingAPI.Framework.Events ** ContentEvents ****/ /// <summary>Raised after the content language changes.</summary> - public readonly ManagedEvent<EventArgsValueChanged<string>> Content_LocaleChanged; + public readonly ManagedEvent<EventArgsValueChanged<string>> Legacy_LocaleChanged; /**** ** ControlEvents ****/ /// <summary>Raised when the <see cref="KeyboardState"/> changes. That happens when the player presses or releases a key.</summary> - public readonly ManagedEvent<EventArgsKeyboardStateChanged> Legacy_Control_KeyboardChanged; + public readonly ManagedEvent<EventArgsKeyboardStateChanged> Legacy_KeyboardChanged; /// <summary>Raised after the player presses a keyboard key.</summary> - public readonly ManagedEvent<EventArgsKeyPressed> Legacy_Control_KeyPressed; + public readonly ManagedEvent<EventArgsKeyPressed> Legacy_KeyPressed; /// <summary>Raised after the player releases a keyboard key.</summary> - public readonly ManagedEvent<EventArgsKeyPressed> Legacy_Control_KeyReleased; + public readonly ManagedEvent<EventArgsKeyPressed> Legacy_KeyReleased; /// <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 readonly ManagedEvent<EventArgsMouseStateChanged> Legacy_Control_MouseChanged; + public readonly ManagedEvent<EventArgsMouseStateChanged> Legacy_MouseChanged; /// <summary>The player pressed a controller button. This event isn't raised for trigger buttons.</summary> - public readonly ManagedEvent<EventArgsControllerButtonPressed> Legacy_Control_ControllerButtonPressed; + public readonly ManagedEvent<EventArgsControllerButtonPressed> Legacy_ControllerButtonPressed; /// <summary>The player released a controller button. This event isn't raised for trigger buttons.</summary> - public readonly ManagedEvent<EventArgsControllerButtonReleased> Legacy_Control_ControllerButtonReleased; + public readonly ManagedEvent<EventArgsControllerButtonReleased> Legacy_ControllerButtonReleased; /// <summary>The player pressed a controller trigger button.</summary> - public readonly ManagedEvent<EventArgsControllerTriggerPressed> Legacy_Control_ControllerTriggerPressed; + public readonly ManagedEvent<EventArgsControllerTriggerPressed> Legacy_ControllerTriggerPressed; /// <summary>The player released a controller trigger button.</summary> - public readonly ManagedEvent<EventArgsControllerTriggerReleased> Legacy_Control_ControllerTriggerReleased; + public readonly ManagedEvent<EventArgsControllerTriggerReleased> Legacy_ControllerTriggerReleased; /**** ** GameEvents ****/ /// <summary>Raised once after the game initialises and all <see cref="IMod.Entry"/> methods have been called.</summary> - public readonly ManagedEvent Game_FirstUpdateTick; + public readonly ManagedEvent Legacy_FirstUpdateTick; /// <summary>Raised when the game updates its state (≈60 times per second).</summary> - public readonly ManagedEvent Game_UpdateTick; + public readonly ManagedEvent Legacy_UpdateTick; /// <summary>Raised every other tick (≈30 times per second).</summary> - public readonly ManagedEvent Game_SecondUpdateTick; + public readonly ManagedEvent Legacy_SecondUpdateTick; /// <summary>Raised every fourth tick (≈15 times per second).</summary> - public readonly ManagedEvent Game_FourthUpdateTick; + public readonly ManagedEvent Legacy_FourthUpdateTick; /// <summary>Raised every eighth tick (≈8 times per second).</summary> - public readonly ManagedEvent Game_EighthUpdateTick; + public readonly ManagedEvent Legacy_EighthUpdateTick; /// <summary>Raised every 15th tick (≈4 times per second).</summary> - public readonly ManagedEvent Game_QuarterSecondTick; + public readonly ManagedEvent Legacy_QuarterSecondTick; /// <summary>Raised every 30th tick (≈twice per second).</summary> - public readonly ManagedEvent Game_HalfSecondTick; + public readonly ManagedEvent Legacy_HalfSecondTick; /// <summary>Raised every 60th tick (≈once per second).</summary> - public readonly ManagedEvent Game_OneSecondTick; + public readonly ManagedEvent Legacy_OneSecondTick; /**** ** GraphicsEvents ****/ /// <summary>Raised after the game window is resized.</summary> - public readonly ManagedEvent Graphics_Resize; + public readonly ManagedEvent Legacy_Resize; /// <summary>Raised before drawing the world to the screen.</summary> - public readonly ManagedEvent Graphics_OnPreRenderEvent; + public readonly ManagedEvent Legacy_OnPreRenderEvent; /// <summary>Raised after drawing the world to the screen.</summary> - public readonly ManagedEvent Graphics_OnPostRenderEvent; + public readonly ManagedEvent Legacy_OnPostRenderEvent; /// <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 readonly ManagedEvent Graphics_OnPreRenderHudEvent; + public readonly ManagedEvent Legacy_OnPreRenderHudEvent; /// <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 readonly ManagedEvent Graphics_OnPostRenderHudEvent; + public readonly ManagedEvent Legacy_OnPostRenderHudEvent; /// <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 readonly ManagedEvent Graphics_OnPreRenderGuiEvent; + public readonly ManagedEvent Legacy_OnPreRenderGuiEvent; /// <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 readonly ManagedEvent Graphics_OnPostRenderGuiEvent; + public readonly ManagedEvent Legacy_OnPostRenderGuiEvent; /**** ** InputEvents ****/ /// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary> - public readonly ManagedEvent<EventArgsInput> Legacy_Input_ButtonPressed; + public readonly ManagedEvent<EventArgsInput> Legacy_ButtonPressed; /// <summary>Raised after the player releases a keyboard key on the keyboard, controller, or mouse.</summary> - public readonly ManagedEvent<EventArgsInput> Legacy_Input_ButtonReleased; + public readonly ManagedEvent<EventArgsInput> Legacy_ButtonReleased; /**** ** LocationEvents ****/ /// <summary>Raised after a game location is added or removed.</summary> - public readonly ManagedEvent<EventArgsLocationsChanged> Legacy_Location_LocationsChanged; + public readonly ManagedEvent<EventArgsLocationsChanged> Legacy_LocationsChanged; /// <summary>Raised after buildings are added or removed in a location.