Merge pull request #723 from spacechase0/event-priority
Implement event priority attribute
This commit is contained in:
commit
e759332135
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@ -0,0 +1,15 @@
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namespace StardewModdingAPI.Events
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{
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/// <summary>The event priorities for method handlers.</summary>
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public enum EventPriority
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{
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/// <summary>Low priority.</summary>
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Low = -1000,
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/// <summary>The default priority.</summary>
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Normal = 0,
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/// <summary>High priority.</summary>
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High = 1000
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}
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}
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@ -0,0 +1,26 @@
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using System;
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namespace StardewModdingAPI.Events
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{
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/// <summary>An attribute which specifies the priority for an event handler.</summary>
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[AttributeUsage(AttributeTargets.Method)]
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public class EventPriorityAttribute : Attribute
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{
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/*********
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** Accessors
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*********/
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/// <summary>The event handler priority, relative to other handlers across all mods registered for this event.</summary>
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internal EventPriority Priority { get; }
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/*********
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="priority">The event handler priority, relative to other handlers across all mods registered for this event. Higher-priority handlers are notified before lower-priority handlers.</param>
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public EventPriorityAttribute(EventPriority priority)
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{
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this.Priority = priority;
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}
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}
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}
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@ -177,15 +177,14 @@ namespace StardewModdingAPI.Framework.Events
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="monitor">Writes messages to the log.</param>
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/// <param name="modRegistry">The mod registry with which to identify mods.</param>
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/// <param name="performanceMonitor">Tracks performance metrics.</param>
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public EventManager(IMonitor monitor, ModRegistry modRegistry, PerformanceMonitor performanceMonitor)
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public EventManager(ModRegistry modRegistry, PerformanceMonitor performanceMonitor)
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{
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// create shortcut initializers
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ManagedEvent<TEventArgs> ManageEventOf<TEventArgs>(string typeName, string eventName, bool isPerformanceCritical = false)
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{
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return new ManagedEvent<TEventArgs>($"{typeName}.{eventName}", monitor, modRegistry, performanceMonitor, isPerformanceCritical);
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return new ManagedEvent<TEventArgs>($"{typeName}.{eventName}", modRegistry, performanceMonitor, isPerformanceCritical);
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}
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// init events (new)
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@ -1,6 +1,8 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using StardewModdingAPI.Events;
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using StardewModdingAPI.Framework.PerformanceMonitoring;
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namespace StardewModdingAPI.Framework.Events
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@ -12,24 +14,24 @@ namespace StardewModdingAPI.Framework.Events
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/*********
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** Fields
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*********/
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/// <summary>The underlying event.</summary>
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private event EventHandler<TEventArgs> Event;
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/// <summary>Writes messages to the log.</summary>
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private readonly IMonitor Monitor;
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/// <summary>The underlying event handlers.</summary>
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private readonly List<ManagedEventHandler<TEventArgs>> EventHandlers = new List<ManagedEventHandler<TEventArgs>>();
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/// <summary>The mod registry with which to identify mods.</summary>
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protected readonly ModRegistry ModRegistry;
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/// <summary>The display names for the mods which added each delegate.</summary>
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private readonly IDictionary<EventHandler<TEventArgs>, IModMetadata> SourceMods = new Dictionary<EventHandler<TEventArgs>, IModMetadata>();
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/// <summary>The cached invocation list.</summary>
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private EventHandler<TEventArgs>[] CachedInvocationList;
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/// <summary>Tracks performance metrics.</summary>
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private readonly PerformanceMonitor PerformanceMonitor;
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/// <summary>The total number of event handlers registered for this events, regardless of whether they're still registered.</summary>
