rename new events for clarity (#310)
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558fb8a865
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cca7bf1970
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@ -9,12 +9,12 @@ namespace StardewModdingAPI.Events
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** Events
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** Events
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*********/
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*********/
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/// <summary>Raised after a game location is added or removed.</summary>
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/// <summary>Raised after a game location is added or removed.</summary>
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event EventHandler<WorldLocationsChangedEventArgs> LocationsChanged;
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event EventHandler<WorldLocationListChangedEventArgs> LocationListChanged;
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/// <summary>Raised after buildings are added or removed in a location.</summary>
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/// <summary>Raised after buildings are added or removed in a location.</summary>
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event EventHandler<WorldBuildingsChangedEventArgs> BuildingsChanged;
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event EventHandler<WorldBuildingListChangedEventArgs> BuildingListChanged;
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/// <summary>Raised after objects are added or removed in a location.</summary>
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/// <summary>Raised after objects are added or removed in a location.</summary>
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event EventHandler<WorldObjectsChangedEventArgs> ObjectsChanged;
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event EventHandler<WorldObjectListChangedEventArgs> ObjectListChanged;
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}
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}
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}
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}
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@ -6,8 +6,8 @@ using StardewValley.Buildings;
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namespace StardewModdingAPI.Events
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namespace StardewModdingAPI.Events
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{
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{
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/// <summary>Event arguments for a <see cref="IWorldEvents.BuildingsChanged"/> event.</summary>
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/// <summary>Event arguments for a <see cref="IWorldEvents.BuildingListChanged"/> event.</summary>
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public class WorldBuildingsChangedEventArgs : EventArgs
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public class WorldBuildingListChangedEventArgs : EventArgs
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{
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{
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/*********
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/*********
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** Accessors
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** Accessors
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@ -29,7 +29,7 @@ namespace StardewModdingAPI.Events
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/// <param name="location">The location which changed.</param>
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/// <param name="location">The location which changed.</param>
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/// <param name="added">The buildings added to the location.</param>
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/// <param name="added">The buildings added to the location.</param>
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/// <param name="removed">The buildings removed from the location.</param>
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/// <param name="removed">The buildings removed from the location.</param>
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public WorldBuildingsChangedEventArgs(GameLocation location, IEnumerable<Building> added, IEnumerable<Building> removed)
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public WorldBuildingListChangedEventArgs(GameLocation location, IEnumerable<Building> added, IEnumerable<Building> removed)
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{
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{
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this.Location = location;
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this.Location = location;
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this.Added = added.ToArray();
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this.Added = added.ToArray();
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@ -5,8 +5,8 @@ using StardewValley;
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namespace StardewModdingAPI.Events
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namespace StardewModdingAPI.Events
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{
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{
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/// <summary>Event arguments for a <see cref="IWorldEvents.LocationsChanged"/> event.</summary>
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/// <summary>Event arguments for a <see cref="IWorldEvents.LocationListChanged"/> event.</summary>
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public class WorldLocationsChangedEventArgs : EventArgs
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public class WorldLocationListChangedEventArgs : EventArgs
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{
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{
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/*********
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/*********
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** Accessors
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** Accessors
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@ -24,7 +24,7 @@ namespace StardewModdingAPI.Events
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/// <summary>Construct an instance.</summary>
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/// <summary>Construct an instance.</summary>
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/// <param name="added">The added locations.</param>
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/// <param name="added">The added locations.</param>
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/// <param name="removed">The removed locations.</param>
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/// <param name="removed">The removed locations.</param>
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public WorldLocationsChangedEventArgs(IEnumerable<GameLocation> added, IEnumerable<GameLocation> removed)
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public WorldLocationListChangedEventArgs(IEnumerable<GameLocation> added, IEnumerable<GameLocation> removed)
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{
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{
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this.Added = added.ToArray();
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this.Added = added.ToArray();
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this.Removed = removed.ToArray();
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this.Removed = removed.ToArray();
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@ -7,8 +7,8 @@ using Object = StardewValley.Object;
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namespace StardewModdingAPI.Events
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namespace StardewModdingAPI.Events
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{
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{
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/// <summary>Event arguments for a <see cref="IWorldEvents.ObjectsChanged"/> event.</summary>
