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-rw-r--r--src/StardewModdingAPI/Events/PlayerEvents.cs20
-rw-r--r--src/StardewModdingAPI/Events/SaveEvents.cs46
-rw-r--r--src/StardewModdingAPI/Events/TimeEvents.cs10
3 files changed, 73 insertions, 3 deletions
diff --git a/src/StardewModdingAPI/Events/PlayerEvents.cs b/src/StardewModdingAPI/Events/PlayerEvents.cs
index 3f301b07..dd3ff220 100644
--- a/src/StardewModdingAPI/Events/PlayerEvents.cs
+++ b/src/StardewModdingAPI/Events/PlayerEvents.cs
@@ -14,9 +14,11 @@ namespace StardewModdingAPI.Events
** Events
*********/
/// <summary>Raised after the player loads a saved game.</summary>
+ [Obsolete("Use " + nameof(SaveEvents) + "." + nameof(SaveEvents.AfterLoad) + " instead")]
public static event EventHandler<EventArgsLoadedGameChanged> LoadedGame;
/// <summary>Raised after the game assigns a new player character. This happens just before <see cref="LoadedGame"/>; it's unclear how this would happen any other time.</summary>
+ [Obsolete("should no longer be used")]
public static event EventHandler<EventArgsFarmerChanged> FarmerChanged;
/// <summary>Raised after the player's inventory changes in any way (added or removed item, sorted, etc).</summary>
@@ -34,7 +36,14 @@ namespace StardewModdingAPI.Events
/// <param name="loaded">Whether the save has been loaded. This is always true.</param>
internal static void InvokeLoadedGame(IMonitor monitor, EventArgsLoadedGameChanged loaded)
{
- monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.LoadedGame)}", PlayerEvents.LoadedGame?.GetInvocationList(), null, loaded);
+ if (PlayerEvents.LoadedGame == null)
+ return;
+
+ string name = $"{nameof(PlayerEvents)}.{nameof(PlayerEvents.LoadedGame)}";
+ Delegate[] handlers = PlayerEvents.LoadedGame.GetInvocationList();
+
+ Program.DeprecationManager.WarnForEvent(handlers, name, "1.6", DeprecationLevel.Notice);
+ monitor.SafelyRaiseGenericEvent(name, handlers, null, loaded);
}
/// <summary>Raise a <see cref="FarmerChanged"/> event.</summary>
@@ -43,7 +52,14 @@ namespace StardewModdingAPI.Events
/// <param name="newFarmer">The new player character.</param>
internal static void InvokeFarmerChanged(IMonitor monitor, Farmer priorFarmer, Farmer newFarmer)
{
- monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.FarmerChanged)}", PlayerEvents.FarmerChanged?.GetInvocationList(), null, new EventArgsFarmerChanged(priorFarmer, newFarmer));
+ if (PlayerEvents.FarmerChanged == null)
+ return;
+
+ string name = $"{nameof(PlayerEvents)}.{nameof(PlayerEvents.FarmerChanged)}";
+ Delegate[] handlers = PlayerEvents.FarmerChanged.GetInvocationList();
+
+ Program.DeprecationManager.WarnForEvent(handlers, name, "1.6", DeprecationLevel.Notice);
+ monitor.SafelyRaiseGenericEvent(name, handlers, null, new EventArgsFarmerChanged(priorFarmer, newFarmer));
}
/// <summary>Raise an <see cref="InventoryChanged"/> event.</summary>
diff --git a/src/StardewModdingAPI/Events/SaveEvents.cs b/src/StardewModdingAPI/Events/SaveEvents.cs
new file mode 100644
index 00000000..2921003a
--- /dev/null
+++ b/src/StardewModdingAPI/Events/SaveEvents.cs
@@ -0,0 +1,46 @@
+using System;
+using StardewModdingAPI.Framework;
+
+namespace StardewModdingAPI.Events
+{
+ /// <summary>Events raised before and after the player saves/loads the game.</summary>
+ public static class SaveEvents
+ {
+ /*********
+ ** Events
+ *********/
+ /// <summary>Raised before the game begins writes data to the save file.</summary>
+ public static event EventHandler BeforeSave;
+
+ /// <summary>Raised after the game finishes writing data to the save file.</summary>
+ public static event EventHandler AfterSave;
+
+ /// <summary>Raised after the player loads a save slot.</summary>
+ public static event EventHandler AfterLoad;
+
+
+ /*********
+ ** Internal methods
+ *********/
+ /// <summary>Raise a <see cref="BeforeSave"/> event.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ internal static void InvokeBeforeSave(IMonitor monitor)
+ {
+ monitor.SafelyRaisePlainEvent($"{nameof(SaveEvents)}.{nameof(SaveEvents.BeforeSave)}", SaveEvents.BeforeSave?.GetInvocationList(), null, EventArgs.Empty);
+ }
+
+ /// <summary>Raise a <see cref="AfterSave"/> event.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ internal static void InvokeAfterSave(IMonitor monitor)
+ {
+ monitor.SafelyRaisePlainEvent($"{nameof(SaveEvents)}.{nameof(SaveEvents.AfterSave)}", SaveEvents.AfterSave?.GetInvocationList(), null, EventArgs.Empty);
+ }
+
+ /// <summary>Raise a <see cref="AfterLoad"/> event.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ internal static void InvokeAfterLoad(IMonitor monitor)
+ {
+ monitor.SafelyRaisePlainEvent($"{nameof(SaveEvents)}.{nameof(SaveEvents.AfterLoad)}", SaveEvents.AfterLoad?.GetInvocationList(), null, EventArgs.Empty);
+ }
+ }
+}
diff --git a/src/StardewModdingAPI/Events/TimeEvents.cs b/src/StardewModdingAPI/Events/TimeEvents.cs
index 1b367230..dedd7e77 100644
--- a/src/StardewModdingAPI/Events/TimeEvents.cs
+++ b/src/StardewModdingAPI/Events/TimeEvents.cs
@@ -22,6 +22,7 @@ namespace StardewModdingAPI.Events
public static event EventHandler<EventArgsStringChanged> SeasonOfYearChanged;
/// <summary>Raised when the player is transitioning to a new day and the game is performing its day update logic. This event is triggered twice: once after the game starts transitioning, and again after it finishes.</summary>
+ [Obsolete("Use " + nameof(TimeEvents) + "." + nameof(DayOfMonthChanged) + " or " + nameof(SaveEvents) + " instead")]
public static event EventHandler<EventArgsNewDay> OnNewDay;
@@ -71,7 +72,14 @@ namespace StardewModdingAPI.Events
/// <param name="isTransitioning">Whether the game just started the transition (<c>true</c>) or finished it (<c>false</c>).</param>
internal static void InvokeOnNewDay(IMonitor monitor, int priorDay, int newDay, bool isTransitioning)
{
- monitor.SafelyRaiseGenericEvent($"{nameof(TimeEvents)}.{nameof(TimeEvents.OnNewDay)}", TimeEvents.OnNewDay?.GetInvocationList(), null, new EventArgsNewDay(priorDay, newDay, isTransitioning));
+ if (TimeEvents.OnNewDay == null)
+ return;
+
+ string name = $"{nameof(TimeEvents)}.{nameof(TimeEvents.OnNewDay)}";
+ Delegate[] handlers = TimeEvents.OnNewDay.GetInvocationList();
+
+ Program.DeprecationManager.WarnForEvent(handlers, name, "1.6", DeprecationLevel.Notice);
+ monitor.SafelyRaiseGenericEvent(name, handlers, null, new EventArgsNewDay(priorDay, newDay, isTransitioning));
}
}
}