</summary> - public readonly ManagedEvent<EventArgsLocationBuildingsChanged> Legacy_Location_BuildingsChanged; + public readonly ManagedEvent<EventArgsLocationBuildingsChanged> Legacy_BuildingsChanged; /// <summary>Raised after objects are added or removed in a location.</summary> - public readonly ManagedEvent<EventArgsLocationObjectsChanged> Legacy_Location_ObjectsChanged; + public readonly ManagedEvent<EventArgsLocationObjectsChanged> Legacy_ObjectsChanged; /**** ** MenuEvents ****/ /// <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 readonly ManagedEvent<EventArgsClickableMenuChanged> Menu_Changed; + public readonly ManagedEvent<EventArgsClickableMenuChanged> Legacy_MenuChanged; /// <summary>Raised after a game menu is closed.</summary> - public readonly ManagedEvent<EventArgsClickableMenuClosed> Menu_Closed; + public readonly ManagedEvent<EventArgsClickableMenuClosed> Legacy_MenuClosed; /**** ** MultiplayerEvents ****/ /// <summary>Raised before the game syncs changes from other players.</summary> - public readonly ManagedEvent Multiplayer_BeforeMainSync; + public readonly ManagedEvent Legacy_BeforeMainSync; /// <summary>Raised after the game syncs changes from other players.</summary> - public readonly ManagedEvent Multiplayer_AfterMainSync; + public readonly ManagedEvent Legacy_AfterMainSync; /// <summary>Raised before the game broadcasts changes to other players.</summary> - public readonly ManagedEvent Multiplayer_BeforeMainBroadcast; + public readonly ManagedEvent Legacy_BeforeMainBroadcast; /// <summary>Raised after the game broadcasts changes to other players.</summary> - public readonly ManagedEvent Multiplayer_AfterMainBroadcast; + public readonly ManagedEvent Legacy_AfterMainBroadcast; /**** ** MineEvents ****/ /// <summary>Raised after the player warps to a new level of the mine.</summary> - public readonly ManagedEvent<EventArgsMineLevelChanged> Mine_LevelChanged; + public readonly ManagedEvent<EventArgsMineLevelChanged> Legacy_MineLevelChanged; /**** ** PlayerEvents ****/ /// <summary>Raised after the player's inventory changes in any way (added or removed item, sorted, etc).</summary> - public readonly ManagedEvent<EventArgsInventoryChanged> Player_InventoryChanged; + public readonly ManagedEvent<EventArgsInventoryChanged> Legacy_InventoryChanged; /// <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 readonly ManagedEvent<EventArgsLevelUp> Player_LeveledUp; + public readonly ManagedEvent<EventArgsLevelUp> Legacy_LeveledUp; /// <summary>Raised after the player warps to a new location.</summary> - public readonly ManagedEvent<EventArgsPlayerWarped> Player_Warped; + public readonly ManagedEvent<EventArgsPlayerWarped> Legacy_PlayerWarped; /**** ** SaveEvents ****/ /// <summary>Raised before the game creates the save file.</summary> - public readonly ManagedEvent Save_BeforeCreate; + public readonly ManagedEvent Legacy_BeforeCreateSave; /// <summary>Raised after the game finishes creating the save file.</summary> - public readonly ManagedEvent Save_AfterCreate; + public readonly ManagedEvent Legacy_AfterCreateSave; /// <summary>Raised before the game begins writes data to the save file.</summary> - public readonly ManagedEvent Save_BeforeSave; + public readonly ManagedEvent Legacy_BeforeSave; /// <summary>Raised after the game finishes writing data to the save file.</summary> - public readonly ManagedEvent Save_AfterSave; + public readonly ManagedEvent Legacy_AfterSave; /// <summary>Raised after the player loads a save slot.</summary> - public readonly ManagedEvent Save_AfterLoad; + public readonly ManagedEvent Legacy_AfterLoad; /// <summary>Raised after the game returns to the title screen.</summary> - public readonly ManagedEvent Save_AfterReturnToTitle; + public readonly ManagedEvent Legacy_AfterReturnToTitle; /**** ** SpecialisedEvents ****/ /// <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 readonly ManagedEvent Specialised_UnvalidatedUpdateTick; + public readonly ManagedEvent Legacy_UnvalidatedUpdateTick; /**** ** TimeEvents ****/ /// <summary>Raised after the game begins a new day, including when loading a save.</summary> - public readonly ManagedEvent Time_AfterDayStarted; + public readonly ManagedEvent Legacy_AfterDayStarted; /// <summary>Raised after the in-game clock changes.</summary> - public readonly ManagedEvent<EventArgsIntChanged> Time_TimeOfDayChanged; + public readonly ManagedEvent<EventArgsIntChanged> Legacy_TimeOfDayChanged; /********* @@ -264,84 +357,115 @@ namespace StardewModdingAPI.Framework.Events ManagedEvent ManageEvent(string typeName, string eventName) => new ManagedEvent($"{typeName}.{eventName}", monitor, modRegistry); // init events (new) - this.GameLoop_Launched = ManageEventOf<GameLoopLaunchedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.Launched)); - this.GameLoop_Updating = ManageEventOf<GameLoopUpdatingEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.Updating)); - this.GameLoop_Updated = ManageEventOf<GameLoopUpdatedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.Updated)); - - this.Input_ButtonPressed = ManageEventOf<InputButtonPressedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonPressed)); - this.Input_ButtonReleased = ManageEventOf<InputButtonReleasedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonReleased)); - this.Input_CursorMoved = ManageEventOf<InputCursorMovedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.CursorMoved)); - this.Input_MouseWheelScrolled = ManageEventOf<InputMouseWheelScrolledEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.MouseWheelScrolled)); - - this.World_BuildingListChanged = ManageEventOf<WorldBuildingListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LocationListChanged)); - this.World_DebrisListChanged = ManageEventOf<WorldDebrisListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.DebrisListChanged)); - this.World_LargeTerrainFeatureListChanged = ManageEventOf<WorldLargeTerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LargeTerrainFeatureListChanged)); - this.World_LocationListChanged = ManageEventOf<WorldLocationListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.BuildingListChanged)); - this.World_NpcListChanged = ManageEventOf<WorldNpcListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.NpcListChanged)); - this.World_ObjectListChanged = ManageEventOf<WorldObjectListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged)); - this.World_TerrainFeatureListChanged = ManageEventOf<WorldTerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.TerrainFeatureListChanged)); + this.MenuChanged = ManageEventOf<MenuChangedEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.MenuChanged)); + this.Rendering = ManageEventOf<RenderingEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.Rendering)); + this.Rendered = ManageEventOf<RenderedEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.Rendered)); + this.RenderingWorld = ManageEventOf<RenderingWorldEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderingWorld)); + this.RenderedWorld = ManageEventOf<RenderedWorldEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderedWorld)); + this.RenderingActiveMenu = ManageEventOf<RenderingActiveMenuEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderingActiveMenu)); + this.RenderedActiveMenu = ManageEventOf<RenderedActiveMenuEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderedActiveMenu)); + this.RenderingHud = ManageEventOf<RenderingHudEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderingHud)); + this.RenderedHud = ManageEventOf<RenderedHudEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderedHud)); + this.WindowResized = ManageEventOf<WindowResizedEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.WindowResized)); + + 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.DayEnding = ManageEventOf<DayEndingEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.DayEnding)); + this.TimeChanged = ManageEventOf<TimeChangedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.TimeChanged)); + this.ReturnedToTitle = ManageEventOf<ReturnedToTitleEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.ReturnedToTitle)); + + this.ButtonPressed = ManageEventOf<ButtonPressedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonPressed)); + this.ButtonReleased = ManageEventOf<ButtonReleasedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonReleased)); + this.CursorMoved = ManageEventOf<CursorMovedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.CursorMoved)); + this.MouseWheelScrolled = ManageEventOf<MouseWheelScrolledEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.MouseWheelScrolled)); + + this.PeerContextReceived = ManageEventOf<PeerContextReceivedEventArgs>(nameof(IModEvents.Multiplayer), nameof(IMultiplayerEvents.PeerContextReceived)); + this.ModMessageReceived = ManageEventOf<ModMessageReceivedEventArgs>(nameof(IModEvents.Multiplayer), nameof(IMultiplayerEvents.ModMessageReceived)); + this.PeerDisconnected = ManageEventOf<PeerDisconnectedEventArgs>(nameof(IModEvents.Multiplayer), nameof(IMultiplayerEvents.PeerDisconnected)); + + this.InventoryChanged = ManageEventOf<InventoryChangedEventArgs>(nameof(IModEvents.Player), nameof(IPlayerEvents.InventoryChanged)); + this.LevelChanged = ManageEventOf<LevelChangedEventArgs>(nameof(IModEvents.Player), nameof(IPlayerEvents.LevelChanged)); + this.Warped = ManageEventOf<WarpedEventArgs>(nameof(IModEvents.Player), nameof(IPlayerEvents.Warped)); + + this.BuildingListChanged = ManageEventOf<BuildingListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LocationListChanged)); + this.DebrisListChanged = ManageEventOf<DebrisListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.DebrisListChanged)); + this.LargeTerrainFeatureListChanged = ManageEventOf<LargeTerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LargeTerrainFeatureListChanged)); + this.LocationListChanged = ManageEventOf<LocationListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.BuildingListChanged)); + this.NpcListChanged = ManageEventOf<NpcListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.NpcListChanged)); + this.ObjectListChanged = ManageEventOf<ObjectListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged)); + this.TerrainFeatureListChanged = ManageEventOf<TerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.TerrainFeatureListChanged)); + + this.UnvalidatedUpdateTicking = ManageEventOf<UnvalidatedUpdateTickingEventArgs>(nameof(IModEvents.Specialised), nameof(ISpecialisedEvents.UnvalidatedUpdateTicking)); + this.UnvalidatedUpdateTicked = ManageEventOf<UnvalidatedUpdateTickedEventArgs>(nameof(IModEvents.Specialised), nameof(ISpecialisedEvents.UnvalidatedUpdateTicked)); // init events (old) - this.Content_LocaleChanged = ManageEventOf<EventArgsValueChanged<string>>(nameof(ContentEvents), nameof(ContentEvents.AfterLocaleChanged)); - - this.Legacy_Control_ControllerButtonPressed = ManageEventOf<EventArgsControllerButtonPressed>(nameof(ControlEvents), nameof(ControlEvents.ControllerButtonPressed)); - this.Legacy_Control_ControllerButtonReleased = ManageEventOf<EventArgsControllerButtonReleased>(nameof(ControlEvents), nameof(ControlEvents.ControllerButtonReleased)); - this.Legacy_Control_ControllerTriggerPressed = ManageEventOf<EventArgsControllerTriggerPressed>(nameof(ControlEvents), nameof(ControlEvents.ControllerTriggerPressed)); - this.Legacy_Control_ControllerTriggerReleased = ManageEventOf<EventArgsControllerTriggerReleased>(nameof(ControlEvents), nameof(ControlEvents.ControllerTriggerReleased)); - this.Legacy_Control_KeyboardChanged = ManageEventOf<EventArgsKeyboardStateChanged>(nameof(ControlEvents), nameof(ControlEvents.KeyboardChanged)); - this.Legacy_Control_KeyPressed = ManageEventOf<EventArgsKeyPressed>(nameof(ControlEvents), nameof(ControlEvents.KeyPressed)); - this.Legacy_Control_KeyReleased = ManageEventOf<EventArgsKeyPressed>(nameof(ControlEvents), nameof(ControlEvents.KeyReleased)); - this.Legacy_Control_MouseChanged = ManageEventOf<EventArgsMouseStateChanged>(nameof(ControlEvents), nameof(ControlEvents.MouseChanged)); - - this.Game_FirstUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.FirstUpdateTick)); - this.Game_UpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.UpdateTick)); - this.Game_SecondUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.SecondUpdateTick)); - this.Game_FourthUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.FourthUpdateTick)); - this.Game_EighthUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.EighthUpdateTick)); - this.Game_QuarterSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.QuarterSecondTick)); - this.Game_HalfSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.HalfSecondTick)); - this.Game_OneSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.OneSecondTick)); - - this.Graphics_Resize = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.Resize)); - this.Graphics_OnPreRenderEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderEvent)); - this.Graphics_OnPostRenderEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderEvent)); - this.Graphics_OnPreRenderHudEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderHudEvent)); - this.Graphics_OnPostRenderHudEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderHudEvent)); - this.Graphics_OnPreRenderGuiEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderGuiEvent)); - this.Graphics_OnPostRenderGuiEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderGuiEvent)); - - this.Legacy_Input_ButtonPressed = ManageEventOf<EventArgsInput>(nameof(InputEvents), nameof(InputEvents.ButtonPressed)); - this.Legacy_Input_ButtonReleased = ManageEventOf<EventArgsInput>(nameof(InputEvents), nameof(InputEvents.ButtonReleased)); - - this.Legacy_Location_LocationsChanged = ManageEventOf<EventArgsLocationsChanged>(nameof(LocationEvents), nameof(LocationEvents.LocationsChanged)); - this.Legacy_Location_BuildingsChanged = ManageEventOf<EventArgsLocationBuildingsChanged>(nameof(LocationEvents), nameof(LocationEvents.BuildingsChanged)); - this.Legacy_Location_ObjectsChanged = ManageEventOf<EventArgsLocationObjectsChanged>(nameof(LocationEvents), nameof(LocationEvents.ObjectsChanged)); - - this.Menu_Changed = ManageEventOf<EventArgsClickableMenuChanged>(nameof(MenuEvents), nameof(MenuEvents.MenuChanged)); - this.Menu_Closed = ManageEventOf<EventArgsClickableMenuClosed>(nameof(MenuEvents), nameof(MenuEvents.MenuClosed)); - - this.Multiplayer_BeforeMainBroadcast = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.BeforeMainBroadcast)); - this.Multiplayer_AfterMainBroadcast = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.AfterMainBroadcast)); - this.Multiplayer_BeforeMainSync = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.BeforeMainSync)); - this.Multiplayer_AfterMainSync = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.AfterMainSync)); - - this.Mine_LevelChanged = ManageEventOf<EventArgsMineLevelChanged>(nameof(MineEvents), nameof(MineEvents.MineLevelChanged)); - - this.Player_InventoryChanged = ManageEventOf<EventArgsInventoryChanged>(nameof(PlayerEvents), nameof(PlayerEvents.InventoryChanged)); - this.Player_LeveledUp = ManageEventOf<EventArgsLevelUp>(nameof(PlayerEvents), nameof(PlayerEvents.LeveledUp)); - this.Player_Warped = ManageEventOf<EventArgsPlayerWarped>(nameof(PlayerEvents), nameof(PlayerEvents.Warped)); - - this.Save_BeforeCreate = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.BeforeCreate)); - this.Save_AfterCreate = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterCreate)); - this.Save_BeforeSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.BeforeSave)); - this.Save_AfterSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterSave)); - this.Save_AfterLoad = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterLoad)); - this.Save_AfterReturnToTitle = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterReturnToTitle)); - - this.Specialised_UnvalidatedUpdateTick = ManageEvent(nameof(SpecialisedEvents), nameof(SpecialisedEvents.UnvalidatedUpdateTick)); - - this.Time_AfterDayStarted = ManageEvent(nameof(TimeEvents), nameof(TimeEvents.AfterDayStarted)); - this.Time_TimeOfDayChanged = ManageEventOf<EventArgsIntChanged>(nameof(TimeEvents), nameof(TimeEvents.TimeOfDayChanged)); + this.Legacy_LocaleChanged = ManageEventOf<EventArgsValueChanged<string>>(nameof(ContentEvents), nameof(ContentEvents.AfterLocaleChanged)); + + this.Legacy_ControllerButtonPressed = ManageEventOf<EventArgsControllerButtonPressed>(nameof(ControlEvents), nameof(ControlEvents.ControllerButtonPressed)); + this.Legacy_ControllerButtonReleased = ManageEventOf<EventArgsControllerButtonReleased>(nameof(ControlEvents), nameof(ControlEvents.ControllerButtonReleased)); + this.Legacy_ControllerTriggerPressed = ManageEventOf<EventArgsControllerTriggerPressed>(nameof(ControlEvents), nameof(ControlEvents.ControllerTriggerPressed)); + this.Legacy_ControllerTriggerReleased = ManageEventOf<EventArgsControllerTriggerReleased>(nameof(ControlEvents), nameof(ControlEvents.ControllerTriggerReleased)); + this.Legacy_KeyboardChanged = ManageEventOf<EventArgsKeyboardStateChanged>(nameof(ControlEvents), nameof(ControlEvents.KeyboardChanged)); + this.Legacy_KeyPressed = ManageEventOf<EventArgsKeyPressed>(nameof(ControlEvents), nameof(ControlEvents.KeyPressed)); + this.Legacy_KeyReleased = ManageEventOf<EventArgsKeyPressed>(nameof(ControlEvents), nameof(ControlEvents.KeyReleased)); + this.Legacy_MouseChanged = ManageEventOf<EventArgsMouseStateChanged>(nameof(ControlEvents), nameof(ControlEvents.MouseChanged)); + + this.Legacy_FirstUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.FirstUpdateTick)); + this.Legacy_UpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.UpdateTick)); + this.Legacy_SecondUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.SecondUpdateTick)); + this.Legacy_FourthUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.FourthUpdateTick)); + this.Legacy_EighthUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.EighthUpdateTick)); + this.Legacy_QuarterSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.QuarterSecondTick)); + this.Legacy_HalfSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.HalfSecondTick)); + this.Legacy_OneSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.OneSecondTick)); + + this.Legacy_Resize = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.Resize)); + this.Legacy_OnPreRenderEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderEvent)); + this.Legacy_OnPostRenderEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderEvent)); + this.Legacy_OnPreRenderHudEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderHudEvent)); + this.Legacy_OnPostRenderHudEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderHudEvent)); + this.Legacy_OnPreRenderGuiEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderGuiEvent)); + this.Legacy_OnPostRenderGuiEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderGuiEvent)); + + this.Legacy_ButtonPressed = ManageEventOf<EventArgsInput>(nameof(InputEvents), nameof(InputEvents.ButtonPressed)); + this.Legacy_ButtonReleased = ManageEventOf<EventArgsInput>(nameof(InputEvents), nameof(InputEvents.ButtonReleased)); + + this.Legacy_LocationsChanged = ManageEventOf<EventArgsLocationsChanged>(nameof(LocationEvents), nameof(LocationEvents.LocationsChanged)); + this.Legacy_BuildingsChanged = ManageEventOf<EventArgsLocationBuildingsChanged>(nameof(LocationEvents), nameof(LocationEvents.BuildingsChanged)); + this.Legacy_ObjectsChanged = ManageEventOf<EventArgsLocationObjectsChanged>(nameof(LocationEvents), nameof(LocationEvents.ObjectsChanged)); + + this.Legacy_MenuChanged = ManageEventOf<EventArgsClickableMenuChanged>(nameof(MenuEvents), nameof(MenuEvents.MenuChanged)); + this.Legacy_MenuClosed = ManageEventOf<EventArgsClickableMenuClosed>(nameof(MenuEvents), nameof(MenuEvents.MenuClosed)); + + this.Legacy_BeforeMainBroadcast = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.BeforeMainBroadcast)); + this.Legacy_AfterMainBroadcast = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.AfterMainBroadcast)); + this.Legacy_BeforeMainSync = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.BeforeMainSync)); + this.Legacy_AfterMainSync = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.AfterMainSync)); + + this.Legacy_MineLevelChanged = ManageEventOf<EventArgsMineLevelChanged>(nameof(MineEvents), nameof(MineEvents.MineLevelChanged)); + + this.Legacy_InventoryChanged = ManageEventOf<EventArgsInventoryChanged>(nameof(PlayerEvents), nameof(PlayerEvents.InventoryChanged)); + this.Legacy_LeveledUp = ManageEventOf<EventArgsLevelUp>(nameof(PlayerEvents), nameof(PlayerEvents.LeveledUp)); + this.Legacy_PlayerWarped = ManageEventOf<EventArgsPlayerWarped>(nameof(PlayerEvents), nameof(PlayerEvents.Warped)); + + this.Legacy_BeforeCreateSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.BeforeCreate)); + this.Legacy_AfterCreateSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterCreate)); + this.Legacy_BeforeSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.BeforeSave)); + this.Legacy_AfterSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterSave)); + this.Legacy_AfterLoad = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterLoad)); + this.Legacy_AfterReturnToTitle = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterReturnToTitle)); + + this.Legacy_UnvalidatedUpdateTick = ManageEvent(nameof(SpecialisedEvents), nameof(SpecialisedEvents.UnvalidatedUpdateTick)); + + this.Legacy_AfterDayStarted = ManageEvent(nameof(TimeEvents), nameof(TimeEvents.AfterDayStarted)); + this.Legacy_TimeOfDayChanged = ManageEventOf<EventArgsIntChanged>(nameof(TimeEvents), nameof(TimeEvents.TimeOfDayChanged)); } } } diff --git a/src/SMAPI/Framework/Events/ManagedEvent.cs b/src/SMAPI/Framework/Events/ManagedEvent.cs index c1ebf6c7..65f6e38e 100644 --- a/src/SMAPI/Framework/Events/ManagedEvent.cs +++ b/src/SMAPI/Framework/Events/ManagedEvent.cs @@ -67,6 +67,30 @@ namespace StardewModdingAPI.Framework.Events } } } + + /// <summary>Raise the event and notify all handlers.</summary> + /// <param name="args">The event arguments to pass.</param> + /// <param name="match">A lambda which returns true if the event should be raised for the given mod.</param> + public void RaiseForMods(TEventArgs args, Func<IModMetadata, bool> match) + { + if (this.Event == null) + return; + + foreach (EventHandler<TEventArgs> handler in this.CachedInvocationList) + { + if (match(this.GetSourceMod(handler))) + { + try + { + handler.Invoke(null, args); + } + catch (Exception ex) + { + this.LogError(handler, ex); + } + } + } + } } /// <summary>An event wrapper which intercepts and logs errors in handler code.</summary> diff --git a/src/SMAPI/Framework/Events/ManagedEventBase.cs b/src/SMAPI/Framework/Events/ManagedEventBase.cs index f3a278dc..defd903a 100644 --- a/src/SMAPI/Framework/Events/ManagedEventBase.cs +++ b/src/SMAPI/Framework/Events/ManagedEventBase.cs @@ -69,12 +69,22 @@ namespace StardewModdingAPI.Framework.Events this.SourceMods.Remove(handler); } + /// <summary>Get the mod which registered the given event handler, if available.</summary> + /// <param name="handler">The event handler.</param> + protected IModMetadata GetSourceMod(TEventHandler handler) + { + return this.SourceMods.TryGetValue(handler, out IModMetadata mod) + ? mod + : null; + } + /// <summary>Log an exception from an event handler.</summary> /// <param name="handler">The event handler instance.</param> /// <param name="ex">The exception that was raised.</param> protected void LogError(TEventHandler handler, Exception ex) { - if (this.SourceMods.TryGetValue(handler, out IModMetadata mod)) + IModMetadata mod = this.GetSourceMod(handler); + if (mod != null) mod.LogAsMod($"This mod failed in the {this.EventName} event. Technical details: \n{ex.GetLogSummary()}", LogLevel.Error); else this.Monitor.Log($"A mod failed in the {this.EventName} event. Technical details: \n{ex.GetLogSummary()}", LogLevel.Error); diff --git a/src/SMAPI/Framework/Events/ModDisplayEvents.cs b/src/SMAPI/Framework/Events/ModDisplayEvents.cs new file mode 100644 index 00000000..e383eec6 --- /dev/null +++ b/src/SMAPI/Framework/Events/ModDisplayEvents.cs @@ -0,0 +1,93 @@ +using System; +using StardewModdingAPI.Events; +using StardewValley; + +namespace StardewModdingAPI.Framework.Events +{ + /// <summary>Events related to UI and drawing to the screen.</summary> + internal class ModDisplayEvents : ModEventsBase, IDisplayEvents + { + /********* + ** Accessors + *********/ + /// <summary>Raised after a game menu is opened, closed, or replaced.