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/// <summary>Event arguments for a <see cref="IWorldEvents.ObjectListChanged"/> event.</summary>
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public class WorldObjectsChangedEventArgs : EventArgs
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public class WorldObjectListChangedEventArgs : EventArgs
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{
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{
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/*********
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/*********
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** Accessors
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** Accessors
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@ -30,7 +30,7 @@ namespace StardewModdingAPI.Events
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/// <param name="location">The location which changed.</param>
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/// <param name="location">The location which changed.</param>
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/// <param name="added">The objects added to the location.</param>
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/// <param name="added">The objects added to the location.</param>
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/// <param name="removed">The objects removed from the location.</param>
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/// <param name="removed">The objects removed from the location.</param>
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public WorldObjectsChangedEventArgs(GameLocation location, IEnumerable<KeyValuePair<Vector2, Object>> added, IEnumerable<KeyValuePair<Vector2, Object>> removed)
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public WorldObjectListChangedEventArgs(GameLocation location, IEnumerable<KeyValuePair<Vector2, Object>> added, IEnumerable<KeyValuePair<Vector2, Object>> removed)
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{
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{
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this.Location = location;
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this.Location = location;
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this.Added = added.ToArray();
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this.Added = added.ToArray();
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@ -15,13 +15,13 @@ namespace StardewModdingAPI.Framework.Events
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** World
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** World
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****/
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****/
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/// <summary>Raised after a game location is added or removed.</summary>
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/// <summary>Raised after a game location is added or removed.</summary>
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public readonly ManagedEvent<WorldLocationsChangedEventArgs> World_LocationsChanged;
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public readonly ManagedEvent<WorldLocationListChangedEventArgs> World_LocationListChanged;
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/// <summary>Raised after buildings are added or removed in a location.</summary>
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/// <summary>Raised after buildings are added or removed in a location.</summary>
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public readonly ManagedEvent<WorldBuildingsChangedEventArgs> World_BuildingsChanged;
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public readonly ManagedEvent<WorldBuildingListChangedEventArgs> World_BuildingListChanged;
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/// <summary>Raised after objects are added or removed in a location.</summary>
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/// <summary>Raised after objects are added or removed in a location.</summary>
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public readonly ManagedEvent<WorldObjectsChangedEventArgs> World_ObjectsChanged;
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public readonly ManagedEvent<WorldObjectListChangedEventArgs> World_ObjectListChanged;
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/*********
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/*********
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@ -225,9 +225,9 @@ namespace StardewModdingAPI.Framework.Events
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ManagedEvent ManageEvent(string typeName, string eventName) => new ManagedEvent($"{typeName}.{eventName}", monitor, modRegistry);
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ManagedEvent ManageEvent(string typeName, string eventName) => new ManagedEvent($"{typeName}.{eventName}", monitor, modRegistry);
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// init events (new)
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// init events (new)
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this.World_BuildingsChanged = ManageEventOf<WorldBuildingsChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LocationsChanged));
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this.World_BuildingListChanged = ManageEventOf<WorldBuildingListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LocationListChanged));
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this.World_LocationsChanged = ManageEventOf<WorldLocationsChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.BuildingsChanged));
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this.World_LocationListChanged = ManageEventOf<WorldLocationListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.BuildingListChanged));
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this.World_ObjectsChanged = ManageEventOf<WorldObjectsChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ObjectsChanged));
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this.World_ObjectListChanged = ManageEventOf<WorldObjectListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged));
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// init events (old)
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// init events (old)
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this.Content_LocaleChanged = ManageEventOf<EventArgsValueChanged<string>>(nameof(ContentEvents), nameof(ContentEvents.AfterLocaleChanged));
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this.Content_LocaleChanged = ManageEventOf<EventArgsValueChanged<string>>(nameof(ContentEvents), nameof(ContentEvents.AfterLocaleChanged));
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@ -20,24 +20,24 @@ namespace StardewModdingAPI.Framework.Events
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** Accessors
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** Accessors
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*********/
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*********/
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/// <summary>Raised after a game location is added or removed.</summary>
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/// <summary>Raised after a game location is added or removed.</summary>
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public event EventHandler<WorldLocationsChangedEventArgs> LocationsChanged
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public event EventHandler<WorldLocationListChangedEventArgs> LocationListChanged
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{
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{
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add => this.EventManager.World_LocationsChanged.Add(value, this.Mod);
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add => this.EventManager.World_LocationListChanged.Add(value, this.Mod);
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remove => this.EventManager.World_LocationsChanged.Remove(value);
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remove => this.EventManager.World_LocationListChanged.Remove(value);
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}
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}
