From 63fb4dbe8ae4d611c4854f863b9b29265e02fdee Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 5 Oct 2018 21:59:57 -0400 Subject: tweak new event naming convention (#310) --- src/SMAPI/Framework/Events/EventManager.cs | 276 ++++++++++++------------ src/SMAPI/Framework/Events/ModGameLoopEvents.cs | 18 +- src/SMAPI/Framework/Events/ModInputEvents.cs | 24 +-- src/SMAPI/Framework/Events/ModWorldEvents.cs | 42 ++-- 4 files changed, 180 insertions(+), 180 deletions(-) (limited to 'src/SMAPI/Framework/Events') diff --git a/src/SMAPI/Framework/Events/EventManager.cs b/src/SMAPI/Framework/Events/EventManager.cs index 168ddde0..1435976a 100644 --- a/src/SMAPI/Framework/Events/EventManager.cs +++ b/src/SMAPI/Framework/Events/EventManager.cs @@ -15,52 +15,52 @@ namespace StardewModdingAPI.Framework.Events ** Game loop ****/ /// Raised after the game is launched, right before the first update tick. - public readonly ManagedEvent GameLoop_Launched; + public readonly ManagedEvent GameLaunched; /// Raised before the game performs its overall update tick (≈60 times per second). - public readonly ManagedEvent GameLoop_Updating; + public readonly ManagedEvent UpdateTicking; /// Raised after the game performs its overall update tick (≈60 times per second). - public readonly ManagedEvent GameLoop_Updated; + public readonly ManagedEvent UpdateTicked; /**** ** Input ****/ /// Raised after the player presses a button on the keyboard, controller, or mouse. - public readonly ManagedEvent Input_ButtonPressed; + public readonly ManagedEvent ButtonPressed; /// Raised after the player released a button on the keyboard, controller, or mouse. - public readonly ManagedEvent Input_ButtonReleased; + public readonly ManagedEvent ButtonReleased; /// Raised after the player moves the in-game cursor. - public readonly ManagedEvent Input_CursorMoved; + public readonly ManagedEvent CursorMoved; /// Raised after the player scrolls the mouse wheel. - public readonly ManagedEvent Input_MouseWheelScrolled; + public readonly ManagedEvent MouseWheelScrolled; /**** ** World ****/ /// Raised after a game location is added or removed. - public readonly ManagedEvent World_LocationListChanged; + public readonly ManagedEvent LocationListChanged; /// Raised after buildings are added or removed in a location. - public readonly ManagedEvent World_BuildingListChanged; + public readonly ManagedEvent BuildingListChanged; /// Raised after debris are added or removed in a location. - public readonly ManagedEvent World_DebrisListChanged; + public readonly ManagedEvent DebrisListChanged; /// Raised after large terrain features (like bushes) are added or removed in a location. - public readonly ManagedEvent World_LargeTerrainFeatureListChanged; + public readonly ManagedEvent LargeTerrainFeatureListChanged; /// Raised after NPCs are added or removed in a location. - public readonly ManagedEvent World_NpcListChanged; + public readonly ManagedEvent NpcListChanged; /// Raised after objects are added or removed in a location. - public readonly ManagedEvent World_ObjectListChanged; + public readonly ManagedEvent ObjectListChanged; /// Raised after terrain features (like floors and trees) are added or removed in a location. - public readonly ManagedEvent World_TerrainFeatureListChanged; + public readonly ManagedEvent TerrainFeatureListChanged; /********* @@ -70,185 +70,185 @@ namespace StardewModdingAPI.Framework.Events ** ContentEvents ****/ /// Raised after the content language changes. - public readonly ManagedEvent> Content_LocaleChanged; + public readonly ManagedEvent> Legacy_LocaleChanged; /**** ** ControlEvents ****/ /// Raised when the changes. That happens when the player presses or releases a key. - public readonly ManagedEvent Legacy_Control_KeyboardChanged; + public readonly ManagedEvent Legacy_KeyboardChanged; /// Raised after the player presses a keyboard key. - public readonly ManagedEvent Legacy_Control_KeyPressed; + public readonly ManagedEvent Legacy_KeyPressed; /// Raised after the player releases a keyboard key. - public readonly ManagedEvent Legacy_Control_KeyReleased; + public readonly