</summary> + public event EventHandler<MenuChangedEventArgs> MenuChanged + { + add => this.EventManager.MenuChanged.Add(value); + remove => this.EventManager.MenuChanged.Remove(value); + } + + /// <summary>Raised before the game draws anything to the screen in a draw tick, as soon as the sprite batch is opened. The sprite batch may be closed and reopened multiple times after this event is called, but it's only raised once per draw tick. This event isn't useful for drawing to the screen, since the game will draw over it.</summary> + public event EventHandler<RenderingEventArgs> Rendering + { + add => this.EventManager.Rendering.Add(value); + remove => this.EventManager.Rendering.Remove(value); + } + + /// <summary>Raised after the game draws to the sprite patch in a draw tick, just before the final sprite batch is rendered to the screen. Since the game may open/close the sprite batch multiple times in a draw tick, the sprite batch may not contain everything being drawn and some things may already be rendered to the screen. Content drawn to the sprite batch at this point will be drawn over all vanilla content (including menus, HUD, and cursor).</summary> + public event EventHandler<RenderedEventArgs> Rendered + { + add => this.EventManager.Rendered.Add(value); + remove => this.EventManager.Rendered.Remove(value); + } + + /// <summary>Raised before the game world is drawn to the screen. This event isn't useful for drawing to the screen, since the game will draw over it.</summary> + public event EventHandler<RenderingWorldEventArgs> RenderingWorld + { + add => this.EventManager.RenderingWorld.Add(value); + remove => this.EventManager.RenderingWorld.Remove(value); + } + + /// <summary>Raised after the game world is drawn to the sprite patch, before it's rendered to the screen. Content drawn to the sprite batch at this point will be drawn over the world, but under any active menu, HUD elements, or cursor.</summary> + public event EventHandler<RenderedWorldEventArgs> RenderedWorld + { + add => this.EventManager.RenderedWorld.Add(value); + remove => this.EventManager.RenderedWorld.Remove(value); + } + + /// <summary>When a menu is open (<see cref="Game1.activeClickableMenu"/> isn't null), raised before that menu is drawn to the screen. This includes the game's internal menus like the title screen. Content drawn to the sprite batch at this point will appear under the menu.</summary> + public event EventHandler<RenderingActiveMenuEventArgs> RenderingActiveMenu + { + add => this.EventManager.RenderingActiveMenu.Add(value); + remove => this.EventManager.RenderingActiveMenu.Remove(value); + } + + /// <summary>When a menu is open (<see cref="Game1.activeClickableMenu"/> isn't null), raised after that menu is drawn to the sprite batch but before it's rendered to the screen. Content drawn to the sprite batch at this point will appear over the menu and menu cursor.</summary> + public event EventHandler<RenderedActiveMenuEventArgs> RenderedActiveMenu + { + add => this.EventManager.RenderedActiveMenu.Add(value); + remove => this.EventManager.RenderedActiveMenu.Remove(value); + } + + /// <summary>Raised before drawing the HUD (item toolbar, clock, etc) to the screen. The vanilla HUD may be hidden at this point (e.g. because a menu is open). Content drawn to the sprite batch at this point will appear under the HUD.</summary> + public event EventHandler<RenderingHudEventArgs> RenderingHud + { + add => this.EventManager.RenderingHud.Add(value); + remove => this.EventManager.RenderingHud.Remove(value); + } + + /// <summary>Raised after drawing the HUD (item toolbar, clock, etc) to the sprite batch, but before it's rendered to the screen. The vanilla HUD may be hidden at this point (e.g. because a menu is open). Content drawn to the sprite batch at this point will appear over the HUD.</summary> + public event EventHandler<RenderedHudEventArgs> RenderedHud + { + add => this.EventManager.RenderedHud.Add(value); + remove => this.EventManager.RenderedHud.Remove(value); + } + + /// <summary>Raised after the game window is resized.</summary> + public event EventHandler<WindowResizedEventArgs> WindowResized + { + add => this.EventManager.WindowResized.Add(value); + remove => this.EventManager.WindowResized.Remove(value); + } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="mod">The mod which uses this instance.</param> + /// <param name="eventManager">The underlying event manager.</param> + internal ModDisplayEvents(IModMetadata mod, EventManager eventManager) + : base(mod, eventManager) { } + } +} 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); } } } diff --git a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs index 379a4e96..a5beac99 100644 --- a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs +++ b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs @@ -10,24 +10,88 @@ namespace StardewModdingAPI.Framework.Events ** Accessors *********/ /// <summary>Raised after the game is launched, right before the first update tick.</summary> - public event EventHandler<GameLoopLaunchedEventArgs> Launched + public event EventHandler<GameLaunchedEventArgs> GameLaunched { - add => this.EventManager.GameLoop_Launched.Add(value); - remove => this.EventManager.GameLoop_Launched.Remove(value); + add => this.EventManager.GameLaunched.Add(value); + remove => this.EventManager.GameLaunched.Remove(value); } /// <summary>Raised before the game performs its overall update tick (≈60 times per second).</summary> - public event EventHandler<GameLoopUpdatingEventArgs> Updating + public event EventHandler<UpdateTickingEventArgs> UpdateTicking { - add => this.EventManager.GameLoop_Updating.Add(value); - remove => this.EventManager.GameLoop_Updating.Remove(value); + add => this.EventManager.UpdateTicking.Add(value); + remove => this.EventManager.UpdateTicking.Remove(value); } /// <summary>Raised after the game performs its overall update tick (≈60 times per second).</summary> - public event EventHandler<GameLoopUpdatedEventArgs> Updated + public event EventHandler<UpdateTickedEventArgs> UpdateTicked { - add => this.EventManager.GameLoop_Updated.Add(value); - remove => this.EventManager.GameLoop_Updated.Remove(value); + add => this.EventManager.UpdateTicked.Add(value); + 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); + } + + /// <summary>Raised before the game ends the current day. This happens before it starts setting up the next day and before <see cref="IGameLoopEvents.Saving"/>.