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private int RegistrationIndex;
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/// <summary>Whether any registered event handlers have a custom priority value.</summary>
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private bool HasCustomPriorities;
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/// <summary>Whether event handlers should be sorted before the next invocation.</summary>
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private bool NeedsSort;
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/*********
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** Accessors
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@ -46,14 +48,12 @@ namespace StardewModdingAPI.Framework.Events
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="eventName">A human-readable name for the event.</param>
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/// <param name="monitor">Writes messages to the log.</param>
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/// <param name="modRegistry">The mod registry with which to identify mods.</param>
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/// <param name="performanceMonitor">Tracks performance metrics.</param>
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/// <param name="isPerformanceCritical">Whether the event is typically called at least once per second.</param>
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public ManagedEvent(string eventName, IMonitor monitor, ModRegistry modRegistry, PerformanceMonitor performanceMonitor, bool isPerformanceCritical = false)
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public ManagedEvent(string eventName, ModRegistry modRegistry, PerformanceMonitor performanceMonitor, bool isPerformanceCritical = false)
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{
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this.EventName = eventName;
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this.Monitor = monitor;
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this.ModRegistry = modRegistry;
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this.PerformanceMonitor = performanceMonitor;
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this.IsPerformanceCritical = isPerformanceCritical;
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@ -62,14 +62,7 @@ namespace StardewModdingAPI.Framework.Events
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/// <summary>Get whether anything is listening to the event.</summary>
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public bool HasListeners()
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{
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return this.CachedInvocationList?.Length > 0;
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}
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/// <summary>Add an event handler.</summary>
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/// <param name="handler">The event handler.</param>
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public void Add(EventHandler<TEventArgs> handler)
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{
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this.Add(handler, this.ModRegistry.GetFromStack());
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return this.EventHandlers.Count > 0;
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}
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/// <summary>Add an event handler.</summary>
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@ -77,33 +70,52 @@ namespace StardewModdingAPI.Framework.Events
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/// <param name="mod">The mod which added the event handler.</param>
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public void Add(EventHandler<TEventArgs> handler, IModMetadata mod)
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{
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this.Event += handler;
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this.AddTracking(mod, handler, this.Event?.GetInvocationList().Cast<EventHandler<TEventArgs>>());
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EventPriority priority = handler.Method.GetCustomAttribute<EventPriorityAttribute>()?.Priority ?? EventPriority.Normal;
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var managedHandler = new ManagedEventHandler<TEventArgs>(handler, this.RegistrationIndex++, priority, mod);
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this.EventHandlers.Add(managedHandler);
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this.HasCustomPriorities = this.HasCustomPriorities || managedHandler.HasCustomPriority();
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if (this.HasCustomPriorities)
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this.NeedsSort = true;
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}
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/// <summary>Remove an event handler.</summary>
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/// <param name="handler">The event handler.</param>
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public void Remove(EventHandler<TEventArgs> handler)
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{
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this.Event -= handler;
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this.RemoveTracking(handler, this.Event?.GetInvocationList().Cast<EventHandler<TEventArgs>>());
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this.EventHandlers.RemoveAll(p => p.Handler == handler);
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this.HasCustomPriorities = this.HasCustomPriorities && this.EventHandlers.Any(p => p.HasCustomPriority());
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}
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/// <summary>Raise the event and notify all handlers.</summary>
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/// <param name="args">The event arguments to pass.</param>
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public void Raise(TEventArgs args)
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/// <param name="match">A lambda which returns true if the event should be raised for the given mod.</param>
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public void Raise(TEventArgs args, Func<IModMetadata, bool> match = null)
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{
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if (this.Event == null)
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// skip if no handlers
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if (this.EventHandlers.Count == 0)
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return;
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// sort event handlers by priority
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// (This is done here to avoid repeatedly sorting when handlers are added/removed.)