ManagedEvent Legacy_KeyReleased; /// Raised when the changes. That happens when the player moves the mouse, scrolls the mouse wheel, or presses/releases a button. - public readonly ManagedEvent Legacy_Control_MouseChanged; + public readonly ManagedEvent Legacy_MouseChanged; /// The player pressed a controller button. This event isn't raised for trigger buttons. - public readonly ManagedEvent Legacy_Control_ControllerButtonPressed; + public readonly ManagedEvent Legacy_ControllerButtonPressed; /// The player released a controller button. This event isn't raised for trigger buttons. - public readonly ManagedEvent Legacy_Control_ControllerButtonReleased; + public readonly ManagedEvent Legacy_ControllerButtonReleased; /// The player pressed a controller trigger button. - public readonly ManagedEvent Legacy_Control_ControllerTriggerPressed; + public readonly ManagedEvent Legacy_ControllerTriggerPressed; /// The player released a controller trigger button. - public readonly ManagedEvent Legacy_Control_ControllerTriggerReleased; + public readonly ManagedEvent Legacy_ControllerTriggerReleased; /**** ** GameEvents ****/ /// Raised once after the game initialises and all methods have been called. - public readonly ManagedEvent Game_FirstUpdateTick; + public readonly ManagedEvent Legacy_FirstUpdateTick; /// Raised when the game updates its state (≈60 times per second). - public readonly ManagedEvent Game_UpdateTick; + public readonly ManagedEvent Legacy_UpdateTick; /// Raised every other tick (≈30 times per second). - public readonly ManagedEvent Game_SecondUpdateTick; + public readonly ManagedEvent Legacy_SecondUpdateTick; /// Raised every fourth tick (≈15 times per second). - public readonly ManagedEvent Game_FourthUpdateTick; + public readonly ManagedEvent Legacy_FourthUpdateTick; /// Raised every eighth tick (≈8 times per second). - public readonly ManagedEvent Game_EighthUpdateTick; + public readonly ManagedEvent Legacy_EighthUpdateTick; /// Raised every 15th tick (≈4 times per second). - public readonly ManagedEvent Game_QuarterSecondTick; + public readonly ManagedEvent Legacy_QuarterSecondTick; /// Raised every 30th tick (≈twice per second). - public readonly ManagedEvent Game_HalfSecondTick; + public readonly ManagedEvent Legacy_HalfSecondTick; /// Raised every 60th tick (≈once per second). - public readonly ManagedEvent Game_OneSecondTick; + public readonly ManagedEvent Legacy_OneSecondTick; /**** ** GraphicsEvents ****/ /// Raised after the game window is resized. - public readonly ManagedEvent Graphics_Resize; + public readonly ManagedEvent Legacy_Resize; /// Raised before drawing the world to the screen. - public readonly ManagedEvent Graphics_OnPreRenderEvent; + public readonly ManagedEvent Legacy_OnPreRenderEvent; /// Raised after drawing the world to the screen. - public readonly ManagedEvent Graphics_OnPostRenderEvent; + public readonly ManagedEvent Legacy_OnPostRenderEvent; /// Raised before drawing the HUD (item toolbar, clock, etc) to the screen. The HUD is available at this point, but not necessarily visible. (For example, the event is raised even if a menu is open.) - public readonly ManagedEvent Graphics_OnPreRenderHudEvent; + public readonly ManagedEvent Legacy_OnPreRenderHudEvent; /// Raised after drawing the HUD (item toolbar, clock, etc) to the screen. The HUD is available at this point, but not necessarily visible. (For example, the event is raised even if a menu is open.) - public readonly ManagedEvent Graphics_OnPostRenderHudEvent; + public readonly ManagedEvent Legacy_OnPostRenderHudEvent; /// Raised before drawing a menu to the screen during a draw loop. This includes the game's internal menus like the title screen. - public readonly ManagedEvent Graphics_OnPreRenderGuiEvent; + public readonly ManagedEvent Legacy_OnPreRenderGuiEvent; /// Raised after drawing a menu to the screen during a draw loop. This includes the game's internal menus like the title screen. - public readonly ManagedEvent Graphics_OnPostRenderGuiEvent; + public readonly ManagedEvent Legacy_OnPostRenderGuiEvent; /**** ** InputEvents ****/ /// Raised