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-rw-r--r--src/SMAPI/Events/IInputEvents.cs6
-rw-r--r--src/SMAPI/Events/InputButtonPressedEventArgs.cs4
-rw-r--r--src/SMAPI/Events/InputButtonReleasedEventArgs.cs4
-rw-r--r--src/SMAPI/Events/InputCursorMovedEventArgs.cs4
-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
7 files changed, 21 insertions, 21 deletions
diff --git a/src/SMAPI/Events/IInputEvents.cs b/src/SMAPI/Events/IInputEvents.cs
index 64d82c57..8e2ef406 100644
--- a/src/SMAPI/Events/IInputEvents.cs
+++ b/src/SMAPI/Events/IInputEvents.cs
@@ -6,13 +6,13 @@ namespace StardewModdingAPI.Events
public interface IInputEvents
{
/// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary>
- event EventHandler<InputButtonPressedArgsInput> ButtonPressed;
+ event EventHandler<InputButtonPressedEventArgs> ButtonPressed;
/// <summary>Raised after the player releases a button on the keyboard, controller, or mouse.</summary>
- event EventHandler<InputButtonReleasedArgsInput> ButtonReleased;
+ event EventHandler<InputButtonReleasedEventArgs> ButtonReleased;
/// <summary>Raised after the player moves the in-game cursor.</summary>
- event EventHandler<InputCursorMovedArgsInput> CursorMoved;
+ event EventHandler<InputCursorMovedEventArgs> CursorMoved;
/// <summary>Raised after the player scrolls the mouse wheel.</summary>
event EventHandler<InputMouseWheelScrolledEventArgs> MouseWheelScrolled;
diff --git a/src/SMAPI/Events/InputButtonPressedEventArgs.cs b/src/SMAPI/Events/InputButtonPressedEventArgs.cs
index 002f7cf1..8c6844dd 100644
--- a/src/SMAPI/Events/InputButtonPressedEventArgs.cs
+++ b/src/SMAPI/Events/InputButtonPressedEventArgs.cs
@@ -4,7 +4,7 @@ using StardewModdingAPI.Framework.Input;
namespace StardewModdingAPI.Events
{
/// <summary>Event arguments when a button is pressed.</summary>
- public class InputButtonPressedArgsInput : EventArgs
+ public class InputButtonPressedEventArgs : EventArgs
{
/*********
** Properties
@@ -30,7 +30,7 @@ namespace StardewModdingAPI.Events
/// <param name="button">The button on the controller, keyboard, or mouse.</param>
/// <param name="cursor">The cursor position.</param>
/// <param name="inputState">The game's current input state.</param>
- internal InputButtonPressedArgsInput(SButton button, ICursorPosition cursor, SInputState inputState)
+ internal InputButtonPressedEventArgs(SButton button, ICursorPosition cursor, SInputState inputState)
{
this.Button = button;
this.Cursor = cursor;
diff --git a/src/SMAPI/Events/InputButtonReleasedEventArgs.cs b/src/SMAPI/Events/InputButtonReleasedEventArgs.cs
index bc5e4a89..4b0bc326 100644
--- a/src/SMAPI/Events/InputButtonReleasedEventArgs.cs
+++ b/src/SMAPI/Events/InputButtonReleasedEventArgs.cs
@@ -4,7 +4,7 @@ using StardewModdingAPI.Framework.Input;
namespace StardewModdingAPI.Events
{
/// <summary>Event arguments when a button is released.</summary>
- public class InputButtonReleasedArgsInput : EventArgs
+ public class InputButtonReleasedEventArgs : EventArgs
{
/*********
** Properties
@@ -30,7 +30,7 @@ namespace StardewModdingAPI.Events
/// <param name="button">The button on the controller, keyboard, or mouse.</param>
/// <param name="cursor">The cursor position.</param>
/// <param name="inputState">The game's current input state.</param>
- internal InputButtonReleasedArgsInput(SButton button, ICursorPosition cursor, SInputState inputState)
+ internal InputButtonReleasedEventArgs(SButton button, ICursorPosition cursor, SInputState inputState)
{
this.Button = button;
this.Cursor = cursor;
diff --git a/src/SMAPI/Events/InputCursorMovedEventArgs.cs b/src/SMAPI/Events/InputCursorMovedEventArgs.cs
index 02e1ee2c..53aac5b3 100644
--- a/src/SMAPI/Events/InputCursorMovedEventArgs.cs
+++ b/src/SMAPI/Events/InputCursorMovedEventArgs.cs
@@ -3,7 +3,7 @@ using System;
namespace StardewModdingAPI.Events
{
/// <summary>Event arguments when the in-game cursor is moved.</summary>
- public class InputCursorMovedArgsInput : EventArgs
+ public class InputCursorMovedEventArgs : EventArgs
{
/*********
** Accessors
@@ -21,7 +21,7 @@ namespace StardewModdingAPI.Events
/// <summary>Construct an instance.</summary>
/// <param name="oldPosition">The previous cursor position.</param>
/// <param name="newPosition">The new cursor position.</param>
- public InputCursorMovedArgsInput(ICursorPosition oldPosition, ICursorPosition newPosition)
+ public InputCursorMovedEventArgs(ICursorPosition oldPosition, ICursorPosition newPosition)
{
this.OldPosition = oldPosition;
this.NewPosition = newPosition;
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