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using System;
using System.Diagnostics.CodeAnalysis;
using StardewModdingAPI.Framework;
#pragma warning disable 618 // Suppress obsolete-symbol errors in this file. Since several events are marked obsolete, this produces unnecessary warnings.
namespace StardewModdingAPI.Events
{
/// <summary>Events raised when the game changes state.</summary>
public static class GameEvents
{
/*********
** Properties
*********/
#if SMAPI_1_x
/// <summary>Manages deprecation warnings.</summary>
private static DeprecationManager DeprecationManager;
/// <summary>The backing field for <see cref="Initialize"/>.</summary>
[SuppressMessage("ReSharper", "InconsistentNaming")]
private static event EventHandler _Initialize;
/// <summary>The backing field for <see cref="LoadContent"/>.</summary>
[SuppressMessage("ReSharper", "InconsistentNaming")]
private static event EventHandler _LoadContent;
/// <summary>The backing field for <see cref="GameLoaded"/>.</summary>
[SuppressMessage("ReSharper", "InconsistentNaming")]
private static event EventHandler _GameLoaded;
/// <summary>The backing field for <see cref="FirstUpdateTick"/>.</summary>
[SuppressMessage("ReSharper", "InconsistentNaming")]
private static event EventHandler _FirstUpdateTick;
#endif
/*********
** Events
*********/
/// <summary>Raised during launch after configuring XNA or MonoGame. The game window hasn't been opened by this point. Called after <see cref="Microsoft.Xna.Framework.Game.Initialize"/>.</summary>
internal static event EventHandler InitializeInternal;
/// <summary>Raised during launch after configuring Stardew Valley, loading it into memory, and opening the game window. The window is still blank by this point.</summary>
internal static event EventHandler GameLoadedInternal;
#if SMAPI_1_x
/// <summary>Raised during launch after configuring XNA or MonoGame. The game window hasn't been opened by this point. Called after <see cref="Microsoft.Xna.Framework.Game.Initialize"/>.</summary>
[Obsolete("The " + nameof(Mod) + "." + nameof(Mod.Entry) + " method is now called after the " + nameof(GameEvents.Initialize) + " event, so any contained logic can be done directly in " + nameof(Mod.Entry) + ".")]
public static event EventHandler Initialize
{
add
{
GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.Initialize)}", "1.10", DeprecationLevel.PendingRemoval);
GameEvents._Initialize += value;
}
remove => GameEvents._Initialize -= value;
}
/// <summary>Raised before XNA loads or reloads graphics resources. Called during <see cref="Microsoft.Xna.Framework.Game.LoadContent"/>.</summary>
[Obsolete("The " + nameof(Mod) + "." + nameof(Mod.Entry) + " method is now called after the " + nameof(GameEvents.LoadContent) + " event, so any contained logic can be done directly in " + nameof(Mod.Entry) + ".")]
public static event EventHandler LoadContent
{
add
{
GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.LoadContent)}", "1.10", DeprecationLevel.PendingRemoval);
GameEvents._LoadContent += value;
}
remove => GameEvents._LoadContent -= value;
}
/// <summary>Raised during launch after configuring Stardew Valley, loading it into memory, and opening the game window. The window is still blank by this point.</summary>
[Obsolete("The " + nameof(Mod) + "." + nameof(Mod.Entry) + " method is now called after the game loads, so any contained logic can be done directly in " + nameof(Mod.Entry) + ".")]
public static event EventHandler GameLoaded
{
add
{
GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.GameLoaded)}", "1.12", DeprecationLevel.PendingRemoval);
GameEvents._GameLoaded += value;
}
remove => GameEvents._GameLoaded -= value;
}
/// <summary>Raised during the first game update tick.</summary>
[Obsolete("The " + nameof(Mod) + "." + nameof(Mod.Entry) + " method is now called after the game loads, so any contained logic can be done directly in " + nameof(Mod.Entry) + ".")]
