diff options
Diffstat (limited to 'src/SMAPI/Framework/Events')
-rw-r--r-- | src/SMAPI/Framework/Events/EventManager.cs | 20 | ||||
-rw-r--r-- | src/SMAPI/Framework/Events/ModInputEvents.cs | 11 |
2 files changed, 21 insertions, 10 deletions
diff --git a/src/SMAPI/Framework/Events/EventManager.cs b/src/SMAPI/Framework/Events/EventManager.cs index 62d9582e..eea74587 100644 --- a/src/SMAPI/Framework/Events/EventManager.cs +++ b/src/SMAPI/Framework/Events/EventManager.cs @@ -35,12 +35,15 @@ namespace StardewModdingAPI.Framework.Events /**** ** Input ****/ - /// <summary>Raised when the player presses a button on the keyboard, controller, or mouse.</summary> + /// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary> public readonly ManagedEvent<InputButtonPressedArgsInput> Input_ButtonPressed; - /// <summary>Raised when the player released a button on the keyboard, controller, or mouse.</summary> + /// <summary>Raised after the player released a button on the keyboard, controller, or mouse.</summary> public readonly ManagedEvent<InputButtonReleasedArgsInput> Input_ButtonReleased; + /// <summary>Raised after the player moves the in-game cursor.</summary> + public readonly ManagedEvent<InputCursorMovedArgsInput> Input_CursorMoved; + /********* ** Events (old) @@ -57,14 +60,14 @@ namespace StardewModdingAPI.Framework.Events /// <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; - /// <summary>Raised when the player presses a keyboard key.</summary> + /// <summary>Raised after the player presses a keyboard key.</summary> public readonly ManagedEvent<EventArgsKeyPressed> Legacy_Control_KeyPressed; - /// <summary>Raised when the player releases a keyboard key.</summary> + /// <summary>Raised after the player releases a keyboard key.</summary> public readonly ManagedEvent<EventArgsKeyPressed> Legacy_Control_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> Control_MouseChanged; + public readonly ManagedEvent<EventArgsMouseStateChanged> Legacy_Control_MouseChanged; /// <summary>The player pressed a controller button. This event isn't raised for trigger buttons.</summary> public readonly ManagedEvent<EventArgsControllerButtonPressed> Legacy_Control_ControllerButtonPressed; @@ -132,10 +135,10 @@ namespace StardewModdingAPI.Framework.Events /**** ** InputEvents ****/ - /// <summary>Raised when the player presses a button on the keyboard, controller, or mouse.</summary> + /// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary> public readonly ManagedEvent<EventArgsInput> Legacy_Input_ButtonPressed; - /// <summary>Raised when the player releases a keyboard key on the keyboard, controller, or mouse.</summary> + /// <summary>Raised after the player releases a keyboard key on the keyboard, controller, or mouse.</summary> public readonly ManagedEvent<EventArgsInput> Legacy_Input_ButtonReleased; /**** @@ -245,6 +248,7 @@ namespace StardewModdingAPI.Framework.Events // init events (new) this.Input_ButtonPressed = ManageEventOf<InputButtonPressedArgsInput>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonPressed)); this.Input_ButtonReleased = ManageEventOf<InputButtonReleasedArgsInput>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonReleased)); + this.Input_CursorMoved = ManageEventOf<InputCursorMovedArgsInput>(nameof(IModEvents.Input), nameof(IInputEvents.CursorMoved)); this.World_BuildingListChanged = ManageEventOf<WorldBuildingListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LocationListChanged)); this.World_LargeTerrainFeatureListChanged = ManageEventOf<WorldLargeTerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LargeTerrainFeatureListChanged)); @@ -263,7 +267,7 @@ namespace StardewModdingAPI.Framework.Events 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.Control_MouseChanged = ManageEventOf<EventArgsMouseStateChanged>(nameof(ControlEvents), nameof(ControlEvents.MouseChanged)); + 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)); diff --git a/src/SMAPI/Framework/Events/ModInputEvents.cs b/src/SMAPI/Framework/Events/ModInputEvents.cs index 18baec16..48dd0369 100644 --- a/src/SMAPI/Framework/Events/ModInputEvents.cs +++ b/src/SMAPI/Framework/Events/ModInputEvents.cs @@ -9,20 +9,27 @@ namespace StardewModdingAPI.Framework.Events /********* ** Accessors *********/ - /// <summary>Raised when the player presses a button on the keyboard, controller, or mouse.</summary> + /// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary> public event EventHandler<InputButtonPressedArgsInput> ButtonPressed { add => this.EventManager.Input_ButtonPressed.Add(value); remove => this.EventManager.Input_ButtonPressed.Remove(value); } - /// <summary>Raised when the player releases a button on the keyboard, controller, or mouse.</summary> + /// <summary>Raised after the player releases a button on the keyboard, controller, or mouse.</summary> public event EventHandler<InputButtonReleasedArgsInput> ButtonReleased { add => this.EventManager.Input_ButtonReleased.Add(value); remove => this.EventManager.Input_ButtonReleased.Remove(value); } + /// <summary>Raised after the player moves the in-game cursor.</summary> + public event EventHandler<InputCursorMovedArgsInput> CursorMoved + { + add => this.EventManager.Input_CursorMoved.Add(value); + remove => this.EventManager.Input_CursorMoved.Remove(value); + } + /********* ** Public methods |