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using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.Events
{
/// <summary>Manages access to events raised by SMAPI.</summary>
internal class ModEvents : IModEvents
{
/*********
** Accessors
*********/
/// <summary>Events related to UI and drawing to the screen.</summary>
public IDisplayEvents Display { get; }
/// <summary>Events linked to the game's update loop. The update loop runs roughly ≈60 times/second to run game logic like state changes, action handling, etc. These can be useful, but you should consider more semantic events like <see cref="IModEvents.Input"/> if possible.</summary>
public IGameLoopEvents GameLoop { get; }
/// <summary>Events raised when the player provides input using a controller, keyboard, or mouse.</summary>
public IInputEvents Input { get; }
/// <summary>Events raised when the player data changes.</summary>
public IPlayerEvents Player { get; }
/// <summary>Events raised when something changes in the world.</summary>
public IWorldEvents World { get; }
/// <summary>Events serving specialised edge cases that shouldn't be used by most mods.</summary>
public ISpecialisedEvents Specialised { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="mod">The mod which uses this instance.</param>
/// <param name="eventManager">The underlying event manager.</param>
public ModEvents(IModMetadata mod, EventManager eventManager)
{
this.Display = new ModDisplayEvents(mod, eventManager);
this.GameLoop = new ModGameLoopEvents(mod, eventManager);
this.Input = new ModInputEvents(mod, eventManager);
this.Player = new ModPlayerEvents(mod, eventManager);
this.World = new ModWorldEvents(mod, eventManager);
this.Specialised = new ModSpecialisedEvents(mod, eventManager);
}
}
}
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