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using System;
using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.Events
{
/// <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="IInputEvents"/> if possible.</summary>
internal class ModGameLoopEvents : ModEventsBase, IGameLoopEvents
{
/*********
** Accessors
*********/
/// <summary>Raised after the game is launched, right before the first update tick.</summary>
public event EventHandler<GameLoopLaunchedEventArgs> Launched
{
add => this.EventManager.GameLoop_Launched.Add(value);
remove => this.EventManager.GameLoop_Launched.Remove(value);
}
/// <summary>Raised before the game performs its overall update tick (≈60 times per second).</summary>
public event EventHandler<GameLoopUpdatingEventArgs> Updating
{
add => this.EventManager.GameLoop_Updating.Add(value);
remove => this.EventManager.GameLoop_Updating.Remove(value);
}
/// <summary>Raised after the game performs its overall update tick (≈60 times per second).</summary>
public event EventHandler<GameLoopUpdatedEventArgs> Updated
{
add => this.EventManager.GameLoop_Updated.Add(value);
remove => this.EventManager.GameLoop_Updated.Remove(value);
}
/*********
** 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>
internal ModGameLoopEvents(IModMetadata mod, EventManager eventManager)
: base(mod, eventManager) { }
}
}
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