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-rw-r--r--src/StardewModdingAPI/Events/ContentEvents.cs7
-rw-r--r--src/StardewModdingAPI/Events/ControlEvents.cs20
-rw-r--r--src/StardewModdingAPI/Events/GameEvents.cs39
3 files changed, 45 insertions, 21 deletions
diff --git a/src/StardewModdingAPI/Events/ContentEvents.cs b/src/StardewModdingAPI/Events/ContentEvents.cs
index 5b4146c5..0dcd2cc6 100644
--- a/src/StardewModdingAPI/Events/ContentEvents.cs
+++ b/src/StardewModdingAPI/Events/ContentEvents.cs
@@ -27,7 +27,12 @@ namespace StardewModdingAPI.Events
public static event EventHandler<EventArgsValueChanged<string>> AfterLocaleChanged;
/// <summary>Raised when an XNB file is being read into the cache. Mods can change the data here before it's cached.</summary>
- internal static event EventHandler<IContentEventHelper> AfterAssetLoaded;
+#if EXPERIMENTAL
+ public
+#else
+ internal
+#endif
+ static event EventHandler<IContentEventHelper> AfterAssetLoaded;
/*********
diff --git a/src/StardewModdingAPI/Events/ControlEvents.cs b/src/StardewModdingAPI/Events/ControlEvents.cs
index 790bf193..80d0f547 100644
--- a/src/StardewModdingAPI/Events/ControlEvents.cs
+++ b/src/StardewModdingAPI/Events/ControlEvents.cs
@@ -77,40 +77,36 @@ namespace StardewModdingAPI.Events
/// <summary>Raise a <see cref="ControllerButtonPressed"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="playerIndex">The player who pressed the button.</param>
/// <param name="button">The controller button that was pressed.</param>
- internal static void InvokeButtonPressed(IMonitor monitor, PlayerIndex playerIndex, Buttons button)
+ internal static void InvokeButtonPressed(IMonitor monitor, Buttons button)
{
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonPressed)}", ControlEvents.ControllerButtonPressed?.GetInvocationList(), null, new EventArgsControllerButtonPressed(playerIndex, button));
+ monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonPressed)}", ControlEvents.ControllerButtonPressed?.GetInvocationList(), null, new EventArgsControllerButtonPressed(PlayerIndex.One, button));
}
/// <summary>Raise a <see cref="ControllerButtonReleased"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="playerIndex">The player who released the button.</param>
/// <param name="button">The controller button that was released.</param>
- internal static void InvokeButtonReleased(IMonitor monitor, PlayerIndex playerIndex, Buttons button)
+ internal static void InvokeButtonReleased(IMonitor monitor, Buttons button)
{
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonReleased)}", ControlEvents.ControllerButtonReleased?.GetInvocationList(), null, new EventArgsControllerButtonReleased(playerIndex, button));
+ monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonReleased)}", ControlEvents.ControllerButtonReleased?.GetInvocationList(), null, new EventArgsControllerButtonReleased(PlayerIndex.One, button));
}
/// <summary>Raise a <see cref="ControllerTriggerPressed"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="playerIndex">The player who pressed the trigger button.</param>
/// <param name="button">The trigger button that was pressed.</param>
/// <param name="value">The current trigger value.</param>
- internal static void InvokeTriggerPressed(IMonitor monitor, PlayerIndex playerIndex, Buttons button, float value)
+ internal static void InvokeTriggerPressed(IMonitor monitor, Buttons button, float value)
{
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerPressed)}", ControlEvents.ControllerTriggerPressed?.GetInvocationList(), null, new EventArgsControllerTriggerPressed(playerIndex, button, value));
+ monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerPressed)}", ControlEvents.ControllerTriggerPressed?.GetInvocationList(), null, new EventArgsControllerTriggerPressed(PlayerIndex.One, button, value));
}
/// <summary>Raise a <see cref="ControllerTriggerReleased"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="playerIndex">The player who pressed the trigger button.</param>
/// <param name="button">The trigger button that was pressed.</param>
/// <param name="value">The current trigger value.</param>
- internal static void InvokeTriggerReleased(IMonitor monitor, PlayerIndex playerIndex, Buttons button, float value)
+ internal static void InvokeTriggerReleased(IMonitor monitor, Buttons button, float value)
{
