using System; using System.Diagnostics.CodeAnalysis; using StardewModdingAPI.Framework; #pragma warning disable 618 // Suppress obsolete-symbol errors in this file. Since several events are marked obsolete, this produces unnecessary warnings. namespace StardewModdingAPI.Events { /// <summary>Events raised when the game changes state.</summary> public static class GameEvents { /********* ** Properties *********/ /// <summary>Manages deprecation warnings.</summary> private static DeprecationManager DeprecationManager; /// <summary>The backing field for <see cref="Initialize"/>.</summary> [SuppressMessage("ReSharper", "InconsistentNaming")] private static event EventHandler _Initialize; /// <summary>The backing field for <see cref="LoadContent"/>.</summary> [SuppressMessage("ReSharper", "InconsistentNaming")] private static event EventHandler _LoadContent; /// <summary>The backing field for <see cref="GameLoaded"/>.</summary> [SuppressMessage("ReSharper", "InconsistentNaming")] private static event EventHandler _GameLoaded; /// <summary>The backing field for <see cref="FirstUpdateTick"/>.</summary> [SuppressMessage("ReSharper", "InconsistentNaming")] private static event EventHandler _FirstUpdateTick; /********* ** Events *********/ /// <summary>Raised during launch after configuring XNA or MonoGame. The game window hasn't been opened by this point. Called after <see cref="Microsoft.Xna.Framework.Game.Initialize"/>.</summary> internal static event EventHandler InitializeInternal; /// <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> internal static event EventHandler GameLoadedInternal; /// <summary>Raised during launch after configuring XNA or MonoGame. The game window hasn't been opened by this point. Called after <see cref="Microsoft.Xna.Framework.Game.Initialize"/>.</summary> [Obsolete("The " + nameof(Mod) + "." + nameof(Mod.Entry) + " method is now called after the " + nameof(GameEvents.Initialize) + " event, so any contained logic can be done directly in " + nameof(Mod.Entry) + ".")] public static event EventHandler Initialize { add { GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.Initialize)}", "1.10", DeprecationLevel.Info); GameEvents._Initialize += value; } remove => GameEvents._Initialize -= value; } /// <summary>Raised before XNA loads or reloads graphics resources. Called during <see cref="Microsoft.Xna.Framework.Game.LoadContent"/>.</summary> [Obsolete("The " + nameof(Mod) + "." + nameof(Mod.Entry) + " method is now called after the " + nameof(GameEvents.LoadContent) + " event, so any contained logic can be done directly in " + nameof(Mod.Entry) + ".")] public static event EventHandler LoadContent { add { GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.LoadContent)}", "1.10", DeprecationLevel.Info); GameEvents._LoadContent += value; } remove => GameEvents._LoadContent -= value; } /// <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> [Obsolete("The " + nameof(Mod) + "." + nameof(Mod.Entry) + " method is now called after the game loads, so any contained logic can be done directly in " + nameof(Mod.Entry) + ".")] public static event EventHandler GameLoaded { add { GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.GameLoaded)}", "1.12", DeprecationLevel.Info); GameEvents._GameLoaded += value; } remove => GameEvents._GameLoaded -= value; } /// <summary>Raised during the first game update tick.</summary> [Obsolete("The " + nameof(Mod) + "." + nameof(Mod.Entry) + " method is now called after the game loads, so any contained logic can be done directly in " + nameof(Mod.Entry) + ".")] public static event EventHandler FirstUpdateTick { add { GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.FirstUpdateTick)}", "1.12", DeprecationLevel.Info); GameEvents._FirstUpdateTick += value; } remove => GameEvents._FirstUpdateTick -= value; } /// <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>Injects types required for backwards compatibility.</summary> /// <param name="deprecationManager">Manages deprecation warnings.</param> internal static void Shim(DeprecationManager deprecationManager) { GameEvents.DeprecationManager = deprecationManager; } /// <summary>Raise an <see cref="Initialize"/> event.</summary> /// <param name="monitor">Encapsulates logging and monitoring.</param> internal static void InvokeInitialize(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.InitializeInternal)}", GameEvents.InitializeInternal?.GetInvocationList()); monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.Initialize)}", GameEvents._Initialize?.GetInvocationList()); } /// <summary>Raise a <see cref="LoadContent"/> event.</summary> /// <param name="monitor">Encapsulates logging and monitoring.</param> internal static void InvokeLoadContent(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.LoadContent)}", GameEvents._LoadContent?.GetInvocationList()); } /// <summary>Raise a <see cref="GameLoaded"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> internal static void InvokeGameLoaded(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.GameLoadedInternal)}", GameEvents.GameLoadedInternal?.GetInvocationList()); monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.GameLoaded)}", GameEvents._GameLoaded?.GetInvocationList()); } /// <summary>Raise a <see cref="FirstUpdateTick"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> internal static void InvokeFirstUpdateTick(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.FirstUpdateTick)}", GameEvents._FirstUpdateTick?.GetInvocationList()); } /// <summary>Raise an <see cref="UpdateTick"/> event.</summary> /// <param name="monitor">Encapsulates logging and monitoring.</param> internal static void InvokeUpdateTick(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.UpdateTick)}", GameEvents.UpdateTick?.GetInvocationList()); } /// <summary>Raise a <see cref="SecondUpdateTick"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> internal static void InvokeSecondUpdateTick(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.SecondUpdateTick)}", GameEvents.SecondUpdateTick?.GetInvocationList()); } /// <summary>Raise a <see cref="FourthUpdateTick"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> internal static void InvokeFourthUpdateTick(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.FourthUpdateTick)}", GameEvents.FourthUpdateTick?.GetInvocationList()); } /// <summary>Raise a <see cref="EighthUpdateTick"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> internal static void InvokeEighthUpdateTick(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.EighthUpdateTick)}", GameEvents.EighthUpdateTick?.GetInvocationList()); } /// <summary>Raise a <see cref="QuarterSecondTick"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> internal static void InvokeQuarterSecondTick(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.QuarterSecondTick)}", GameEvents.QuarterSecondTick?.GetInvocationList()); } /// <summary>Raise a <see cref="HalfSecondTick"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> internal static void InvokeHalfSecondTick(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.HalfSecondTick)}", GameEvents.HalfSecondTick?.GetInvocationList()); } /// <summary>Raise a <see cref="OneSecondTick"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> internal static void InvokeOneSecondTick(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.OneSecondTick)}", GameEvents.OneSecondTick?.GetInvocationList()); } } }