remove unused SGame fields & methods

This commit is contained in:
Jesse Plamondon-Willard 2016-11-04 14:47:54 -04:00
parent 85d596b6c1
commit 01a94c29d0
1 changed files with 0 additions and 59 deletions

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@ -161,9 +161,6 @@ namespace StardewModdingAPI.Inheritance
[Obsolete("Use Game1.player instead")]
public Farmer CurrentFarmer => Game1.player;
/// <summary>Get ALL static fields that belong to 'Game1'.</summary>
public static FieldInfo[] GetStaticFields => typeof(Game1).GetFields();
/// <summary>The game method which draws the farm buildings.</summary>
public static MethodInfo DrawFarmBuildings = typeof(Game1).GetMethod("drawFarmBuildings", BindingFlags.NonPublic | BindingFlags.Instance);
@ -173,27 +170,6 @@ namespace StardewModdingAPI.Inheritance
/// <summary>The game method which draws the current dialogue box, if any.</summary>
public static MethodInfo DrawDialogueBox = typeof(Game1).GetMethod("drawDialogueBox", BindingFlags.NonPublic | BindingFlags.Instance);
/// <summary>The game method which handles any escape keys that are currently pressed (e.g. closing the active menu).</summary>
public static MethodInfo CheckForEscapeKeys = typeof(Game1).GetMethod("checkForEscapeKeys", BindingFlags.NonPublic | BindingFlags.Instance);
/// <summary>The game method which detects and handles user input. This includes updating state, checking for hover actions, propagating clicks, etc.</summary>
public static MethodInfo UpdateControlInput = typeof(Game1).GetMethod("UpdateControlInput", BindingFlags.NonPublic | BindingFlags.Instance);
/// <summary>The game method which updates player characters (see <see cref="Farmer.Update"/>).</summary>
public static MethodInfo UpdateCharacters = typeof(Game1).GetMethod("UpdateCharacters", BindingFlags.NonPublic | BindingFlags.Instance);
/// <summary>The game method which updates all locations.</summary>
public static MethodInfo UpdateLocations = typeof(Game1).GetMethod("UpdateLocations", BindingFlags.NonPublic | BindingFlags.Instance);
/// <summary>The game method which gets the viewport-relative coordinate at the center of the screen.</summary>
public static MethodInfo getViewportCenter = typeof(Game1).GetMethod("getViewportCenter", BindingFlags.NonPublic | BindingFlags.Instance);
/// <summary>The game method which updates the title screen to reflect time and user input.</summary>
public static MethodInfo UpdateTitleScreen = typeof(Game1).GetMethod("UpdateTitleScreen", BindingFlags.NonPublic | BindingFlags.Instance);
// unused?
public delegate void BaseBaseDraw();
/*********
** Public methods
@ -285,41 +261,6 @@ namespace StardewModdingAPI.Inheritance
return buttons.ToArray();
}
/// <summary>Safely invoke a private non-static <see cref="Game1"/> method. If the invocation fails, this logs an error and returns null.</summary>
/// <param name="name">The method name to find.</param>
/// <param name="parameters">The parameters to pass to the method.</param>
/// <returns>Returns the method return value (or null if void).</returns>
[Obsolete("This is very slow. Cache the method info and then invoke it with InvokeMethodInfo().")]
public static object InvokeBasePrivateInstancedMethod(string name, params object[] parameters)
{
try
{
return typeof(Game1).GetMethod(name, BindingFlags.NonPublic | BindingFlags.Instance).Invoke(Program.gamePtr, parameters);
}
catch
{
Log.AsyncR($"Failed to call base method '{name}'");
return null;
}
}
/// <summary>Safely invoke a method with the given parameters. If the invocation fails, this logs an error and returns null.</summary>
/// <param name="method">The method to invoke.</param>
/// <param name="parameters">The parameters to pass to the method.</param>
/// <returns>Returns the method return value (or null if void).</returns>
public static object InvokeMethodInfo(MethodInfo method, params object[] parameters)
{
try
{
return method.Invoke(Program.gamePtr, parameters);
}
catch
{
Log.AsyncR($"Failed to call base method '{method.Name}'");
return null;
}
}
/// <summary>Queue a message to be added to the debug output.</summary>
/// <param name="message">The message to add.</param>
/// <returns>Returns whether the message was successfully queued.</returns>