merge SGame::UpdateEventCalls into Update

The method was misleadingly named (since only some of the events were in the method), and unnecessarily limited the possible flows.
This commit is contained in:
Jesse Plamondon-Willard 2017-05-10 23:49:58 -04:00
parent d88050fcee
commit 86c60c971a
1 changed files with 247 additions and 254 deletions

View File

@ -257,8 +257,253 @@ namespace StardewModdingAPI.Framework
GameEvents.InvokeGameLoaded(this.Monitor);
}
// update SMAPI events
this.UpdateEventCalls();
// content locale changed event
if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
{
var oldValue = this.PreviousLocale;
var newValue = LocalizedContentManager.CurrentLanguageCode;
this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace);
if (oldValue != null)
ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString());
this.PreviousLocale = newValue;
}
// save loaded event
if (Context.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0)
{
if (this.AfterLoadTimer == 0)
{
this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
SaveEvents.InvokeAfterLoad(this.Monitor);
PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
TimeEvents.InvokeAfterDayStarted(this.Monitor);
}
this.AfterLoadTimer--;
}
// before exit to title
if (Game1.exitToTitle)
this.IsExiting = true;
// after exit to title
if (this.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu)
{
this.Monitor.Log("Context: returned to title", LogLevel.Trace);
SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
this.AfterLoadTimer = 5;
this.IsExiting = false;
}
// input events
{
// get latest state
this.KStateNow = Keyboard.GetState();
this.MStateNow = Mouse.GetState();
this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY());
// raise key pressed
foreach (var key in this.FramePressedKeys)
ControlEvents.InvokeKeyPressed(this.Monitor, key);
// raise key released
foreach (var key in this.FrameReleasedKeys)
ControlEvents.InvokeKeyReleased(this.Monitor, key);
// raise controller button pressed
for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
{
var buttons = this.GetFramePressedButtons(i);
foreach (var button in buttons)
{
if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
ControlEvents.InvokeTriggerPressed(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
else
ControlEvents.InvokeButtonPressed(this.Monitor, i, button);
}
}
// raise controller button released
for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
{
foreach (var button in this.GetFrameReleasedButtons(i))
{
if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
ControlEvents.InvokeTriggerReleased(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
else
ControlEvents.InvokeButtonReleased(this.Monitor, i, button);
}
}
// raise keyboard state changed
if (this.KStateNow != this.KStatePrior)
ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow);
// raise mouse state changed
if (this.MStateNow != this.MStatePrior)
{
ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow);
this.MStatePrior = this.MStateNow;
this.MPositionPrior = this.MPositionNow;
}
}
// menu events
if (Game1.activeClickableMenu != this.PreviousActiveMenu)
{
IClickableMenu previousMenu = this.PreviousActiveMenu;
IClickableMenu newMenu = Game1.activeClickableMenu;
// log context
if (this.VerboseLogging)
{
if (previousMenu == null)
this.Monitor.Log($"Context: opened menu {newMenu?.GetType().FullName ?? "(none)"}.", LogLevel.Trace);
else if (newMenu == null)
this.Monitor.Log($"Context: closed menu {previousMenu.GetType().FullName}.", LogLevel.Trace);
else
this.Monitor.Log($"Context: changed menu from {previousMenu.GetType().FullName} to {newMenu.GetType().FullName}.", LogLevel.Trace);
}
// raise save events
// (saving is performed by SaveGameMenu; on days when the player shipping something, ShippingMenu wraps SaveGameMenu)
if (newMenu is SaveGameMenu || newMenu is ShippingMenu)
{
this.Monitor.Log("Context: before save.", LogLevel.Trace);
SaveEvents.InvokeBeforeSave(this.Monitor);
}
else if (previousMenu is SaveGameMenu || previousMenu is ShippingMenu)
{
this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
SaveEvents.InvokeAfterSave(this.Monitor);
TimeEvents.InvokeAfterDayStarted(this.Monitor);
}
// raise menu events
if (newMenu != null)
MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu);
else
MenuEvents.InvokeMenuClosed(this.Monitor, previousMenu);
// update previous menu
// (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change)
this.PreviousActiveMenu = newMenu;
}
// world & player events
if (this.IsWorldReady)
{
// raise location list changed
if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
{
LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
this.PreviousGameLocations = this.GetHash(Game1.locations);
}
// raise current location changed
if (Game1.currentLocation != this.PreviousGameLocation)
{
if (this.VerboseLogging)
this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace);
LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
this.PreviousGameLocation = Game1.currentLocation;
}
// raise player changed
if (Game1.player != this.PreviousFarmer)
{
PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