after the player presses a button on the keyboard, controller, or mouse. - public readonly ManagedEvent Legacy_Input_ButtonPressed; + public readonly ManagedEvent Legacy_ButtonPressed; /// Raised after the player releases a keyboard key on the keyboard, controller, or mouse. - public readonly ManagedEvent Legacy_Input_ButtonReleased; + public readonly ManagedEvent Legacy_ButtonReleased; /**** ** LocationEvents ****/ /// Raised after a game location is added or removed. - public readonly ManagedEvent Legacy_Location_LocationsChanged; + public readonly ManagedEvent Legacy_LocationsChanged; /// Raised after buildings are added or removed in a location. - public readonly ManagedEvent Legacy_Location_BuildingsChanged; + public readonly ManagedEvent Legacy_BuildingsChanged; /// Raised after objects are added or removed in a location. - public readonly ManagedEvent Legacy_Location_ObjectsChanged; + public readonly ManagedEvent Legacy_ObjectsChanged; /**** ** MenuEvents ****/ /// Raised after a game menu is opened or replaced with another menu. This event is not invoked when a menu is closed. - public readonly ManagedEvent Menu_Changed; + public readonly ManagedEvent Legacy_MenuChanged; /// Raised after a game menu is closed. - public readonly ManagedEvent Menu_Closed; + public readonly ManagedEvent Legacy_MenuClosed; /**** ** MultiplayerEvents ****/ /// Raised before the game syncs changes from other players. - public readonly ManagedEvent Multiplayer_BeforeMainSync; + public readonly ManagedEvent Legacy_BeforeMainSync; /// Raised after the game syncs changes from other players. - public readonly ManagedEvent Multiplayer_AfterMainSync; + public readonly ManagedEvent Legacy_AfterMainSync; /// Raised before the game broadcasts changes to other players. - public readonly ManagedEvent Multiplayer_BeforeMainBroadcast; + public readonly ManagedEvent Legacy_BeforeMainBroadcast; /// Raised after the game broadcasts changes to other players. - public readonly ManagedEvent Multiplayer_AfterMainBroadcast; + public readonly ManagedEvent Legacy_AfterMainBroadcast; /**** ** MineEvents ****/ /// Raised after the player warps to a new level of the mine. - public readonly ManagedEvent Mine_LevelChanged; + public readonly ManagedEvent Legacy_MineLevelChanged; /**** ** PlayerEvents ****/ /// Raised after the player's inventory changes in any way (added or removed item, sorted, etc). - public readonly ManagedEvent Player_InventoryChanged; + public readonly ManagedEvent Legacy_InventoryChanged; /// Raised after the player levels up a skill. This happens as soon as they level up, not when the game notifies the player after their character goes to bed. - public readonly ManagedEvent Player_LeveledUp; + public readonly ManagedEvent Legacy_LeveledUp; /// Raised after the player warps to a new location. - public readonly ManagedEvent Player_Warped; + public readonly ManagedEvent Legacy_PlayerWarped; /**** ** SaveEvents ****/ /// Raised before the game creates the save file. - public readonly ManagedEvent Save_BeforeCreate; + public readonly ManagedEvent Legacy_BeforeCreateSave; /// Raised after the game finishes creating the save file. - public readonly ManagedEvent Save_AfterCreate; + public readonly ManagedEvent Legacy_AfterCreateSave; /// Raised before the game begins writes data to the save file. - public readonly ManagedEvent Save_BeforeSave; + public readonly ManagedEvent Legacy_BeforeSave; /// Raised after the game finishes writing data to the save file. - public readonly ManagedEvent Save_AfterSave; + public readonly ManagedEvent Legacy_AfterSave; /// Raised after the player loads a save slot. - public readonly ManagedEvent Save_AfterLoad; + public readonly ManagedEvent Legacy_AfterLoad; /// Raised after the game returns to the title screen. - public readonly ManagedEvent Save_AfterReturnToTitle; + public readonly ManagedEvent Legacy_AfterReturnToTitle; /**** ** SpecialisedEvents ****/ /// Raised when the game updates its state (≈60 times per second), regardless of normal SMAPI validation. This event is not thread-safe and may be invoked while game logic is running