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if (this.NeedsSort)
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{
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this.NeedsSort = false;
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this.EventHandlers.Sort();
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}
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// raise event
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this.PerformanceMonitor.Track(this.EventName, () =>
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{
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foreach (EventHandler<TEventArgs> handler in this.CachedInvocationList)
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foreach (ManagedEventHandler<TEventArgs> handler in this.EventHandlers)
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{
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if (match != null && !match(handler.SourceMod))
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continue;
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try
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{
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this.PerformanceMonitor.Track(this.EventName, this.GetModNameForPerformanceCounters(handler), () => handler.Invoke(null, args));
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this.PerformanceMonitor.Track(this.EventName, this.GetModNameForPerformanceCounters(handler), () => handler.Handler.Invoke(null, args));
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}
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catch (Exception ex)
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{
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@ -113,86 +125,27 @@ namespace StardewModdingAPI.Framework.Events
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});
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}
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/// <summary>Raise the event and notify all handlers.</summary>
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/// <param name="args">The event arguments to pass.</param>
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/// <param name="match">A lambda which returns true if the event should be raised for the given mod.</param>
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public void RaiseForMods(TEventArgs args, Func<IModMetadata, bool> match)
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{
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if (this.Event == null)
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return;
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foreach (EventHandler<TEventArgs> handler in this.CachedInvocationList)
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{
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if (match(this.GetSourceMod(handler)))
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{
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try
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{
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handler.Invoke(null, args);
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}
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catch (Exception ex)
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{
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this.LogError(handler, ex);
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}
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}
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}
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}
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/*********
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** Private methods
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*********/
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/// <summary>Get the mod name for a given event handler to display in performance monitoring reports.</summary>
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/// <param name="handler">The event handler.</param>
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private string GetModNameForPerformanceCounters(EventHandler<TEventArgs> handler)
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private string GetModNameForPerformanceCounters(ManagedEventHandler<TEventArgs> handler)
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{
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IModMetadata mod = this.GetSourceMod(handler);
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if (mod == null)
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return Constants.GamePerformanceCounterName;
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IModMetadata mod = handler.SourceMod;
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return mod.HasManifest()
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? mod.Manifest.UniqueID
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: mod.DisplayName;
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}
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/// <summary>Track an event handler.</summary>
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/// <param name="mod">The mod which added the handler.</param>
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/// <param name="handler">The event handler.</param>
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/// <param name="invocationList">The updated event invocation list.</param>
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protected void AddTracking(IModMetadata mod, EventHandler<TEventArgs> handler, IEnumerable<EventHandler<TEventArgs>> invocationList)
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{
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this.SourceMods[handler] = mod;
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this.CachedInvocationList = invocationList?.ToArray() ?? new EventHandler<TEventArgs>[0];
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}
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/// <summary>Remove tracking for an event handler.</summary>
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/// <param name="handler">The event handler.</param>
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/// <param name="invocationList">The updated event invocation list.</param>
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protected void RemoveTracking(EventHandler<TEventArgs> handler, IEnumerable<EventHandler<TEventArgs>> invocationList)
