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using System;
namespace StardewModdingAPI.Events
{
public static class GraphicsEvents
{
public static event EventHandler Resize = delegate { };
public static event EventHandler DrawTick = delegate { };
public static event EventHandler DrawInRenderTargetTick = delegate { };
/// <summary>
/// Draws when SGame.Debug is true. F3 toggles this.
/// Game1.spriteBatch.Begin() is pre-called.
/// Do not make end or begin calls to the spritebatch.
/// If you are only trying to add debug information, use SGame.DebugMessageQueue in your Update loop.
/// </summary>
public static event EventHandler DrawDebug = delegate { };
public static void InvokeDrawTick()
{
try
{
DrawTick.Invoke(null, EventArgs.Empty);
}
catch (Exception ex)
{
Log.AsyncR("An exception occured in a Mod's DrawTick: " + ex);
}
}
public static void InvokeDrawInRenderTargetTick()
{
DrawInRenderTargetTick.Invoke(null, EventArgs.Empty);
}
public static void InvokeResize(object sender, EventArgs e)
{
Resize.Invoke(sender, e);
}
public static void InvokeDrawDebug(object sender, EventArgs e)
{
DrawDebug.Invoke(sender, e);
}
}
}
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