asynchronously. Changes to game state in this method may crash the game or corrupt an in-progress save. Do not use this event unless you're fully aware of the context in which your code will be run. Mods using this method will trigger a stability warning in the SMAPI console. - public readonly ManagedEvent Specialised_UnvalidatedUpdateTick; + public readonly ManagedEvent Legacy_UnvalidatedUpdateTick; /**** ** TimeEvents ****/ /// Raised after the game begins a new day, including when loading a save. - public readonly ManagedEvent Time_AfterDayStarted; + public readonly ManagedEvent Legacy_AfterDayStarted; /// Raised after the in-game clock changes. - public readonly ManagedEvent Time_TimeOfDayChanged; + public readonly ManagedEvent Legacy_TimeOfDayChanged; /********* @@ -264,84 +264,84 @@ namespace StardewModdingAPI.Framework.Events ManagedEvent ManageEvent(string typeName, string eventName) => new ManagedEvent($"{typeName}.{eventName}", monitor, modRegistry); // init events (new) - this.GameLoop_Launched = ManageEventOf(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.Launched)); - this.GameLoop_Updating = ManageEventOf(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.Updating)); - this.GameLoop_Updated = ManageEventOf(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.Updated)); - - this.Input_ButtonPressed = ManageEventOf(nameof(IModEvents.Input), nameof(IInputEvents.ButtonPressed)); - this.Input_ButtonReleased = ManageEventOf(nameof(IModEvents.Input), nameof(IInputEvents.ButtonReleased)); - this.Input_CursorMoved = ManageEventOf(nameof(IModEvents.Input), nameof(IInputEvents.CursorMoved)); - this.Input_MouseWheelScrolled = ManageEventOf(nameof(IModEvents.Input), nameof(IInputEvents.MouseWheelScrolled)); - - this.World_BuildingListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.LocationListChanged)); - this.World_DebrisListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.DebrisListChanged)); - this.World_LargeTerrainFeatureListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.LargeTerrainFeatureListChanged)); - this.World_LocationListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.BuildingListChanged)); - this.World_NpcListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.NpcListChanged)); - this.World_ObjectListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged)); - this.World_TerrainFeatureListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.TerrainFeatureListChanged)); + this.GameLaunched = ManageEventOf(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.GameLaunched)); + this.UpdateTicking = ManageEventOf(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.UpdateTicking)); + this.UpdateTicked = ManageEventOf(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.UpdateTicked)); + + this.ButtonPressed = ManageEventOf(nameof(IModEvents.Input), nameof(IInputEvents.ButtonPressed)); + this.ButtonReleased = ManageEventOf(nameof(IModEvents.Input), nameof(IInputEvents.ButtonReleased)); + this.CursorMoved = ManageEventOf(nameof(IModEvents.Input), nameof(IInputEvents.CursorMoved)); + this.MouseWheelScrolled = ManageEventOf(nameof(IModEvents.Input), nameof(IInputEvents.MouseWheelScrolled)); + + this.BuildingListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.LocationListChanged)); + this.DebrisListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.DebrisListChanged)); + this.LargeTerrainFeatureListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.LargeTerrainFeatureListChanged)); + this.LocationListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.BuildingListChanged)); + this.NpcListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.NpcListChanged)); + this.ObjectListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged)); + this.TerrainFeatureListChanged = ManageEventOf(nameof(IModEvents.World), nameof(IWorldEvents.TerrainFeatureListChanged)); // init events (old) - this.Content_LocaleChanged = ManageEventOf>(nameof(ContentEvents), nameof(ContentEvents.AfterLocaleChanged)); - - this.Legacy_Control_ControllerButtonPressed = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.ControllerButtonPressed)); - this.Legacy_Control_ControllerButtonReleased = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.ControllerButtonReleased)); - this.Legacy_Control_ControllerTriggerPressed = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.ControllerTriggerPressed)); - this.Legacy_Control_ControllerTriggerReleased = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.ControllerTriggerReleased)); - this.Legacy_Control_KeyboardChanged = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.KeyboardChanged)); - this.Legacy_Control_KeyPressed = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.KeyPressed)); - this.Legacy_Control_KeyReleased = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.KeyReleased)); - this.Legacy_Control_MouseChanged = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.MouseChanged)); - - this.Game_FirstUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.FirstUpdateTick)); - this.Game_UpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.UpdateTick)); - this.Game_SecondUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.SecondUpdateTick)); - this.Game_FourthUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.FourthUpdateTick)); - this.Game_EighthUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.EighthUpdateTick)); - this.Game_QuarterSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.QuarterSecondTick)); - this.Game_HalfSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.HalfSecondTick)); - this.Game_OneSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.OneSecondTick)); - - this.Graphics_Resize = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.Resize)); - this.Graphics_OnPreRenderEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderEvent)); - this.Graphics_OnPostRenderEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderEvent)); - this.Graphics_OnPreRenderHudEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderHudEvent)); - this.Graphics_OnPostRenderHudEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderHudEvent)); - this.Graphics_OnPreRenderGuiEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderGuiEvent)); - this.Graphics_OnPostRenderGuiEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderGuiEvent)); - - this.Legacy_Input_ButtonPressed = ManageEventOf(nameof(InputEvents), nameof(InputEvents.ButtonPressed)); - this.Legacy_Input_ButtonReleased = ManageEventOf(nameof(InputEvents), nameof(InputEvents.ButtonReleased)); - - this.Legacy_Location_LocationsChanged = ManageEventOf(nameof(LocationEvents), nameof(LocationEvents.LocationsChanged)); - this.Legacy_Location_BuildingsChanged = ManageEventOf(nameof(LocationEvents), nameof(LocationEvents.BuildingsChanged)); - this.Legacy_Location_ObjectsChanged = ManageEventOf(nameof(LocationEvents), nameof(LocationEvents.ObjectsChanged)); - - this.Menu_Changed = ManageEventOf(nameof(MenuEvents), nameof(MenuEvents.MenuChanged)); - this.Menu_Closed = ManageEventOf(nameof(MenuEvents), nameof(MenuEvents.MenuClosed)); - - this.Multiplayer_BeforeMainBroadcast = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.BeforeMainBroadcast)); - this.Multiplayer_AfterMainBroadcast = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.AfterMainBroadcast)); - this.Multiplayer_BeforeMainSync = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.BeforeMainSync)); - this.Multiplayer_AfterMainSync = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.AfterMainSync)); - - this.Mine_LevelChanged = ManageEventOf(nameof(MineEvents), nameof(MineEvents.MineLevelChanged)); - - this.Player_InventoryChanged = ManageEventOf(nameof(PlayerEvents), nameof(PlayerEvents.InventoryChanged)); - this.Player_LeveledUp = ManageEventOf(nameof(PlayerEvents), nameof(PlayerEvents.LeveledUp)); - this.Player_Warped = ManageEventOf(nameof(PlayerEvents), nameof(PlayerEvents.Warped)); - - this.Save_BeforeCreate = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.BeforeCreate)); - this.Save_AfterCreate = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterCreate)); - this.Save_BeforeSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.BeforeSave)); - this.Save_AfterSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterSave)); - this.Save_AfterLoad = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterLoad)); - this.Save_AfterReturnToTitle = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterReturnToTitle)); - - this.Specialised_UnvalidatedUpdateTick = ManageEvent(nameof(SpecialisedEvents), nameof(SpecialisedEvents.UnvalidatedUpdateTick)); - - this.Time_AfterDayStarted = ManageEvent(nameof(TimeEvents), nameof(TimeEvents.AfterDayStarted)); - this.Time_TimeOfDayChanged = ManageEventOf(nameof(TimeEvents), nameof(TimeEvents.TimeOfDayChanged)); + this.Legacy_LocaleChanged = ManageEventOf>(nameof(ContentEvents), nameof(ContentEvents.AfterLocaleChanged)); + + this.Legacy_ControllerButtonPressed = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.ControllerButtonPressed)); + this.Legacy_ControllerButtonReleased = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.ControllerButtonReleased)); + this.Legacy_ControllerTriggerPressed = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.ControllerTriggerPressed)); + this.Legacy_ControllerTriggerReleased = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.ControllerTriggerReleased)); + this.Legacy_KeyboardChanged = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.KeyboardChanged)); + this.Legacy_KeyPressed = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.KeyPressed)); + this.Legacy_KeyReleased = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.KeyReleased)); + this.Legacy_MouseChanged = ManageEventOf(nameof(ControlEvents), nameof(ControlEvents.MouseChanged)); + + this.Legacy_FirstUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.FirstUpdateTick)); + this.Legacy_UpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.UpdateTick)); + this.Legacy_SecondUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.SecondUpdateTick)); + this.Legacy_FourthUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.FourthUpdateTick)); + this.Legacy_EighthUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.EighthUpdateTick)); + this.Legacy_QuarterSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.QuarterSecondTick)); + this.Legacy_HalfSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.HalfSecondTick)); + this.Legacy_OneSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.OneSecondTick)); + + this.Legacy_Resize = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.Resize)); + this.Legacy_OnPreRenderEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderEvent)); + this.Legacy_OnPostRenderEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderEvent)); + this.Legacy_OnPreRenderHudEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderHudEvent)); + this.Legacy_OnPostRenderHudEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderHudEvent)); + this.Legacy_OnPreRenderGuiEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderGuiEvent)); + this.Legacy_OnPostRenderGuiEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderGuiEvent)); + + this.Legacy_ButtonPressed = ManageEventOf(nameof(InputEvents), nameof(InputEvents.ButtonPressed)); + this.Legacy_ButtonReleased = ManageEventOf(nameof(InputEvents), nameof(InputEvents.ButtonReleased)); + + this.Legacy_LocationsChanged = ManageEventOf(nameof(LocationEvents), nameof(LocationEvents.LocationsChanged)); + this.Legacy_BuildingsChanged = ManageEventOf(nameof(LocationEvents), nameof(LocationEvents.BuildingsChanged)); + this.Legacy_ObjectsChanged = ManageEventOf(nameof(LocationEvents), nameof(LocationEvents.ObjectsChanged)); + + this.Legacy_MenuChanged = ManageEventOf(nameof(MenuEvents), nameof(MenuEvents.MenuChanged)); + this.Legacy_MenuClosed = ManageEventOf(nameof(MenuEvents), nameof(MenuEvents.MenuClosed)); + + this.Legacy_BeforeMainBroadcast = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.BeforeMainBroadcast)); + this.Legacy_AfterMainBroadcast = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.AfterMainBroadcast)); + this.Legacy_BeforeMainSync = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.BeforeMainSync)); + this.Legacy_AfterMainSync = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.AfterMainSync)); + + this.Legacy_MineLevelChanged = ManageEventOf(nameof(MineEvents), nameof(MineEvents.MineLevelChanged)); + + this.Legacy_InventoryChanged = ManageEventOf(nameof(PlayerEvents), nameof(PlayerEvents.InventoryChanged)); + this.Legacy_LeveledUp = ManageEventOf(nameof(PlayerEvents), nameof(PlayerEvents.LeveledUp)); + this.Legacy_PlayerWarped = ManageEventOf(nameof(PlayerEvents), nameof(PlayerEvents.Warped)); + + this.Legacy_BeforeCreateSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.BeforeCreate)); + this.Legacy_AfterCreateSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterCreate)); + this.Legacy_BeforeSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.BeforeSave)); + this.Legacy_AfterSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterSave)); + this.Legacy_AfterLoad = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterLoad)); + this.Legacy_AfterReturnToTitle = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterReturnToTitle)); + + this.Legacy_UnvalidatedUpdateTick = ManageEvent(nameof(SpecialisedEvents), nameof(SpecialisedEvents.UnvalidatedUpdateTick)); + + this.Legacy_AfterDayStarted = ManageEvent(nameof(TimeEvents), nameof(TimeEvents.AfterDayStarted)); + this.Legacy_TimeOfDayChanged = ManageEventOf(nameof(TimeEvents), nameof(TimeEvents.TimeOfDayChanged)); } } } diff --git a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs index 379a4e96..781597ef 100644 --- a/src/SMAPI/Framework/Events/ModGameLoopEvents.cs +++ b/src/SMAPI/Framework/Events/ModGameLoopEvents.cs @@ -10,24 +10,24 @@ namespace StardewModdingAPI.Framework.Events ** Accessors *********/ /// Raised after the game is launched, right before the first update tick. - public event EventHandler Launched + public event EventHandler GameLaunched { - add => this.EventManager.GameLoop_Launched.Add(value); - remove => this.EventManager.GameLoop_Launched.Remove(value); + add => this.EventManager.GameLaunched.Add(value); + remove => this.EventManager.GameLaunched.Remove(value); } /// Raised before the game performs its overall update tick (≈60 times per second). - public event EventHandler Updating + public event EventHandler UpdateTicking { - add => this.EventManager.GameLoop_Updating.Add(value); - remove => this.EventManager.GameLoop_Updating.Remove(value); + add => this.EventManager.UpdateTicking.Add(value); + remove => this.EventManager.UpdateTicking.Remove(value); } /// Raised after the game performs its overall update tick (≈60 times per second). - public event EventHandler Updated + public event EventHandler UpdateTicked { - add => this.EventManager.GameLoop_Updated.Add(value); - remove => this.EventManager.GameLoop_Updated.Remove(value); + add => this.EventManager.UpdateTicked.Add(value); + remove => this.EventManager.UpdateTicked.Remove(value); } diff --git a/src/SMAPI/Framework/Events/ModInputEvents.cs b/src/SMAPI/Framework/Events/ModInputEvents.cs index feca34f3..6a4298b4 100644 --- a/src/SMAPI/Framework/Events/ModInputEvents.cs +++ b/src/SMAPI/Framework/Events/ModInputEvents.cs @@ -10,31 +10,31 @@ namespace StardewModdingAPI.Framework.Events ** Accessors *********/ /// Raised after the player presses a button on the keyboard, controller, or mouse. - public event EventHandler ButtonPressed + public event EventHandler ButtonPressed { - add => this.EventManager.Input_ButtonPressed.Add(value); - remove => this.EventManager.Input_ButtonPressed.Remove(value); + add => this.EventManager.ButtonPressed.Add(value); + remove => this.EventManager.ButtonPressed.Remove(value); } /// Raised after the player releases a button on the keyboard, controller, or mouse. - public event EventHandler ButtonReleased + public event EventHandler ButtonReleased { - add => this.EventManager.Input_ButtonReleased.Add(value); - remove => this.EventManager.Input_ButtonReleased.Remove(value); + add => this.EventManager.ButtonReleased.Add(value); + remove => this.EventManager.ButtonReleased.Remove(value); } /// Raised after the player moves the in-game cursor. - public event EventHandler CursorMoved + public event EventHandler