using System; using StardewModdingAPI.Events; namespace StardewModdingAPI.Framework.Events { /// <summary>Events linked to the game's update loop. The update loop runs roughly ≈60 times/second to run game logic like state changes, action handling, etc. These can be useful, but you should consider more semantic events like <see cref="IInputEvents"/> if possible.</summary> internal class ModGameLoopEvents : ModEventsBase, IGameLoopEvents { /********* ** Accessors *********/ /// <summary>Raised after the game is launched, right before the first update tick.</summary> public event EventHandler<GameLaunchedEventArgs> GameLaunched { add => this.EventManager.GameLaunched.Add(value, this.Mod); remove => this.EventManager.GameLaunched.Remove(value); } /// <summary>Raised before the game performs its overall update tick (≈60 times per second).</summary> public event EventHandler<UpdateTickingEventArgs> UpdateTicking { add => this.EventManager.UpdateTicking.Add(value, this.Mod); remove => this.EventManager.UpdateTicking.Remove(value); } /// <summary>Raised after the game performs its overall update tick (≈60 times per second).</summary> public event EventHandler<UpdateTickedEventArgs> UpdateTicked { add => this.EventManager.UpdateTicked.Add(value, this.Mod); remove => this.EventManager.UpdateTicked.Remove(value); } /// <summary>Raised once per second before the game state is updated.</summary> public event EventHandler<OneSecondUpdateTickingEventArgs> OneSecondUpdateTicking { add => this.EventManager.OneSecondUpdateTicking.Add(value, this.Mod); remove => this.EventManager.OneSecondUpdateTicking.Remove(value); } /// <summary>Raised once per second after the game state is updated.</summary> public event EventHandler<OneSecondUpdateTickedEventArgs> OneSecondUpdateTicked { add => this.EventManager.OneSecondUpdateTicked.Add(value, this.Mod); remove => this.EventManager.OneSecondUpdateTicked.Remove(value); } /// <summary>Raised before the game creates a new save file.</summary> public event EventHandler<SaveCreatingEventArgs> SaveCreating { add => this.EventManager.SaveCreating.Add(value, this.Mod); remove => this.EventManager.SaveCreating.Remove(value); } /// <summary>Raised after the game finishes creating the save file.</summary> public event EventHandler<SaveCreatedEventArgs> SaveCreated { add => this.EventManager.SaveCreated.Add(value, this.Mod); remove => this.EventManager.SaveCreated.Remove(value); } /// <summary>Raised before the game begins writes data to the save file.</summary> public event EventHandler<SavingEventArgs> Saving { add => this.EventManager.Saving.Add(value, this.Mod); remove => this.EventManager.Saving.Remove(value); } /// <summary>Raised after the game finishes writing data to the save file.</summary> public event EventHandler<SavedEventArgs> Saved { add => this.EventManager.Saved.Add(value, this.Mod); remove => this.EventManager.Saved.Remove(value); } /// <summary>Raised after the player loads a save slot and the world is initialized.</summary> public event EventHandler<SaveLoadedEventArgs> SaveLoaded { add => this.EventManager.SaveLoaded.Add(value, this.Mod); remove => this.EventManager.SaveLoaded.Remove(value); } /// <summary>Raised after the game begins a new day (including when the player loads a save).</summary> public event EventHandler<DayStartedEventArgs> DayStarted { add => this.EventManager.DayStarted.Add(value, this.Mod); remove => this.EventManager.DayStarted.Remove(value); } /// <summary>Raised before the game ends the current day. This happens before it starts setting up the next day and before <see cref="IGameLoopEvents.Saving"/>.</summary> public event EventHandler<DayEndingEventArgs> DayEnding { add => this.EventManager.DayEnding.Add(value, this.Mod); remove => this.EventManager.DayEnding.Remove(value); } /// <summary>Raised after the in-game clock time changes.</summary> public event EventHandler<TimeChangedEventArgs> TimeChanged { add => this.EventManager.TimeChanged.Add(value, this.Mod); remove => this.EventManager.TimeChanged.Remove(value); } /// <summary>Raised after the game returns to the title screen.</summary> public event EventHandler<ReturnedToTitleEventArgs> ReturnedToTitle { add => this.EventManager.ReturnedToTitle.Add(value, this.Mod); remove => this.EventManager.ReturnedToTitle.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 ModGameLoopEvents(IModMetadata mod, EventManager eventManager) : base(mod, eventManager) { } } }