</summary> + public event EventHandler<DayEndingEventArgs> DayEnding + { + add => this.EventManager.DayEnding.Add(value); + remove => this.EventManager.DayEnding.Remove(value); + } + + /// <summary>Raised after the in-game clock time changes.</summary> + public event EventHandler<TimeChangedEventArgs> TimeChanged + { + + add => this.EventManager.TimeChanged.Add(value); + remove => this.EventManager.TimeChanged.Remove(value); + } + + /// <summary>Raised after the game returns to the title screen.</summary> + public event EventHandler<ReturnedToTitleEventArgs> ReturnedToTitle + { + add => this.EventManager.ReturnedToTitle.Add(value); + remove => this.EventManager.ReturnedToTitle.Remove(value); } diff --git a/src/SMAPI/Framework/Events/ModInputEvents.cs b/src/SMAPI/Framework/Events/ModInputEvents.cs index feca34f3..6a4298b4 100644 --- a/src/SMAPI/Framework/Events/ModInputEvents.cs +++ b/src/SMAPI/Framework/Events/ModInputEvents.cs @@ -10,31 +10,31 @@ namespace StardewModdingAPI.Framework.Events ** Accessors *********/ /// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary> - public event EventHandler<InputButtonPressedEventArgs> ButtonPressed + public event EventHandler<ButtonPressedEventArgs> ButtonPressed { - add => this.EventManager.Input_ButtonPressed.Add(value); - remove => this.EventManager.Input_ButtonPressed.Remove(value); + add => this.EventManager.ButtonPressed.Add(value); + remove => this.EventManager.ButtonPressed.Remove(value); } /// <summary>Raised after the player releases a button on the keyboard, controller, or mouse.</summary> - public event EventHandler<InputButtonReleasedEventArgs> ButtonReleased + public event EventHandler<ButtonReleasedEventArgs> ButtonReleased { - add => this.EventManager.Input_ButtonReleased.Add(value); - remove => this.EventManager.Input_ButtonReleased.Remove(value); + add => this.EventManager.ButtonReleased.Add(value); + remove => this.EventManager.ButtonReleased.Remove(value); } /// <summary>Raised after the player moves the in-game cursor.</summary> - public event EventHandler<InputCursorMovedEventArgs> CursorMoved + public event EventHandler<CursorMovedEventArgs> CursorMoved { - add => this.EventManager.Input_CursorMoved.Add(value); - remove => this.EventManager.Input_CursorMoved.Remove(value); + add => this.EventManager.CursorMoved.Add(value); + remove => this.EventManager.CursorMoved.Remove(value); } /// <summary>Raised after the player scrolls the mouse wheel.</summary> - public event EventHandler<InputMouseWheelScrolledEventArgs> MouseWheelScrolled + public event EventHandler<MouseWheelScrolledEventArgs> MouseWheelScrolled { - add => this.EventManager.Input_MouseWheelScrolled.Add(value); - remove => this.EventManager.Input_MouseWheelScrolled.Remove(value); + add => this.EventManager.MouseWheelScrolled.Add(value); + remove => this.EventManager.MouseWheelScrolled.Remove(value); } diff --git a/src/SMAPI/Framework/Events/ModMultiplayerEvents.cs b/src/SMAPI/Framework/Events/ModMultiplayerEvents.cs new file mode 100644 index 00000000..152c4e0c --- /dev/null +++ b/src/SMAPI/Framework/Events/ModMultiplayerEvents.cs @@ -0,0 +1,43 @@ +using System; +using StardewModdingAPI.Events; + +namespace StardewModdingAPI.Framework.Events +{ + /// <summary>Events raised for multiplayer messages and connections.</summary> + internal class ModMultiplayerEvents : ModEventsBase, IMultiplayerEvents + { + /********* + ** Accessors + *********/ + /// <summary>Raised after the mod context for a peer is received. This happens before the game approves the connection, so the player doesn't yet exist in the game. This is the earliest point where messages can be sent to the peer via SMAPI.</summary> + public event EventHandler<PeerContextReceivedEventArgs> PeerContextReceived + { + add => this.EventManager.PeerContextReceived.Add(value); + remove => this.EventManager.PeerContextReceived.Remove(value); + } + + /// <summary>Raised after a mod message is received over the network.</summary> + public event EventHandler<ModMessageReceivedEventArgs> ModMessageReceived + { + add => this.EventManager.ModMessageReceived.Add(value); + remove => this.EventManager.ModMessageReceived.Remove(value); + } + + /// <summary>Raised after the connection with a peer is severed.</summary> + public event EventHandler<PeerDisconnectedEventArgs> PeerDisconnected + { + add => this.EventManager.PeerDisconnected.Add(value); + remove => this.EventManager.PeerDisconnected.Remove(value); + } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="mod">The mod which uses this instance.</param> + /// <param name="eventManager">The underlying event manager.</param> + internal ModMultiplayerEvents(IModMetadata mod, EventManager eventManager) + : base(mod, eventManager) { } + } +} diff --git a/src/SMAPI/Framework/Events/ModPlayerEvents.cs b/src/SMAPI/Framework/Events/ModPlayerEvents.cs new file mode 100644 index 00000000..ca7cfd96 --- /dev/null +++ b/src/SMAPI/Framework/Events/ModPlayerEvents.cs @@ -0,0 +1,43 @@ +using System; +using StardewModdingAPI.Events; + +namespace StardewModdingAPI.Framework.Events +{ + /// <summary>Events raised when the player data changes.</summary> + internal class ModPlayerEvents : ModEventsBase, IPlayerEvents + { + /********* + ** Accessors + *********/ + /// <summary>Raised after items are added or removed to a player's inventory. NOTE: this event is currently only raised for the local player.</summary> + public event EventHandler<InventoryChangedEventArgs> InventoryChanged + { + add => this.EventManager.InventoryChanged.Add(value); + remove => this.EventManager.InventoryChanged.Remove(value); + } + + /// <summary>Raised after a player skill level changes. This happens as soon as they level up, not when the game notifies the player after their character goes to bed. NOTE: this event is currently only raised for the local player.</summary> + public event EventHandler<LevelChangedEventArgs> LevelChanged + { + add => this.EventManager.LevelChanged.Add(value); + remove => this.EventManager.LevelChanged.Remove(value); + } + + /// <summary>Raised after a player warps to a new location. NOTE: this event is currently only raised for the local player.