CursorMoved { - add => this.EventManager.Input_CursorMoved.Add(value); - remove => this.EventManager.Input_CursorMoved.Remove(value); + add => this.EventManager.CursorMoved.Add(value); + remove => this.EventManager.CursorMoved.Remove(value); } /// Raised after the player scrolls the mouse wheel. - public event EventHandler MouseWheelScrolled + public event EventHandler MouseWheelScrolled { - add => this.EventManager.Input_MouseWheelScrolled.Add(value); - remove => this.EventManager.Input_MouseWheelScrolled.Remove(value); + add => this.EventManager.MouseWheelScrolled.Add(value); + remove => this.EventManager.MouseWheelScrolled.Remove(value); } diff --git a/src/SMAPI/Framework/Events/ModWorldEvents.cs b/src/SMAPI/Framework/Events/ModWorldEvents.cs index dc9c0f4c..b85002a3 100644 --- a/src/SMAPI/Framework/Events/ModWorldEvents.cs +++ b/src/SMAPI/Framework/Events/ModWorldEvents.cs @@ -10,52 +10,52 @@ namespace StardewModdingAPI.Framework.Events ** Accessors *********/ /// Raised after a game location is added or removed. - public event EventHandler LocationListChanged + public event EventHandler LocationListChanged { - add => this.EventManager.World_LocationListChanged.Add(value, this.Mod); - remove => this.EventManager.World_LocationListChanged.Remove(value); + add => this.EventManager.LocationListChanged.Add(value, this.Mod); + remove => this.EventManager.LocationListChanged.Remove(value); } /// Raised after buildings are added or removed in a location. - public event EventHandler BuildingListChanged + public event EventHandler BuildingListChanged { - add => this.EventManager.World_BuildingListChanged.Add(value, this.Mod); - remove => this.EventManager.World_BuildingListChanged.Remove(value); + add => this.EventManager.BuildingListChanged.Add(value, this.Mod); + remove => this.EventManager.BuildingListChanged.Remove(value); } /// Raised after debris are added or removed in a location. - public event EventHandler DebrisListChanged + public event EventHandler DebrisListChanged { - add => this.EventManager.World_DebrisListChanged.Add(value, this.Mod); - remove => this.EventManager.World_DebrisListChanged.Remove(value); + add => this.EventManager.DebrisListChanged.Add(value, this.Mod); + remove => this.EventManager.DebrisListChanged.Remove(value); } /// Raised after large terrain features (like bushes) are added or removed in a location. - public event EventHandler LargeTerrainFeatureListChanged + public event EventHandler LargeTerrainFeatureListChanged { - add => this.EventManager.World_LargeTerrainFeatureListChanged.Add(value, this.Mod); - remove => this.EventManager.World_LargeTerrainFeatureListChanged.Remove(value); + add => this.EventManager.LargeTerrainFeatureListChanged.Add(value, this.Mod); + remove => this.EventManager.LargeTerrainFeatureListChanged.Remove(value); } /// Raised after NPCs are added or removed in a location. - public event EventHandler NpcListChanged + public event EventHandler NpcListChanged { - add => this.EventManager.World_NpcListChanged.Add(value); - remove => this.EventManager.World_NpcListChanged.Remove(value); + add => this.EventManager.NpcListChanged.Add(value); + remove => this.EventManager.NpcListChanged.Remove(value); } /// Raised after objects are added or removed in a location. - public event EventHandler ObjectListChanged + public event EventHandler ObjectListChanged { - add => this.EventManager.World_ObjectListChanged.Add(value); - remove => this.EventManager.World_ObjectListChanged.Remove(value); + add => this.EventManager.ObjectListChanged.Add(value); + remove => this.EventManager.ObjectListChanged.Remove(value); } /// Raised after terrain features (like floors and trees) are added or removed in a location. - public event EventHandler TerrainFeatureListChanged + public event EventHandler TerrainFeatureListChanged { - add => this.EventManager.World_TerrainFeatureListChanged.Add(value); - remove => this.EventManager.World_TerrainFeatureListChanged.Remove(value); + add => this.EventManager.TerrainFeatureListChanged.Add(value); + remove => this.EventManager.TerrainFeatureListChanged.Remove(value); } -- cgit