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerReleased)}", ControlEvents.ControllerTriggerReleased?.GetInvocationList(), null, new EventArgsControllerTriggerReleased(playerIndex, button, value));
+ monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerReleased)}", ControlEvents.ControllerTriggerReleased?.GetInvocationList(), null, new EventArgsControllerTriggerReleased(PlayerIndex.One, button, value));
}
}
}
diff --git a/src/StardewModdingAPI/Events/GameEvents.cs b/src/StardewModdingAPI/Events/GameEvents.cs
index 029ec1f9..4f9ce7a7 100644
--- a/src/StardewModdingAPI/Events/GameEvents.cs
+++ b/src/StardewModdingAPI/Events/GameEvents.cs
@@ -19,6 +19,9 @@ namespace StardewModdingAPI.Events
/// <summary>Raised during launch after configuring XNA or MonoGame. The game window hasn't been opened by this point. Called after <see cref="Microsoft.Xna.Framework.Game.Initialize"/>.</summary>
internal static event EventHandler InitializeInternal;
+ /// <summary>Raised during launch after configuring Stardew Valley, loading it into memory, and opening the game window. The window is still blank by this point.</summary>
+ internal static event EventHandler GameLoadedInternal;
+
/// <summary>Raised during launch after configuring XNA or MonoGame. The game window hasn't been opened by this point. Called after <see cref="Microsoft.Xna.Framework.Game.Initialize"/>.</summary>
[Obsolete("The " + nameof(Mod) + "." + nameof(Mod.Entry) + " method is now called after the " + nameof(GameEvents.Initialize) + " event, so any contained logic can be done directly in " + nameof(Mod.Entry) + ".")]
public static event EventHandler Initialize;
@@ -28,9 +31,11 @@ namespace StardewModdingAPI.Events
public static event EventHandler LoadContent;
/// <summary>Raised during launch after configuring Stardew Valley, loading it into memory, and opening the game window. The window is still blank by this point.</summary>
+ [Obsolete("The " + nameof(Mod) + "." + nameof(Mod.Entry) + " method is now called after the game loads, so any contained logic can be done directly in " + nameof(Mod.Entry) + ".")]
public static event EventHandler GameLoaded;
/// <summary>Raised during the first game update tick.</summary>
+ [Obsolete("The " + nameof(Mod) + "." + nameof(Mod.Entry) + " method is now called after the game loads, so any contained logic can be done directly in " + nameof(Mod.Entry) + ".")]
public static event EventHandler FirstUpdateTick;
/// <summary>Raised when the game updates its state (≈60 times per second).</summary>
@@ -99,7 +104,32 @@ namespace StardewModdingAPI.Events
/// <param name="monitor">Encapsulates monitoring and logging.</param>
internal static void InvokeGameLoaded(IMonitor monitor)
{
- monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.GameLoaded)}", GameEvents.GameLoaded?.GetInvocationList());
+ // notify SMAPI
+ monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.GameLoadedInternal)}", GameEvents.GameLoadedInternal?.GetInvocationList());
+
+ // notify mods
+ if (GameEvents.GameLoaded == null)
+ return;
+
+ string name = $"{nameof(GameEvents)}.{nameof(GameEvents.GameLoaded)}";
+ Delegate[] handlers = GameEvents.GameLoaded.GetInvocationList();
+
+ GameEvents.DeprecationManager.WarnForEvent(handlers, name, "1.12", DeprecationLevel.Info);
+ monitor.SafelyRaisePlainEvent(name, handlers);
+ }
+
+ /// <summary>Raise a <see cref="FirstUpdateTick"/> event.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ internal static void InvokeFirstUpdateTick(IMonitor monitor)
+ {
+ if (GameEvents.FirstUpdateTick == null)
+ return;
+
+ string name = $"{nameof(GameEvents)}.{nameof(GameEvents.FirstUpdateTick)}";
+ Delegate[] handlers = GameEvents.FirstUpdateTick.GetInvocationList();
+
+ GameEvents.DeprecationManager.WarnForEvent(handlers, name, "1.12", DeprecationLevel.Info);
+ monitor.SafelyRaisePlainEvent(name, handlers);
}
/// <summary>Raise an <see cref="UpdateTick"/> event.</summary>
@@ -150,12 +180,5 @@ namespace StardewModdingAPI.Events
{
monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.OneSecondTick)}", GameEvents.OneSecondTick?.GetInvocationList());
}
-
- /// <summary>Raise a <see cref="FirstUpdateTick"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- internal static void InvokeFirstUpdateTick(IMonitor monitor)
- {
- monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.FirstUpdateTick)}", GameEvents.FirstUpdateTick?.GetInvocationList());
- }
}
}