</summary> + public event EventHandler<WarpedEventArgs> Warped + { + add => this.EventManager.Warped.Add(value); + remove => this.EventManager.Warped.Remove(value); + } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="mod">The mod which uses this instance.</param> + /// <param name="eventManager">The underlying event manager.</param> + internal ModPlayerEvents(IModMetadata mod, EventManager eventManager) + : base(mod, eventManager) { } + } +} diff --git a/src/SMAPI/Framework/Events/ModSpecialisedEvents.cs b/src/SMAPI/Framework/Events/ModSpecialisedEvents.cs new file mode 100644 index 00000000..17c32bb8 --- /dev/null +++ b/src/SMAPI/Framework/Events/ModSpecialisedEvents.cs @@ -0,0 +1,36 @@ +using System; +using StardewModdingAPI.Events; + +namespace StardewModdingAPI.Framework.Events +{ + /// <summary>Events serving specialised edge cases that shouldn't be used by most mods.</summary> + internal class ModSpecialisedEvents : ModEventsBase, ISpecialisedEvents + { + /********* + ** Accessors + *********/ + /// <summary>Raised before the game state is updated (≈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 event will trigger a stability warning in the SMAPI console.</summary> + public event EventHandler<UnvalidatedUpdateTickingEventArgs> UnvalidatedUpdateTicking + { + add => this.EventManager.UnvalidatedUpdateTicking.Add(value); + remove => this.EventManager.UnvalidatedUpdateTicking.Remove(value); + } + + /// <summary>Raised after the game state is updated (≈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 event will trigger a stability warning in the SMAPI console.</summary> + public event EventHandler<UnvalidatedUpdateTickedEventArgs> UnvalidatedUpdateTicked + { + add => this.EventManager.UnvalidatedUpdateTicked.Add(value); + remove => this.EventManager.UnvalidatedUpdateTicked.Remove(value); + } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="mod">The mod which uses this instance.</param> + /// <param name="eventManager">The underlying event manager.</param> + internal ModSpecialisedEvents(IModMetadata mod, EventManager eventManager) + : base(mod, eventManager) { } + } +} diff --git a/src/SMAPI/Framework/Events/ModWorldEvents.cs b/src/SMAPI/Framework/Events/ModWorldEvents.cs index dc9c0f4c..b85002a3 100644 --- a/src/SMAPI/Framework/Events/ModWorldEvents.cs +++ b/src/SMAPI/Framework/Events/ModWorldEvents.cs @@ -10,52 +10,52 @@ namespace StardewModdingAPI.Framework.Events ** Accessors *********/ /// <summary>Raised after a game location is added or removed.</summary> - public event EventHandler<WorldLocationListChangedEventArgs> LocationListChanged + public event EventHandler<LocationListChangedEventArgs> LocationListChanged { - add => this.EventManager.World_LocationListChanged.Add(value, this.Mod); - remove => this.EventManager.World_LocationListChanged.Remove(value); + add => this.EventManager.LocationListChanged.Add(value, this.Mod); + remove => this.EventManager.LocationListChanged.Remove(value); } /// <summary>Raised after buildings are added or removed in a location.</summary> - public event EventHandler<WorldBuildingListChangedEventArgs> BuildingListChanged + public event EventHandler<BuildingListChangedEventArgs> BuildingListChanged { - add => this.EventManager.World_BuildingListChanged.Add(value, this.Mod); - remove => this.EventManager.World_BuildingListChanged.Remove(value); + add => this.EventManager.BuildingListChanged.Add(value, this.Mod); + remove => this.EventManager.BuildingListChanged.Remove(value); } /// <summary>Raised after debris are added or removed in a location.</summary> - public event EventHandler<WorldDebrisListChangedEventArgs> DebrisListChanged + public event EventHandler<DebrisListChangedEventArgs> DebrisListChanged { - add => this.EventManager.World_DebrisListChanged.Add(value, this.Mod); - remove => this.EventManager.World_DebrisListChanged.Remove(value); + add => this.EventManager.DebrisListChanged.Add(value, this.Mod); + remove => this.EventManager.DebrisListChanged.Remove(value); } /// <summary>Raised after large terrain features (like bushes) are added or removed in a location.</summary> - public event EventHandler<WorldLargeTerrainFeatureListChangedEventArgs> LargeTerrainFeatureListChanged + public event EventHandler<LargeTerrainFeatureListChangedEventArgs> LargeTerrainFeatureListChanged { - add => this.EventManager.World_LargeTerrainFeatureListChanged.Add(value, this.Mod); - remove => this.EventManager.World_LargeTerrainFeatureListChanged.Remove(value); + add => this.EventManager.LargeTerrainFeatureListChanged.Add(value, this.Mod); + remove => this.EventManager.LargeTerrainFeatureListChanged.Remove(value); } /// <summary>Raised after NPCs are added or removed in a location.</summary> - public event EventHandler<WorldNpcListChangedEventArgs> NpcListChanged + public event EventHandler<NpcListChangedEventArgs> NpcListChanged { - add => this.EventManager.World_NpcListChanged.Add(value); - remove => this.EventManager.World_NpcListChanged.Remove(value); + add => this.EventManager.NpcListChanged.Add(value); + remove => this.EventManager.NpcListChanged.Remove(value); } /// <summary>Raised after objects are added or removed in a location.</summary> - public event EventHandler<WorldObjectListChangedEventArgs> ObjectListChanged + public event EventHandler<ObjectListChangedEventArgs> ObjectListChanged { - add => this.EventManager.World_ObjectListChanged.Add(value); - remove => this.EventManager.World_ObjectListChanged.Remove(value); + add => this.EventManager.ObjectListChanged.Add(value); + remove => this.EventManager.ObjectListChanged.Remove(value); } /// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary> - public event EventHandler<WorldTerrainFeatureListChangedEventArgs> TerrainFeatureListChanged + public event EventHandler<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged { - add => this.EventManager.World_TerrainFeatureListChanged.Add(value); - remove => this.EventManager.World_TerrainFeatureListChanged.Remove(value); + add => this.EventManager.TerrainFeatureListChanged.Add(value); + remove => this.EventManager.TerrainFeatureListChanged.Remove(value); } |