using System; using StardewModdingAPI.Events; namespace StardewModdingAPI.Framework.Events { /// 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 if possible. internal class ModGameLoopEvents : ModEventsBase, IGameLoopEvents { /********* ** Accessors *********/ /// Raised after the game is launched, right before the first update tick. public event EventHandler GameLaunched { 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 UpdateTicking { 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 UpdateTicked { add => this.EventManager.UpdateTicked.Add(value); remove => this.EventManager.UpdateTicked.Remove(value); } /// Raised once per second before the game state is updated. public event EventHandler OneSecondUpdateTicking { add => this.EventManager.OneSecondUpdateTicking.Add(value); remove => this.EventManager.OneSecondUpdateTicking.Remove(value); } /// Raised once per second after the game state is updated. public event EventHandler OneSecondUpdateTicked { add => this.EventManager.OneSecondUpdateTicked.Add(value); remove => this.EventManager.OneSecondUpdateTicked.Remove(value); } /// Raised before the game creates a new save file. public event EventHandler SaveCreating { add => this.EventManager.SaveCreating.Add(value); remove => this.EventManager.SaveCreating.Remove(value); } /// Raised after the game finishes creating the save file. public event EventHandler SaveCreated { add => this.EventManager.SaveCreated.Add(value); remove => this.EventManager.SaveCreated.Remove(value); } /// Raised before the game begins writes data to the save file. public event EventHandler Saving { add => this.EventManager.Saving.Add(value); remove => this.EventManager.Saving.Remove(value); } /// Raised after the game finishes writing data to the save file. public event EventHandler Saved { add => this.EventManager.Saved.Add(value); remove => this.EventManager.Saved.Remove(value); } /// Raised after the player loads a save slot and the world is initialized. public event EventHandler SaveLoaded { add => this.EventManager.SaveLoaded.Add(value); remove => this.EventManager.SaveLoaded.Remove(value); } /// Raised after the game begins a new day (including when the player loads a save). public event EventHandler DayStarted { add => this.EventManager.DayStarted.Add(value); remove => this.EventManager.DayStarted.Remove(value); } /// Raised before the game ends the current day. This happens before it starts setting up the next day and before . public event EventHandler DayEnding { add => this.EventManager.DayEnding.Add(value); remove => this.EventManager.DayEnding.Remove(value); } /// Raised after the in-game clock time changes. public event EventHandler TimeChanged { add => this.EventManager.TimeChanged.Add(value); remove => this.EventManager.TimeChanged.Remove(value); } /// Raised after the game returns to the title screen. public event EventHandler ReturnedToTitle { add => this.EventManager.ReturnedToTitle.Add(value); remove => this.EventManager.ReturnedToTitle.Remove(value); } /********* ** Public methods *********/ /// Construct an instance. /// The mod which uses this instance. /// The underlying event manager. internal ModGameLoopEvents(IModMetadata mod, EventManager eventManager) : base(mod, eventManager) { } } }