diff options
Diffstat (limited to 'src/StardewModdingAPI/Context.cs')
-rw-r--r-- | src/StardewModdingAPI/Context.cs | 37 |
1 files changed, 0 insertions, 37 deletions
diff --git a/src/StardewModdingAPI/Context.cs b/src/StardewModdingAPI/Context.cs deleted file mode 100644 index 119e14c8..00000000 --- a/src/StardewModdingAPI/Context.cs +++ /dev/null @@ -1,37 +0,0 @@ -using StardewModdingAPI.Events; -using StardewValley; -using StardewValley.Menus; - -namespace StardewModdingAPI -{ - /// <summary>Provides information about the current game state.</summary> - public static class Context - { - /********* - ** Accessors - *********/ - /**** - ** Public - ****/ - /// <summary>Whether the player has loaded a save and the world has finished initialising.</summary> - public static bool IsWorldReady { get; internal set; } - - /// <summary>Whether <see cref="IsWorldReady"/> is true and the player is free to act in the world (no menu is displayed, no cutscene is in progress, etc).</summary> - public static bool IsPlayerFree => Context.IsWorldReady && Game1.activeClickableMenu == null && !Game1.dialogueUp && !Game1.eventUp; - - /// <summary>Whether <see cref="IsPlayerFree"/> is true and the player is free to move (e.g. not using a tool).</summary> - public static bool CanPlayerMove => Context.IsPlayerFree && Game1.player.CanMove; - - /// <summary>Whether the game is currently running the draw loop. This isn't relevant to most mods, since you should use <see cref="GraphicsEvents.OnPostRenderEvent"/> to draw to the screen.</summary> - public static bool IsInDrawLoop { get; internal set; } - - /**** - ** Internal - ****/ - /// <summary>Whether a player save has been loaded.</summary> - internal static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.name); - - /// <summary>Whether the game is currently writing to the save file.</summary> - internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something - } -} |