using System;
using StardewModdingAPI.Framework;
namespace StardewModdingAPI.Events
{
/// Events raised when the in-game date or time changes.
public static class TimeEvents
{
/*********
** Events
*********/
/// Raised after the in-game clock changes.
public static event EventHandler TimeOfDayChanged;
/// Raised after the day-of-month value changes, including when loading a save (unlike ).
public static event EventHandler DayOfMonthChanged;
/// Raised after the year value changes.
public static event EventHandler YearOfGameChanged;
/// Raised after the season value changes.
public static event EventHandler SeasonOfYearChanged;
/// Raised when the player is transitioning to a new day and the game is performing its day update logic. This event is triggered twice: once after the game starts transitioning, and again after it finishes.
[Obsolete("Use " + nameof(TimeEvents) + "." + nameof(DayOfMonthChanged) + " or " + nameof(SaveEvents) + " instead")]
public static event EventHandler OnNewDay;
/*********
** Internal methods
*********/
/// Raise a event.
/// Encapsulates monitoring and logging.
/// The previous time in military time format (e.g. 6:00pm is 1800).
/// The current time in military time format (e.g. 6:10pm is 1810).
internal static void InvokeTimeOfDayChanged(IMonitor monitor, int priorTime, int newTime)
{
monitor.SafelyRaiseGenericEvent($"{nameof(TimeEvents)}.{nameof(TimeEvents.TimeOfDayChanged)}", TimeEvents.TimeOfDayChanged?.GetInvocationList(), null, new EventArgsIntChanged(priorTime, newTime));
}
/// Raise a event.
/// Encapsulates monitoring and logging.
/// The previous day value.
/// The current day value.
internal static void InvokeDayOfMonthChanged(IMonitor monitor, int priorDay, int newDay)
{
monitor.SafelyRaiseGenericEvent($"{nameof(TimeEvents)}.{nameof(TimeEvents.DayOfMonthChanged)}", TimeEvents.DayOfMonthChanged?.GetInvocationList(), null, new EventArgsIntChanged(priorDay, newDay));
}
/// Raise a event.
/// Encapsulates monitoring and logging.
/// The previous year value.
/// The current year value.
internal static void InvokeYearOfGameChanged(IMonitor monitor, int priorYear, int newYear)
{
monitor.SafelyRaiseGenericEvent($"{nameof(TimeEvents)}.{nameof(TimeEvents.YearOfGameChanged)}", TimeEvents.YearOfGameChanged?.GetInvocationList(), null, new EventArgsIntChanged(priorYear, newYear));
}
/// Raise a event.
/// Encapsulates monitoring and logging.
/// The previous season name.
/// The current season name.
internal static void InvokeSeasonOfYearChanged(IMonitor monitor, string priorSeason, string newSeason)
{
monitor.SafelyRaiseGenericEvent($"{nameof(TimeEvents)}.{nameof(TimeEvents.SeasonOfYearChanged)}", TimeEvents.SeasonOfYearChanged?.GetInvocationList(), null, new EventArgsStringChanged(priorSeason, newSeason));
}
/// Raise a event.
/// Encapsulates monitoring and logging.
/// The previous day value.
/// The current day value.
/// Whether the game just started the transition (true) or finished it (false).
internal static void InvokeOnNewDay(IMonitor monitor, int priorDay, int newDay, bool isTransitioning)
{
if (TimeEvents.OnNewDay == null)
return;
string name = $"{nameof(TimeEvents)}.{nameof(TimeEvents.OnNewDay)}";
Delegate[] handlers = TimeEvents.OnNewDay.GetInvocationList();
Program.DeprecationManager.WarnForEvent(handlers, name, "1.6", DeprecationLevel.Notice);
monitor.SafelyRaiseGenericEvent(name, handlers, null, new EventArgsNewDay(priorDay, newDay, isTransitioning));
}
}
}