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Diffstat (limited to 'src/StardewModdingAPI/Events/GraphicsEvents.cs')
-rw-r--r--src/StardewModdingAPI/Events/GraphicsEvents.cs10
1 files changed, 0 insertions, 10 deletions
diff --git a/src/StardewModdingAPI/Events/GraphicsEvents.cs b/src/StardewModdingAPI/Events/GraphicsEvents.cs
index 03dabb85..d9d57a8d 100644
--- a/src/StardewModdingAPI/Events/GraphicsEvents.cs
+++ b/src/StardewModdingAPI/Events/GraphicsEvents.cs
@@ -15,9 +15,6 @@ namespace StardewModdingAPI.Events
/// <summary>Raised after the game window is resized.</summary>
public static event EventHandler Resize;
- /// <summary>Raised when drawing debug information to the screen (when <see cref="SGame.Debug"/> is true). This is called after the sprite batch is begun. If you just want to add debug info, use <see cref="SGame.DebugMessageQueue" /> in your update loop.</summary>
- public static event EventHandler DrawDebug;
-
/****
** Main render events
****/
@@ -61,13 +58,6 @@ namespace StardewModdingAPI.Events
monitor.SafelyRaisePlainEvent($"{nameof(GraphicsEvents)}.{nameof(GraphicsEvents.Resize)}", GraphicsEvents.Resize?.GetInvocationList(), sender, e);
}
- /// <summary>Raise a <see cref="DrawDebug"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- internal static void InvokeDrawDebug(IMonitor monitor)
- {
- monitor.SafelyRaisePlainEvent($"{nameof(GraphicsEvents)}.{nameof(GraphicsEvents.DrawDebug)}", GraphicsEvents.DrawDebug?.GetInvocationList());
- }
-
/****
** Main render events
****/