1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
|
using System.Diagnostics.CodeAnalysis;
using Microsoft.Xna.Framework.Input;
using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.Events
{
/// <summary>Manages SMAPI events.</summary>
[SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Private fields are deliberately named to simplify organisation.")]
internal class EventManager
{
/*********
** Events (new)
*********/
/****
** World
****/
/// <summary>Raised after a game location is added or removed.</summary>
public readonly ManagedEvent<WorldLocationListChangedEventArgs> World_LocationListChanged;
/// <summary>Raised after buildings are added or removed in a location.</summary>
public readonly ManagedEvent<WorldBuildingListChangedEventArgs> World_BuildingListChanged;
/// <summary>Raised after debris are added or removed in a location.</summary>
public readonly ManagedEvent<WorldDebrisListChangedEventArgs> World_DebrisListChanged;
/// <summary>Raised after large terrain features (like bushes) are added or removed in a location.</summary>
public readonly ManagedEvent<WorldLargeTerrainFeatureListChangedEventArgs> World_LargeTerrainFeatureListChanged;
/// <summary>Raised after NPCs are added or removed in a location.</summary>
public readonly ManagedEvent<WorldNpcListChangedEventArgs> World_NpcListChanged;
/// <summary>Raised after objects are added or removed in a location.</summary>
public readonly ManagedEvent<WorldObjectListChangedEventArgs> World_ObjectListChanged;
/// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
public readonly ManagedEvent<WorldTerrainFeatureListChangedEventArgs> World_TerrainFeatureListChanged;
/****
** Input
****/
/// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary>
public readonly ManagedEvent<InputButtonPressedArgsInput> Input_ButtonPressed;
/// <summary>Raised after the player released a button on the keyboard, controller, or mouse.</summary>
public readonly ManagedEvent<InputButtonReleasedArgsInput> Input_ButtonReleased;
/// <summary>Raised after the player moves the in-game cursor.</summary>
public readonly ManagedEvent<InputCursorMovedArgsInput> Input_CursorMoved;
/// <summary>Raised after the player scrolls the mouse wheel.</summary>
public readonly ManagedEvent<InputMouseWheelScrolledEventArgs> Input_MouseWheelScrolled;
/*********
** Events (old)
*********/
/****
** ContentEvents
****/
/// <summary>Raised after the content language changes.</summary>
public readonly ManagedEvent<EventArgsValueChanged<string>> Content_LocaleChanged;
/****
** ControlEvents
****/
/// <summary>Raised when the <see cref="KeyboardState"/> changes. That happens when the player presses or releases a key.</summary>
public readonly ManagedEvent<EventArgsKeyboardStateChanged> Legacy_Control_KeyboardChanged;
/// <summary>Raised after the player presses a keyboard key.</summary>
public readonly ManagedEvent<EventArgsKeyPressed> Legacy_Control_KeyPressed;
/// <summary>Raised after the player releases a keyboard key.</summary>
public readonly ManagedEvent<EventArgsKeyPressed> Legacy_Control_KeyReleased;
/// <summary>Raised when the <see cref="MouseState"/> changes. That happens when the player moves the mouse, scrolls the mouse wheel, or presses/releases a button.</summary>
public readonly ManagedEvent<EventArgsMouseStateChanged> Legacy_Control_MouseChanged;
/// <summary>The player pressed a controller button. This event isn't raised for trigger buttons.</summary>
public readonly ManagedEvent<EventArgsControllerButtonPressed> Legacy_Control_ControllerButtonPressed;
/// <summary>The player released a controller button. This event isn't raised for trigger buttons.</summary>
public readonly ManagedEvent<EventArgsControllerButtonReleased> Legacy_Control_ControllerButtonReleased;
/// <summary>The player pressed a controller trigger button.</summary>
public readonly ManagedEvent<EventArgsControllerTriggerPressed> Legacy_Control_ControllerTriggerPressed;
/// <summary>The player released a controller trigger button.</summary>
public readonly ManagedEvent<EventArgsControllerTriggerReleased> Legacy_Control_ControllerTriggerReleased;
/****
** GameEvents
****/
/// <summary>Raised once after the game initialises and all <see cref="IMod.Entry"/> methods have been called.</summary>
public readonly ManagedEvent Game_FirstUpdateTick;
/// <summary>Raised when the game updates its state (≈60 times per second).</summary>
public readonly ManagedEvent Game_UpdateTick;
/// <summary>Raised every other tick (≈30 times per second).</summary>
public readonly ManagedEvent Game_SecondUpdateTick;
/// <summary>Raised every fourth tick (≈15 times per second).</summary>
