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-rw-r--r--src/SMAPI/Framework/Events/EventManager.cs12
-rw-r--r--src/SMAPI/Framework/Events/ModInputEvents.cs6
-rw-r--r--src/SMAPI/Framework/SGame.cs6
3 files changed, 12 insertions, 12 deletions
diff --git a/src/SMAPI/Framework/Events/EventManager.cs b/src/SMAPI/Framework/Events/EventManager.cs
index 4de333a3..168ddde0 100644
--- a/src/SMAPI/Framework/Events/EventManager.cs
+++ b/src/SMAPI/Framework/Events/EventManager.cs
@@ -27,13 +27,13 @@ namespace StardewModdingAPI.Framework.Events
** Input
****/
/// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary>
- public readonly ManagedEvent<InputButtonPressedArgsInput> Input_ButtonPressed;
+ public readonly ManagedEvent<InputButtonPressedEventArgs> Input_ButtonPressed;
/// <summary>Raised after the player released a button on the keyboard, controller, or mouse.</summary>
- public readonly ManagedEvent<InputButtonReleasedArgsInput> Input_ButtonReleased;
+ public readonly ManagedEvent<InputButtonReleasedEventArgs> Input_ButtonReleased;
/// <summary>Raised after the player moves the in-game cursor.</summary>
- public readonly ManagedEvent<InputCursorMovedArgsInput> Input_CursorMoved;
+ public readonly ManagedEvent<InputCursorMovedEventArgs> Input_CursorMoved;
/// <summary>Raised after the player scrolls the mouse wheel.</summary>
public readonly ManagedEvent<InputMouseWheelScrolledEventArgs> Input_MouseWheelScrolled;
@@ -268,9 +268,9 @@ namespace StardewModdingAPI.Framework.Events
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<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.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));
diff --git a/src/SMAPI/Framework/Events/ModInputEvents.cs b/src/SMAPI/Framework/Events/ModInputEvents.cs
index 387ea87a..feca34f3 100644
--- a/src/SMAPI/Framework/Events/ModInputEvents.cs
+++ b/src/SMAPI/Framework/Events/ModInputEvents.cs
@@ -10,21 +10,21 @@ namespace StardewModdingAPI.Framework.Events
** Accessors
*********/
/// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary>
- public event EventHandler<InputButtonPressedArgsInput> ButtonPressed
+ public event EventHandler<InputButtonPressedEventArgs> ButtonPressed
{
add => this.EventManager.Input_ButtonPressed.Add(value);
remove => this.EventManager.Input_ButtonPressed.Remove(value);
}
/// <summary>Raised after the player releases a button on the keyboard, controller, or mouse.</summary>
- public event EventHandler<InputButtonReleasedArgsInput> ButtonReleased
+ public event EventHandler<InputButtonReleasedEventArgs> 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
+ public event EventHandler<InputCursorMovedEventArgs> CursorMoved
{
add => this.EventManager.Input_CursorMoved.Add(value);
remove => this.EventManager.Input_CursorMoved.Remove(value);
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index a685dfce..961fae08 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -430,7 +430,7 @@ namespace StardewModdingAPI.Framework
ICursorPosition now = this.Watchers.CursorWatcher.CurrentValue;
this.Watchers.CursorWatcher.Reset();
- this.Events.Input_CursorMoved.Raise(new InputCursorMovedArgsInput(was, now));
+ this.Events.Input_CursorMoved.Raise(new InputCursorMovedEventArgs(was, now));
}
// raise mouse wheel scrolled
@@ -456,7 +456,7 @@ namespace StardewModdingAPI.Framework
if (this.VerboseLogging)
this.Monitor.Log($"Events: button {button} pressed.", LogLevel.Trace);
- this.Events.Input_ButtonPressed.Raise(new InputButtonPressedArgsInput(button, cursor, inputState));
+ this.Events.Input_ButtonPressed.Raise(new InputButtonPressedEventArgs(button, cursor, inputState));
this.Events.Legacy_Input_ButtonPressed.Raise(new EventArgsInput(button, cursor, inputState.SuppressButtons));
// legacy events
@@ -478,7 +478,7 @@ namespace StardewModdingAPI.Framework
if (this.VerboseLogging)
this.Monitor.Log($"Events: button {button} released.", LogLevel.Trace);
- this.Events.Input_ButtonReleased.Raise(new InputButtonReleasedArgsInput(button, cursor, inputState));
+ this.Events.Input_ButtonReleased.Raise(new InputButtonReleasedEventArgs(button, cursor, inputState));
this.Events.Legacy_Input_ButtonReleased.Raise(new EventArgsInput(button, cursor, inputState.SuppressButtons));
// legacy events