this.PreviousFarmer = Game1.player;
}
// raise player leveled up a skill
if (Game1.player.combatLevel != this.PreviousCombatLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
this.PreviousCombatLevel = Game1.player.combatLevel;
}
if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel);
this.PreviousFarmingLevel = Game1.player.farmingLevel;
}
if (Game1.player.fishingLevel != this.PreviousFishingLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel);
this.PreviousFishingLevel = Game1.player.fishingLevel;
}
if (Game1.player.foragingLevel != this.PreviousForagingLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel);
this.PreviousForagingLevel = Game1.player.foragingLevel;
}
if (Game1.player.miningLevel != this.PreviousMiningLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel);
this.PreviousMiningLevel = Game1.player.miningLevel;
}
if (Game1.player.luckLevel != this.PreviousLuckLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel);
this.PreviousLuckLevel = Game1.player.luckLevel;
}
// raise player inventory changed
ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray();
if (changedItems.Any())
{
PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems);
this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
}
// raise current location's object list changed
{
int? objectHash = Game1.currentLocation?.objects != null ? this.GetHash(Game1.currentLocation.objects) : (int?)null;
if (objectHash != null && this.PreviousLocationObjects != objectHash)
{
LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects);
this.PreviousLocationObjects = objectHash.Value;
}
}
// raise time changed
if (Game1.timeOfDay != this.PreviousTime)
{
TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
this.PreviousTime = Game1.timeOfDay;
}
if (Game1.dayOfMonth != this.PreviousDay)
{
TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
this.PreviousDay = Game1.dayOfMonth;
}
if (Game1.currentSeason != this.PreviousSeason)
{
TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
this.PreviousSeason = Game1.currentSeason;
}
if (Game1.year != this.PreviousYear)
{
TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
this.PreviousYear = Game1.year;
}
// raise mine level changed
if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
{
MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel);
this.PreviousMineLevel = Game1.mine.mineLevel;
}
}
// raise game day transition event (obsolete)
if (Game1.newDay != this.PreviousIsNewDay)
{
TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
this.PreviousIsNewDay = Game1.newDay;
}
// let game update
try
@ -1127,258 +1372,6 @@ namespace StardewModdingAPI.Framework
return this.WasButtonJustReleased(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex);
}
/// <summary>Detect changes since the last update ticket and trigger mod events.</summary>
private void UpdateEventCalls()
{
// content locale changed event
if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
{
var oldValue = this.PreviousLocale;
var newValue = LocalizedContentManager.CurrentLanguageCode;
this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace);
if (oldValue != null)
ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString());
this.PreviousLocale = newValue;
}
// save loaded event
if (Context.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0)
{
if (this.AfterLoadTimer == 0)
{
this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
SaveEvents.InvokeAfterLoad(this.Monitor);
PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
TimeEvents.InvokeAfterDayStarted(this.Monitor);
}
this.AfterLoadTimer--;
}
// before exit to title
if (Game1.exitToTitle)
this.IsExiting = true;
// after exit to title
if (this.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu)
{
this.Monitor.Log("Context: returned to title", LogLevel.Trace);
SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
this.AfterLoadTimer = 5;
this.IsExiting = false;
}
// input events
{
// get latest state
this.KStateNow = Keyboard.GetState();
this.MStateNow = Mouse.GetState();
this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY());
// raise key pressed
foreach (var key in this.FramePressedKeys)
ControlEvents.InvokeKeyPressed(this.Monitor, key);
// raise key released
foreach (var key in this.FrameReleasedKeys)
ControlEvents.InvokeKeyReleased(this.Monitor, key);
// raise controller button pressed
for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
{
var buttons = this.GetFramePressedButtons(i);
foreach (var button in buttons)
{
if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
ControlEvents.InvokeTriggerPressed(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
else
ControlEvents.InvokeButtonPressed(this.Monitor, i, button);
}
}
// raise controller button released
for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
{
foreach (var button in this.GetFrameReleasedButtons(i))
{
if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
ControlEvents.InvokeTriggerReleased(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
else
ControlEvents.InvokeButtonReleased(this.Monitor, i, button);
}
}
// raise keyboard state changed
if (this.KStateNow != this.KStatePrior)
ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow);
// raise mouse state changed
if (this.MStateNow != this.MStatePrior)
{
ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow);
this.MStatePrior = this.MStateNow;
this.MPositionPrior = this.MPositionNow;
}
}
// menu events
if (Game1.activeClickableMenu != this.PreviousActiveMenu)
{
IClickableMenu previousMenu = this.PreviousActiveMenu;
IClickableMenu newMenu = Game1.activeClickableMenu;
// log context
if (this.VerboseLogging)
{
if (previousMenu == null)
this.Monitor.Log($"Context: opened menu {newMenu?.GetType().FullName ?? "(none)"}.", LogLevel.Trace);
else if (newMenu == null)
this.Monitor.Log($"Context: closed menu {previousMenu.GetType().FullName}.", LogLevel.Trace);
else
this.Monitor.Log($"Context: changed menu from {previousMenu.GetType().FullName} to {newMenu.GetType().FullName}.", LogLevel.Trace);
}
// raise save events
// (saving is performed by SaveGameMenu; on days when the player shipping something, ShippingMenu wraps SaveGameMenu)
if (newMenu is SaveGameMenu || newMenu is ShippingMenu)
{
this.Monitor.Log("Context: before save.", LogLevel.Trace);
SaveEvents.InvokeBeforeSave(this.Monitor);
}
else if (previousMenu is SaveGameMenu || previousMenu is ShippingMenu)
{
this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
SaveEvents.InvokeAfterSave(this.Monitor);
TimeEvents.InvokeAfterDayStarted(this.Monitor);
}
// raise menu events
if (newMenu != null)
MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu);
else
MenuEvents.InvokeMenuClosed(this.Monitor, previousMenu);
// update previous menu
// (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change)
this.PreviousActiveMenu = newMenu;
}
// world & player events
if (this.IsWorldReady)
{
// raise location list changed
if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
{
LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
this.PreviousGameLocations = this.GetHash(Game1.locations);
}
// raise current location changed
if (Game1.currentLocation != this.PreviousGameLocation)
{
if (this.VerboseLogging)
this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace);
LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
this.PreviousGameLocation = Game1.currentLocation;
}
// raise player changed
if (Game1.player != this.PreviousFarmer)
{
PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
this.PreviousFarmer = Game1.player;
}
// raise player leveled up a skill
if (Game1.player.combatLevel != this.PreviousCombatLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
this.PreviousCombatLevel = Game1.player.combatLevel;
}
if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel);
this.PreviousFarmingLevel = Game1.player.farmingLevel;
}
if (Game1.player.fishingLevel != this.PreviousFishingLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel);
this.PreviousFishingLevel = Game1.player.fishingLevel;
}
if (Game1.player.foragingLevel != this.PreviousForagingLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel);
this.PreviousForagingLevel = Game1.player.foragingLevel;
}
if (Game1.player.miningLevel != this.PreviousMiningLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel);
this.PreviousMiningLevel = Game1.player.miningLevel;
}
if (Game1.player.luckLevel != this.PreviousLuckLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel);
this.PreviousLuckLevel = Game1.player.luckLevel;
}
// raise player inventory changed
ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray();
if (changedItems.Any())
{
PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems);
this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
}
// raise current location's object list changed
{
int? objectHash = Game1.currentLocation?.objects != null ? this.GetHash(Game1.currentLocation.objects) : (int?)null;
if (objectHash != null && this.PreviousLocationObjects != objectHash)
{
LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects);
this.PreviousLocationObjects = objectHash.Value;
}
}
// raise time changed
if (Game1.timeOfDay != this.PreviousTime)
{
TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
this.PreviousTime = Game1.timeOfDay;
}
if (Game1.dayOfMonth != this.PreviousDay)
{
TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
this.PreviousDay = Game1.dayOfMonth;
}
if (Game1.currentSeason != this.PreviousSeason)
{
TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
this.PreviousSeason = Game1.currentSeason;
}
if (Game1.year != this.PreviousYear)
{
TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
this.PreviousYear = Game1.year;
}
// raise mine level changed
if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
{
MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel);
this.PreviousMineLevel = Game1.mine.mineLevel;
}
}
// raise game day transition event (obsolete)
if (Game1.newDay != this.PreviousIsNewDay)
{
TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
this.PreviousIsNewDay = Game1.newDay;
}
}
/// <summary>Get the player inventory changes between two states.</summary>
/// <param name="current">The player's current inventory.</param>
/// <param name="previous">The player's previous inventory.</param>