public readonly ManagedEvent Game_FourthUpdateTick;
/// <summary>Raised every eighth tick (≈8 times per second).</summary>
public readonly ManagedEvent Game_EighthUpdateTick;
/// <summary>Raised every 15th tick (≈4 times per second).</summary>
public readonly ManagedEvent Game_QuarterSecondTick;
/// <summary>Raised every 30th tick (≈twice per second).</summary>
public readonly ManagedEvent Game_HalfSecondTick;
/// <summary>Raised every 60th tick (≈once per second).</summary>
public readonly ManagedEvent Game_OneSecondTick;
/****
** GraphicsEvents
****/
/// <summary>Raised after the game window is resized.</summary>
public readonly ManagedEvent Graphics_Resize;
/// <summary>Raised before drawing the world to the screen.</summary>
public readonly ManagedEvent Graphics_OnPreRenderEvent;
/// <summary>Raised after drawing the world to the screen.</summary>
public readonly ManagedEvent Graphics_OnPostRenderEvent;
/// <summary>Raised before drawing the HUD (item toolbar, clock, etc) to the screen. The HUD is available at this point, but not necessarily visible. (For example, the event is raised even if a menu is open.)</summary>
public readonly ManagedEvent Graphics_OnPreRenderHudEvent;
/// <summary>Raised after drawing the HUD (item toolbar, clock, etc) to the screen. The HUD is available at this point, but not necessarily visible. (For example, the event is raised even if a menu is open.)</summary>
public readonly ManagedEvent Graphics_OnPostRenderHudEvent;
/// <summary>Raised before drawing a menu to the screen during a draw loop. This includes the game's internal menus like the title screen.</summary>
public readonly ManagedEvent Graphics_OnPreRenderGuiEvent;
/// <summary>Raised after drawing a menu to the screen during a draw loop. This includes the game's internal menus like the title screen.</summary>
public readonly ManagedEvent Graphics_OnPostRenderGuiEvent;
/****
** InputEvents
****/
/// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary>
public readonly ManagedEvent<EventArgsInput> Legacy_Input_ButtonPressed;
/// <summary>Raised after the player releases a keyboard key on the keyboard, controller, or mouse.</summary>
public readonly ManagedEvent<EventArgsInput> Legacy_Input_ButtonReleased;
/****
** LocationEvents
****/
/// <summary>Raised after a game location is added or removed.</summary>
public readonly ManagedEvent<EventArgsLocationsChanged> Legacy_Location_LocationsChanged;
/// <summary>Raised after buildings are added or removed in a location.</summary>
public readonly ManagedEvent<EventArgsLocationBuildingsChanged> Legacy_Location_BuildingsChanged;
/// <summary>Raised after objects are added or removed in a location.</summary>
public readonly ManagedEvent<EventArgsLocationObjectsChanged> Legacy_Location_ObjectsChanged;
/****
** MenuEvents
****/
/// <summary>Raised after a game menu is opened or replaced with another menu. This event is not invoked when a menu is closed.</summary>
public readonly ManagedEvent<EventArgsClickableMenuChanged> Menu_Changed;
/// <summary>Raised after a game menu is closed.</summary>
public readonly ManagedEvent<EventArgsClickableMenuClosed> Menu_Closed;
/****
** MultiplayerEvents
****/
/// <summary>Raised before the game syncs changes from other players.</summary>
public readonly ManagedEvent Multiplayer_BeforeMainSync;
/// <summary>Raised after the game syncs changes from other players.</summary>
public readonly ManagedEvent Multiplayer_AfterMainSync;
/// <summary>Raised before the game broadcasts changes to other players.</summary>
public readonly ManagedEvent Multiplayer_BeforeMainBroadcast;
/// <summary>Raised after the game broadcasts changes to other players.</summary>
public readonly ManagedEvent Multiplayer_AfterMainBroadcast;
/****
** MineEvents
****/
/// <summary>Raised after the player warps to a new level of the mine.</summary>
public readonly ManagedEvent<EventArgsMineLevelChanged> Mine_LevelChanged;
/****
** PlayerEvents
****/
/// <summary>Raised after the player's inventory changes in any way (added or removed item, sorted, etc).</summary>
public readonly ManagedEvent<EventArgsInventoryChanged> Player_InventoryChanged;
/// <summary> Raised after the player levels up a skill. This happens as soon as they level up, not when the game notifies the player after their character goes to bed.</summary>
public readonly ManagedEvent<EventArgsLevelUp> Player_LeveledUp;
/// <summary>Raised after the player warps to a new location.</summary>
public readonly ManagedEvent<EventArgsPlayerWarped> Player_Warped;
/****