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{
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this.CachedInvocationList = invocationList?.ToArray() ?? new EventHandler<TEventArgs>[0];
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if (!this.CachedInvocationList.Contains(handler)) // don't remove if there's still a reference to the removed handler (e.g. it was added twice and removed once)
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this.SourceMods.Remove(handler);
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}
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/// <summary>Get the mod which registered the given event handler, if available.</summary>
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/// <param name="handler">The event handler.</param>
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protected IModMetadata GetSourceMod(EventHandler<TEventArgs> handler)
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{
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return this.SourceMods.TryGetValue(handler, out IModMetadata mod)
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? mod
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: null;
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}
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/// <summary>Log an exception from an event handler.</summary>
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/// <param name="handler">The event handler instance.</param>
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/// <param name="ex">The exception that was raised.</param>
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protected void LogError(EventHandler<TEventArgs> handler, Exception ex)
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protected void LogError(ManagedEventHandler<TEventArgs> handler, Exception ex)
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{
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IModMetadata mod = this.GetSourceMod(handler);
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if (mod != null)
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mod.LogAsMod($"This mod failed in the {this.EventName} event. Technical details: \n{ex.GetLogSummary()}", LogLevel.Error);
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else
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this.Monitor.Log($"A mod failed in the {this.EventName} event. Technical details: \n{ex.GetLogSummary()}", LogLevel.Error);
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handler.SourceMod.LogAsMod($"This mod failed in the {this.EventName} event. Technical details: \n{ex.GetLogSummary()}", LogLevel.Error);
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}
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}
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}
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@ -0,0 +1,62 @@
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using System;
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using StardewModdingAPI.Events;
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namespace StardewModdingAPI.Framework.Events
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{
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/// <summary>An event handler wrapper which tracks metadata about an event handler.</summary>
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/// <typeparam name="TEventArgs">The event arguments type.</typeparam>
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internal class ManagedEventHandler<TEventArgs> : IComparable
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{
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/*********
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** Accessors
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*********/
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/// <summary>The event handler method.</summary>
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public EventHandler<TEventArgs> Handler { get; }
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/// <summary>The order in which the event handler was registered, relative to other handlers for this event.</summary>
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public int RegistrationOrder { get; }
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/// <summary>The event handler priority, relative to other handlers for this event.</summary>
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public EventPriority Priority { get; }
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/// <summary>The mod which registered the handler.</summary>
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public IModMetadata SourceMod { get; set; }
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/*********
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** Accessors
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="handler">The event handler method.</param>
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/// <param name="registrationOrder">The order in which the event handler was registered, relative to other handlers for this event.</param>
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/// <param name="priority">The event handler priority, relative to other handlers for this event.</param>
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/// <param name="sourceMod">The mod which registered the handler.</param>
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public ManagedEventHandler(EventHandler<TEventArgs> handler, int registrationOrder, EventPriority priority, IModMetadata sourceMod)
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{
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this.Handler = handler;
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this.RegistrationOrder = registrationOrder;
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this.Priority = priority;
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this.SourceMod = sourceMod;
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}
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/// <summary>Get whether the event handler has a custom priority value.</summary>
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public bool HasCustomPriority()
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{
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return this.Priority != EventPriority.Normal;
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}