public static event EventHandler FirstUpdateTick
{
add
{
GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.FirstUpdateTick)}", "1.12", DeprecationLevel.PendingRemoval);
GameEvents._FirstUpdateTick += value;
}
remove => GameEvents._FirstUpdateTick -= value;
}
#endif
/// <summary>Raised when the game updates its state (≈60 times per second).</summary>
public static event EventHandler UpdateTick;
/// <summary>Raised every other tick (≈30 times per second).</summary>
public static event EventHandler SecondUpdateTick;
/// <summary>Raised every fourth tick (≈15 times per second).</summary>
public static event EventHandler FourthUpdateTick;
/// <summary>Raised every eighth tick (≈8 times per second).</summary>
public static event EventHandler EighthUpdateTick;
/// <summary>Raised every 15th tick (≈4 times per second).</summary>
public static event EventHandler QuarterSecondTick;
/// <summary>Raised every 30th tick (≈twice per second).</summary>
public static event EventHandler HalfSecondTick;
/// <summary>Raised every 60th tick (≈once per second).</summary>
public static event EventHandler OneSecondTick;
/*********
** Internal methods
*********/
#if SMAPI_1_x
/// <summary>Injects types required for backwards compatibility.</summary>
/// <param name="deprecationManager">Manages deprecation warnings.</param>
internal static void Shim(DeprecationManager deprecationManager)
{
GameEvents.DeprecationManager = deprecationManager;
}
#endif
/// <summary>Raise an <see cref="InitializeInternal"/> event.</summary>
/// <param name="monitor">Encapsulates logging and monitoring.</param>
internal static void InvokeInitialize(IMonitor monitor)
{
monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.InitializeInternal)}", GameEvents.InitializeInternal?.GetInvocationList());
#if SMAPI_1_x
monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.Initialize)}", GameEvents._Initialize?.GetInvocationList());
#endif
}
#if SMAPI_1_x
/// <summary>Raise a <see cref="LoadContent"/> event.</summary>
/// <param name="monitor">Encapsulates logging and monitoring.</param>
internal static void InvokeLoadContent(IMonitor monitor)
{
monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.LoadContent)}", GameEvents._LoadContent?.GetInvocationList());
}
#endif
/// <summary>Raise a <see cref="GameLoadedInternal"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
internal static void InvokeGameLoaded(IMonitor monitor)
{
monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.GameLoadedInternal)}", GameEvents.GameLoadedInternal?.GetInvocationList());
#if SMAPI_1_x
monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.GameLoaded)}", GameEvents._GameLoaded?.GetInvocationList());
#endif
}
#if SMAPI_1_x
/// <summary>Raise a <see cref="FirstUpdateTick"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
internal static void InvokeFirstUpdateTick(IMonitor monitor)
{
monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.FirstUpdateTick)}", GameEvents._FirstUpdateTick?.GetInvocationList());
}
#endif
/// <summary>Raise an <see cref="UpdateTick"/> event.</summary>
/// <param name="monitor">Encapsulates logging and monitoring.</param>
internal static void InvokeUpdateTick(IMonitor monitor)
{
monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.UpdateTick)}", GameEvents.UpdateTick?.GetInvocationList());
}
/// <summary>Raise a <see cref="SecondUpdateTick"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
internal static void InvokeSecondUpdateTick(IMonitor monitor)
{
monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.SecondUpdateTick)}", GameEvents.SecondUpdateTick?.GetInvocationList());
}
/// <summary>Raise a <see cref="FourthUpdateTick"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
internal static void InvokeFourthUpdateTick(IMonitor monitor)
{
monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.FourthUpdateTick)}", GameEvents.FourthUpdateTick?.GetInvocationList());
}
/// <summary>Raise a <see cref="EighthUpdateTick"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
internal static void InvokeEighthUpdateTick(IMonitor monitor)
{
monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.EighthUpdateTick)}", GameEvents.EighthUpdateTick?.GetInvocationList());
}
/// <summary>Raise a <see cref="QuarterSecondTick"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
internal static void InvokeQuarterSecondTick(IMonitor monitor)
{
monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.QuarterSecondTick)}", GameEvents.QuarterSecondTick?.GetInvocationList());
}
/// <summary>Raise a <see cref="HalfSecondTick"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
internal static void InvokeHalfSecondTick(IMonitor monitor)
{
monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.HalfSecondTick)}", GameEvents.HalfSecondTick?.GetInvocationList());
}
/// <summary>Raise a <see cref="OneSecondTick"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
internal static void InvokeOneSecondTick(IMonitor monitor)
{
monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.OneSecondTick)}", GameEvents.OneSecondTick?.GetInvocationList());
}
}
}
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