** SaveEvents
****/
/// <summary>Raised before the game creates the save file.</summary>
public readonly ManagedEvent Save_BeforeCreate;
/// <summary>Raised after the game finishes creating the save file.</summary>
public readonly ManagedEvent Save_AfterCreate;
/// <summary>Raised before the game begins writes data to the save file.</summary>
public readonly ManagedEvent Save_BeforeSave;
/// <summary>Raised after the game finishes writing data to the save file.</summary>
public readonly ManagedEvent Save_AfterSave;
/// <summary>Raised after the player loads a save slot.</summary>
public readonly ManagedEvent Save_AfterLoad;
/// <summary>Raised after the game returns to the title screen.</summary>
public readonly ManagedEvent Save_AfterReturnToTitle;
/****
** SpecialisedEvents
****/
/// <summary>Raised when the game updates its state (≈60 times per second), regardless of normal SMAPI validation. This event is not thread-safe and may be invoked while game logic is running asynchronously. Changes to game state in this method may crash the game or corrupt an in-progress save. Do not use this event unless you're fully aware of the context in which your code will be run. Mods using this method will trigger a stability warning in the SMAPI console.</summary>
public readonly ManagedEvent Specialised_UnvalidatedUpdateTick;
/****
** TimeEvents
****/
/// <summary>Raised after the game begins a new day, including when loading a save.</summary>
public readonly ManagedEvent Time_AfterDayStarted;
/// <summary>Raised after the in-game clock changes.</summary>
public readonly ManagedEvent<EventArgsIntChanged> Time_TimeOfDayChanged;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="monitor">Writes messages to the log.</param>
/// <param name="modRegistry">The mod registry with which to identify mods.</param>
public EventManager(IMonitor monitor, ModRegistry modRegistry)
{
// create shortcut initialisers
ManagedEvent<TEventArgs> ManageEventOf<TEventArgs>(string typeName, string eventName) => new ManagedEvent<TEventArgs>($"{typeName}.{eventName}", monitor, modRegistry);
ManagedEvent ManageEvent(string typeName, string eventName) => new ManagedEvent($"{typeName}.{eventName}", monitor, modRegistry);
// init events (new)
this.Input_ButtonPressed = ManageEventOf<InputButtonPressedArgsInput>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonPressed));
this.Input_ButtonReleased = ManageEventOf<InputButtonReleasedArgsInput>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonReleased));
this.Input_CursorMoved = ManageEventOf<InputCursorMovedArgsInput>(nameof(IModEvents.Input), nameof(IInputEvents.CursorMoved));
this.Input_MouseWheelScrolled = ManageEventOf<InputMouseWheelScrolledEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.MouseWheelScrolled));
this.World_BuildingListChanged = ManageEventOf<WorldBuildingListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LocationListChanged));
this.World_DebrisListChanged = ManageEventOf<WorldDebrisListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.DebrisListChanged));
this.World_LargeTerrainFeatureListChanged = ManageEventOf<WorldLargeTerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LargeTerrainFeatureListChanged));
this.World_LocationListChanged = ManageEventOf<WorldLocationListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.BuildingListChanged));
this.World_NpcListChanged = ManageEventOf<WorldNpcListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.NpcListChanged));
this.World_ObjectListChanged = ManageEventOf<WorldObjectListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged));
this.World_TerrainFeatureListChanged = ManageEventOf<WorldTerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.TerrainFeatureListChanged));
// init events (old)
this.Content_LocaleChanged = ManageEventOf<EventArgsValueChanged<string>>(nameof(ContentEvents), nameof(ContentEvents.AfterLocaleChanged));
this.Legacy_Control_ControllerButtonPressed = ManageEventOf<EventArgsControllerButtonPressed>(nameof(ControlEvents), nameof(ControlEvents.ControllerButtonPressed));
this.Legacy_Control_ControllerButtonReleased = ManageEventOf<EventArgsControllerButtonReleased>(nameof(ControlEvents), nameof(ControlEvents.ControllerButtonReleased));
this.Legacy_Control_ControllerTriggerPressed = ManageEventOf<EventArgsControllerTriggerPressed>(nameof(ControlEvents), nameof(ControlEvents.ControllerTriggerPressed));
this.Legacy_Control_ControllerTriggerReleased = ManageEventOf<EventArgsControllerTriggerReleased>(nameof(ControlEvents), nameof(ControlEvents.ControllerTriggerReleased));
this.Legacy_Control_KeyboardChanged = ManageEventOf<EventArgsKeyboardStateChanged>(nameof(ControlEvents), nameof(ControlEvents.KeyboardChanged));
