diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/SMAPI/Events/IInputEvents.cs | 6 | ||||
-rw-r--r-- | src/SMAPI/Events/InputButtonPressedEventArgs.cs | 4 | ||||
-rw-r--r-- | src/SMAPI/Events/InputButtonReleasedEventArgs.cs | 4 | ||||
-rw-r--r-- | src/SMAPI/Events/InputCursorMovedEventArgs.cs | 4 | ||||
-rw-r--r-- | src/SMAPI/Framework/Events/EventManager.cs | 12 | ||||
-rw-r--r-- | src/SMAPI/Framework/Events/ModInputEvents.cs | 6 | ||||
-rw-r--r-- | src/SMAPI/Framework/SGame.cs | 6 |
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 |