#nullable disable using System; using StardewModdingAPI.Events; namespace StardewModdingAPI.Framework.Events { /// <inheritdoc cref="IContentEvents" /> internal class ModContentEvents : ModEventsBase, IContentEvents { /********* ** Accessors *********/ /// <inheritdoc /> public event EventHandler<AssetRequestedEventArgs> AssetRequested { add => this.EventManager.AssetRequested.Add(value, this.Mod); remove => this.EventManager.AssetRequested.Remove(value); } /// <inheritdoc /> public event EventHandler<AssetsInvalidatedEventArgs> AssetsInvalidated { add => this.EventManager.AssetsInvalidated.Add(value, this.Mod); remove => this.EventManager.AssetsInvalidated.Remove(value); } /// <inheritdoc /> public event EventHandler<AssetReadyEventArgs> AssetReady { add => this.EventManager.AssetReady.Add(value, this.Mod); remove => this.EventManager.AssetReady.Remove(value); } /// <inheritdoc /> public event EventHandler<LocaleChangedEventArgs> LocaleChanged { add => this.EventManager.LocaleChanged.Add(value, this.Mod); remove => this.EventManager.LocaleChanged.Remove(value); } /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="mod">The mod which uses this instance.</param> /// <param name="eventManager">The underlying event manager.</param> internal ModContentEvents(IModMetadata mod, EventManager eventManager) : base(mod, eventManager) { } } }