this.Legacy_Control_KeyPressed = ManageEventOf<EventArgsKeyPressed>(nameof(ControlEvents), nameof(ControlEvents.KeyPressed));
this.Legacy_Control_KeyReleased = ManageEventOf<EventArgsKeyPressed>(nameof(ControlEvents), nameof(ControlEvents.KeyReleased));
this.Legacy_Control_MouseChanged = ManageEventOf<EventArgsMouseStateChanged>(nameof(ControlEvents), nameof(ControlEvents.MouseChanged));
this.Game_FirstUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.FirstUpdateTick));
this.Game_UpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.UpdateTick));
this.Game_SecondUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.SecondUpdateTick));
this.Game_FourthUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.FourthUpdateTick));
this.Game_EighthUpdateTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.EighthUpdateTick));
this.Game_QuarterSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.QuarterSecondTick));
this.Game_HalfSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.HalfSecondTick));
this.Game_OneSecondTick = ManageEvent(nameof(GameEvents), nameof(GameEvents.OneSecondTick));
this.Graphics_Resize = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.Resize));
this.Graphics_OnPreRenderEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderEvent));
this.Graphics_OnPostRenderEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderEvent));
this.Graphics_OnPreRenderHudEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderHudEvent));
this.Graphics_OnPostRenderHudEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderHudEvent));
this.Graphics_OnPreRenderGuiEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPreRenderGuiEvent));
this.Graphics_OnPostRenderGuiEvent = ManageEvent(nameof(GraphicsEvents), nameof(GraphicsEvents.OnPostRenderGuiEvent));
this.Legacy_Input_ButtonPressed = ManageEventOf<EventArgsInput>(nameof(InputEvents), nameof(InputEvents.ButtonPressed));
this.Legacy_Input_ButtonReleased = ManageEventOf<EventArgsInput>(nameof(InputEvents), nameof(InputEvents.ButtonReleased));
this.Legacy_Location_LocationsChanged = ManageEventOf<EventArgsLocationsChanged>(nameof(LocationEvents), nameof(LocationEvents.LocationsChanged));
this.Legacy_Location_BuildingsChanged = ManageEventOf<EventArgsLocationBuildingsChanged>(nameof(LocationEvents), nameof(LocationEvents.BuildingsChanged));
this.Legacy_Location_ObjectsChanged = ManageEventOf<EventArgsLocationObjectsChanged>(nameof(LocationEvents), nameof(LocationEvents.ObjectsChanged));
this.Menu_Changed = ManageEventOf<EventArgsClickableMenuChanged>(nameof(MenuEvents), nameof(MenuEvents.MenuChanged));
this.Menu_Closed = ManageEventOf<EventArgsClickableMenuClosed>(nameof(MenuEvents), nameof(MenuEvents.MenuClosed));
this.Multiplayer_BeforeMainBroadcast = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.BeforeMainBroadcast));
this.Multiplayer_AfterMainBroadcast = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.AfterMainBroadcast));
this.Multiplayer_BeforeMainSync = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.BeforeMainSync));
this.Multiplayer_AfterMainSync = ManageEvent(nameof(MultiplayerEvents), nameof(MultiplayerEvents.AfterMainSync));
this.Mine_LevelChanged = ManageEventOf<EventArgsMineLevelChanged>(nameof(MineEvents), nameof(MineEvents.MineLevelChanged));
this.Player_InventoryChanged = ManageEventOf<EventArgsInventoryChanged>(nameof(PlayerEvents), nameof(PlayerEvents.InventoryChanged));
this.Player_LeveledUp = ManageEventOf<EventArgsLevelUp>(nameof(PlayerEvents), nameof(PlayerEvents.LeveledUp));
this.Player_Warped = ManageEventOf<EventArgsPlayerWarped>(nameof(PlayerEvents), nameof(PlayerEvents.Warped));
this.Save_BeforeCreate = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.BeforeCreate));
this.Save_AfterCreate = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterCreate));
this.Save_BeforeSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.BeforeSave));
this.Save_AfterSave = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterSave));
this.Save_AfterLoad = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterLoad));
this.Save_AfterReturnToTitle = ManageEvent(nameof(SaveEvents), nameof(SaveEvents.AfterReturnToTitle));
this.Specialised_UnvalidatedUpdateTick = ManageEvent(nameof(SpecialisedEvents), nameof(SpecialisedEvents.UnvalidatedUpdateTick));
this.Time_AfterDayStarted = ManageEvent(nameof(TimeEvents), nameof(TimeEvents.AfterDayStarted));
this.Time_TimeOfDayChanged = ManageEventOf<EventArgsIntChanged>(nameof(TimeEvents), nameof(TimeEvents.TimeOfDayChanged));
}
}
}
|