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/// <summary>Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object.</summary>
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/// <param name="obj">An object to compare with this instance.</param>
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/// <exception cref="T:System.ArgumentException"><paramref name="obj" /> is not the same type as this instance.</exception>
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public int CompareTo(object obj)
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{
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if (!(obj is ManagedEventHandler<TEventArgs> other))
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throw new ArgumentException("Can't compare to an unrelated object type.");
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int priorityCompare = this.Priority.CompareTo(other.Priority);
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return priorityCompare != 0
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? priorityCompare
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: this.RegistrationOrder.CompareTo(other.RegistrationOrder);
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}
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}
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}
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@ -13,70 +13,70 @@ namespace StardewModdingAPI.Framework.Events
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/// <summary>Raised after a game menu is opened, closed, or replaced.</summary>
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public event EventHandler<MenuChangedEventArgs> MenuChanged
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{
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add => this.EventManager.MenuChanged.Add(value);
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add => this.EventManager.MenuChanged.Add(value, this.Mod);
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remove => this.EventManager.MenuChanged.Remove(value);
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}
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/// <summary>Raised before the game draws anything to the screen in a draw tick, as soon as the sprite batch is opened. The sprite batch may be closed and reopened multiple times after this event is called, but it's only raised once per draw tick. This event isn't useful for drawing to the screen, since the game will draw over it.</summary>
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public event EventHandler<RenderingEventArgs> Rendering
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{
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add => this.EventManager.Rendering.Add(value);
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add => this.EventManager.Rendering.Add(value, this.Mod);
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remove => this.EventManager.Rendering.Remove(value);
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}
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/// <summary>Raised after the game draws to the sprite patch in a draw tick, just before the final sprite batch is rendered to the screen. Since the game may open/close the sprite batch multiple times in a draw tick, the sprite batch may not contain everything being drawn and some things may already be rendered to the screen. Content drawn to the sprite batch at this point will be drawn over all vanilla content (including menus, HUD, and cursor).</summary>
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public event EventHandler<RenderedEventArgs> Rendered
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{
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add => this.EventManager.Rendered.Add(value);
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add => this.EventManager.Rendered.Add(value, this.Mod);
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remove => this.EventManager.Rendered.Remove(value);
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}
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/// <summary>Raised before the game world is drawn to the screen. This event isn't useful for drawing to the screen, since the game will draw over it.</summary>
|
||||
public event EventHandler<RenderingWorldEventArgs> RenderingWorld
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{
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add => this.EventManager.RenderingWorld.Add(value);
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add => this.EventManager.RenderingWorld.Add(value, this.Mod);
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remove => this.EventManager.RenderingWorld.Remove(value);
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}
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/// <summary>Raised after the game world is drawn to the sprite patch, before it's rendered to the screen. Content drawn to the sprite batch at this point will be drawn over the world, but under any active menu, HUD elements, or cursor.</summary>
|
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public event EventHandler<RenderedWorldEventArgs> RenderedWorld
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{
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add => this.EventManager.RenderedWorld.Add(value);
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add => this.EventManager.RenderedWorld.Add(value, this.Mod);
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remove => this.EventManager.RenderedWorld.Remove(value);
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}
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/// <summary>When a menu is open (<see cref="Game1.activeClickableMenu"/> isn't null), raised before that menu is drawn to the screen. This includes the game's internal menus like the title screen. Content drawn to the sprite batch at this point will appear under the menu.</summary>
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public event EventHandler<RenderingActiveMenuEventArgs> RenderingActiveMenu
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{
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add => this.EventManager.RenderingActiveMenu.Add(value);
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add => this.EventManager.RenderingActiveMenu.Add(value, this.Mod);
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remove => this.EventManager.RenderingActiveMenu.Remove(value);
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}
|
