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using System;
using StardewModdingAPI.Framework;
using StardewValley.Menus;
namespace StardewModdingAPI.Events
{
/// <summary>Events raised when a game menu is opened or closed (including internal menus like the title screen).</summary>
public static class MenuEvents
{
/*********
** Events
*********/
/// <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 static event EventHandler<EventArgsClickableMenuChanged> MenuChanged;
/// <summary>Raised after a game menu is closed.</summary>
public static event EventHandler<EventArgsClickableMenuClosed> MenuClosed;
/*********
** Internal methods
*********/
/// <summary>Raise a <see cref="MenuChanged"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="priorMenu">The previous menu.</param>
/// <param name="newMenu">The current menu.</param>
internal static void InvokeMenuChanged(IMonitor monitor, IClickableMenu priorMenu, IClickableMenu newMenu)
{
monitor.SafelyRaiseGenericEvent($"{nameof(MenuEvents)}.{nameof(MenuEvents.MenuChanged)}", MenuEvents.MenuChanged?.GetInvocationList(), null, new EventArgsClickableMenuChanged(priorMenu, newMenu));
}
/// <summary>Raise a <see cref="MenuClosed"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="priorMenu">The menu that was closed.</param>
internal static void InvokeMenuClosed(IMonitor monitor, IClickableMenu priorMenu)
{
monitor.SafelyRaiseGenericEvent($"{nameof(MenuEvents)}.{nameof(MenuEvents.MenuClosed)}", MenuEvents.MenuClosed?.GetInvocationList(), null, new EventArgsClickableMenuClosed(priorMenu));
}
}
}
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