using System; namespace StardewModdingAPI.Events { /// <summary>Events raised when the game changes state.</summary> public static class GameEvents { /********* ** Events *********/ /// <summary>Raised during launch after configuring XNA or MonoGame. The game window hasn't been opened by this point. Called during <see cref="Microsoft.Xna.Framework.Game.Initialize"/>.</summary> public static event EventHandler Initialize; /// <summary>Raised during launch after configuring Stardew Valley, loading it into memory, and opening the game window. The window is still blank by this point.</summary> public static event EventHandler GameLoaded; /// <summary>Raised before XNA loads or reloads graphics resources. Called during <see cref="Microsoft.Xna.Framework.Game.LoadContent"/>.</summary> public static event EventHandler LoadContent; /// <summary>Raised during the first game update tick.</summary> public static event EventHandler FirstUpdateTick; /// <summary>Raised when the game updates its state (≈60 times per second).</summary> public static event EventHandler UpdateTick; /// <summary>Raised every other tick (≈30 times per second).</summary> public static event EventHandler SecondUpdateTick; /// <summary>Raised every fourth tick (≈15 times per second).</summary> public static event EventHandler FourthUpdateTick; /// <summary>Raised every eighth tick (≈8 times per second).</summary> public static event EventHandler EighthUpdateTick; /// <summary>Raised every 15th tick (≈4 times per second).</summary> public static event EventHandler QuarterSecondTick; /// <summary>Raised every 30th tick (≈twice per second).</summary> public static event EventHandler HalfSecondTick; /// <summary>Raised every 60th tick (≈once per second).</summary> public static event EventHandler OneSecondTick; /********* ** Internal methods *********/ /// <summary>Raise a <see cref="GameLoaded"/> event.</summary> internal static void InvokeGameLoaded() { GameEvents.GameLoaded?.Invoke(null, EventArgs.Empty); } /// <summary>Raise an <see cref="Initialize"/> event.</summary> /// <param name="monitor">Encapsulates logging and monitoring.</param> internal static void InvokeInitialize(IMonitor monitor) { try { GameEvents.Initialize?.Invoke(null, EventArgs.Empty); } catch (Exception ex) { monitor.Log($"A mod crashed handling an event.\n{ex}", LogLevel.Error); } } /// <summary>Raise a <see cref="LoadContent"/> event.</summary> /// <param name="monitor">Encapsulates logging and monitoring.</param> internal static void InvokeLoadContent(IMonitor monitor) { try { GameEvents.LoadContent?.Invoke(null, EventArgs.Empty); } catch (Exception ex) { monitor.Log($"A mod crashed handling an event.\n{ex}", LogLevel.Error); } } /// <summary>Raise an <see cref="UpdateTick"/> event.</summary> /// <param name="monitor">Encapsulates logging and monitoring.</param> internal static void InvokeUpdateTick(IMonitor monitor) { try { GameEvents.UpdateTick?.Invoke(null, EventArgs.Empty); } catch (Exception ex) { monitor.Log($"A mod crashed handling an event.\n{ex}", LogLevel.Error); } } /// <summary>Raise a <see cref="SecondUpdateTick"/> event.</summary> internal static void InvokeSecondUpdateTick() { GameEvents.SecondUpdateTick?.Invoke(null, EventArgs.Empty); } /// <summary>Raise a <see cref="FourthUpdateTick"/> event.</summary> internal static void InvokeFourthUpdateTick() { GameEvents.FourthUpdateTick?.Invoke(null, EventArgs.Empty); } /// <summary>Raise a <see cref="EighthUpdateTick"/> event.</summary> internal static void InvokeEighthUpdateTick() { GameEvents.EighthUpdateTick?.Invoke(null, EventArgs.Empty); } /// <summary>Raise a <see cref="QuarterSecondTick"/> event.</summary> internal static void InvokeQuarterSecondTick() { GameEvents.QuarterSecondTick?.Invoke(null, EventArgs.Empty); } /// <summary>Raise a <see cref="HalfSecondTick"/> event.</summary> internal static void InvokeHalfSecondTick() { GameEvents.HalfSecondTick?.Invoke(null, EventArgs.Empty); } /// <summary>Raise a <see cref="OneSecondTick"/> event.</summary> internal static void InvokeOneSecondTick() { GameEvents.OneSecondTick?.Invoke(null, EventArgs.Empty); } /// <summary>Raise a <see cref="FirstUpdateTick"/> event.</summary> internal static void InvokeFirstUpdateTick() { GameEvents.FirstUpdateTick?.Invoke(null, EventArgs.Empty); } } }