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/// <summary>Raised after buildings are added or removed in a location.</summary>
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/// <summary>Raised after buildings are added or removed in a location.</summary>
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public event EventHandler<WorldBuildingsChangedEventArgs> BuildingsChanged
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public event EventHandler<WorldBuildingListChangedEventArgs> BuildingListChanged
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{
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{
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add => this.EventManager.World_BuildingsChanged.Add(value, this.Mod);
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add => this.EventManager.World_BuildingListChanged.Add(value, this.Mod);
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remove => this.EventManager.World_BuildingsChanged.Remove(value);
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remove => this.EventManager.World_BuildingListChanged.Remove(value);
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}
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}
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/// <summary>Raised after objects are added or removed in a location.</summary>
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/// <summary>Raised after objects are added or removed in a location.</summary>
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public event EventHandler<WorldObjectsChangedEventArgs> ObjectsChanged
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public event EventHandler<WorldObjectListChangedEventArgs> ObjectListChanged
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{
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{
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add => this.EventManager.World_ObjectsChanged.Add(value);
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add => this.EventManager.World_ObjectListChanged.Add(value);
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remove => this.EventManager.World_ObjectsChanged.Remove(value);
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remove => this.EventManager.World_ObjectListChanged.Remove(value);
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}
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}
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@ -543,7 +543,7 @@ namespace StardewModdingAPI.Framework
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this.Monitor.Log($"Context: location list changed (added {addedText}; removed {removedText}).", LogLevel.Trace);
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this.Monitor.Log($"Context: location list changed (added {addedText}; removed {removedText}).", LogLevel.Trace);
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}
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}
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this.Events.World_LocationsChanged.Raise(new WorldLocationsChangedEventArgs(added, removed));
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this.Events.World_LocationListChanged.Raise(new WorldLocationListChangedEventArgs(added, removed));
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this.Events.Location_LocationsChanged.Raise(new EventArgsLocationsChanged(added, removed));
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this.Events.Location_LocationsChanged.Raise(new EventArgsLocationsChanged(added, removed));
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}
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}
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@ -560,7 +560,7 @@ namespace StardewModdingAPI.Framework
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var removed = watcher.ObjectsWatcher.Removed.ToArray();
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var removed = watcher.ObjectsWatcher.Removed.ToArray();
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watcher.ObjectsWatcher.Reset();
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watcher.ObjectsWatcher.Reset();
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this.Events.World_ObjectsChanged.Raise(new WorldObjectsChangedEventArgs(location, added, removed));
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this.Events.World_ObjectListChanged.Raise(new WorldObjectListChangedEventArgs(location, added, removed));
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this.Events.Location_ObjectsChanged.Raise(new EventArgsLocationObjectsChanged(location, added, removed));
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this.Events.Location_ObjectsChanged.Raise(new EventArgsLocationObjectsChanged(location, added, removed));
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}
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}
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@ -572,7 +572,7 @@ namespace StardewModdingAPI.Framework
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var removed = watcher.BuildingsWatcher.Removed.ToArray();
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var removed = watcher.BuildingsWatcher.Removed.ToArray();
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watcher.BuildingsWatcher.Reset();
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watcher.BuildingsWatcher.Reset();
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this.Events.World_BuildingsChanged.Raise(new WorldBuildingsChangedEventArgs(location, added, removed));
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this.Events.World_BuildingListChanged.Raise(new WorldBuildingListChangedEventArgs(location, added, removed));
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this.Events.Location_BuildingsChanged.Raise(new EventArgsLocationBuildingsChanged(location, added, removed));
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this.Events.Location_BuildingsChanged.Raise(new EventArgsLocationBuildingsChanged(location, added, removed));
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}
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}
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}
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}
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@ -88,9 +88,9 @@
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<Compile Include="Events\EventArgsLocationBuildingsChanged.cs" />
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<Compile Include="Events\EventArgsLocationBuildingsChanged.cs" />
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<Compile Include="Events\IWorldEvents.cs" />
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<Compile Include="Events\IWorldEvents.cs" />
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<Compile Include="Events\MultiplayerEvents.cs" />
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<Compile Include="Events\MultiplayerEvents.cs" />
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<Compile Include="Events\WorldBuildingsChangedEventArgs.cs" />
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<Compile Include="Events\WorldBuildingListChangedEventArgs.cs" />
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<Compile Include="Events\WorldLocationsChangedEventArgs.cs" />
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<Compile Include="Events\WorldLocationListChangedEventArgs.cs" />
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<Compile Include="Events\WorldObjectsChangedEventArgs.cs" />
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<Compile Include="Events\WorldObjectListChangedEventArgs.cs" />
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<Compile Include="Framework\ContentManagers\BaseContentManager.cs" />
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<Compile Include="Framework\ContentManagers\BaseContentManager.cs" />
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<Compile Include="Framework\ContentManagers\GameContentManager.cs" />
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<Compile Include="Framework\ContentManagers\GameContentManager.cs" />
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<Compile Include="Framework\ContentManagers\IContentManager.cs" />
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<Compile Include="Framework\ContentManagers\IContentManager.cs" />
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