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|
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/// <summary>When a menu is open (<see cref="Game1.activeClickableMenu"/> isn't null), raised after that menu is drawn to the sprite batch but before it's rendered to the screen. Content drawn to the sprite batch at this point will appear over the menu and menu cursor.</summary>
|
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public event EventHandler<RenderedActiveMenuEventArgs> RenderedActiveMenu
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{
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add => this.EventManager.RenderedActiveMenu.Add(value);
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add => this.EventManager.RenderedActiveMenu.Add(value, this.Mod);
|
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remove => this.EventManager.RenderedActiveMenu.Remove(value);
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}
|
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/// <summary>Raised before drawing the HUD (item toolbar, clock, etc) to the screen. The vanilla HUD may be hidden at this point (e.g. because a menu is open). Content drawn to the sprite batch at this point will appear under the HUD.</summary>
|
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public event EventHandler<RenderingHudEventArgs> RenderingHud
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{
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add => this.EventManager.RenderingHud.Add(value);
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||||
add => this.EventManager.RenderingHud.Add(value, this.Mod);
|
||||
remove => this.EventManager.RenderingHud.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after drawing the HUD (item toolbar, clock, etc) to the sprite batch, but before it's rendered to the screen. The vanilla HUD may be hidden at this point (e.g. because a menu is open). Content drawn to the sprite batch at this point will appear over the HUD.</summary>
|
||||
public event EventHandler<RenderedHudEventArgs> RenderedHud
|
||||
{
|
||||
add => this.EventManager.RenderedHud.Add(value);
|
||||
add => this.EventManager.RenderedHud.Add(value, this.Mod);
|
||||
remove => this.EventManager.RenderedHud.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after the game window is resized.</summary>
|
||||
public event EventHandler<WindowResizedEventArgs> WindowResized
|
||||
{
|
||||
add => this.EventManager.WindowResized.Add(value);
|
||||
add => this.EventManager.WindowResized.Add(value, this.Mod);
|
||||
remove => this.EventManager.WindowResized.Remove(value);
|
||||
}
|
||||
|
||||
|
|
|
@ -12,84 +12,84 @@ namespace StardewModdingAPI.Framework.Events
|
|||
/// <summary>Raised after the game is launched, right before the first update tick.</summary>
|
||||
public event EventHandler<GameLaunchedEventArgs> GameLaunched
|
||||
{
|
||||
add => this.EventManager.GameLaunched.Add(value);
|
||||
add => this.EventManager.GameLaunched.Add(value, this.Mod);
|
||||
remove => this.EventManager.GameLaunched.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised before the game performs its overall update tick (≈60 times per second).</summary>
|
||||
public event EventHandler<UpdateTickingEventArgs> UpdateTicking
|
||||
{
|
||||
add => this.EventManager.UpdateTicking.Add(value);
|
||||
add => this.EventManager.UpdateTicking.Add(value, this.Mod);
|
||||
remove => this.EventManager.UpdateTicking.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after the game performs its overall update tick (≈60 times per second).</summary>
|
||||
public event EventHandler<UpdateTickedEventArgs> UpdateTicked
|
||||
{
|
||||
add => this.EventManager.UpdateTicked.Add(value);
|
||||
add => this.EventManager.UpdateTicked.Add(value, this.Mod);
|
||||
remove => this.EventManager.UpdateTicked.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised once per second before the game state is updated.</summary>
|
||||
public event EventHandler<OneSecondUpdateTickingEventArgs> OneSecondUpdateTicking
|
||||
{
|
||||
add => this.EventManager.OneSecondUpdateTicking.Add(value);
|
||||
add => this.EventManager.OneSecondUpdateTicking.Add(value, this.Mod);
|
||||
remove => this.EventManager.OneSecondUpdateTicking.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised once per second after the game state is updated.</summary>
|
||||
public event EventHandler<OneSecondUpdateTickedEventArgs> OneSecondUpdateTicked
|
||||
{
|
||||
add => this.EventManager.OneSecondUpdateTicked.Add(value);
|
||||
add => this.EventManager.OneSecondUpdateTicked.Add(value, this.Mod);
|
||||
remove => this.EventManager.OneSecondUpdateTicked.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised before the game creates a new save file.</summary>
|
||||
public event EventHandler<SaveCreatingEventArgs> SaveCreating
|
||||
{
|
||||
add => this.EventManager.SaveCreating.Add(value);
|
||||
add => this.EventManager.SaveCreating.Add(value, this.Mod);
|
||||
remove => this.EventManager.SaveCreating.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after the game finishes creating the save file.</summary>
|
||||
public event EventHandler<SaveCreatedEventArgs> SaveCreated
|
||||
{
|
||||
add => this.EventManager.SaveCreated.Add(value);
|
||||
add => this.EventManager.SaveCreated.Add(value, this.Mod);
|
||||
remove => this.EventManager.SaveCreated.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised before the game begins writes data to the save file.</summary>
|
||||
public event EventHandler<SavingEventArgs> Saving
|
||||
{
|
||||
add => this.EventManager.Saving.Add(value);
|
||||
add => this.EventManager.Saving.Add(value, this.Mod);
|
||||
remove => this.EventManager.Saving.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after the game finishes writing data to the save file.</summary>
|
||||
public event EventHandler<SavedEventArgs> Saved
|
||||
{
|
||||
add => this.EventManager.Saved.Add(value);
|
||||
add => this.EventManager.Saved.Add(value, this.Mod);
|
||||
remove => this.EventManager.Saved.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after the player loads a save slot and the world is initialized.</summary>
|
||||
public event EventHandler<SaveLoadedEventArgs> SaveLoaded
|
||||
{
|
||||
add => this.EventManager.SaveLoaded.Add(value);
|
||||
add => this.EventManager.SaveLoaded.Add(value, this.Mod);
|
||||
remove => this.EventManager.SaveLoaded.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after the game begins a new day (including when the player loads a save).</summary>
|
||||
public event EventHandler<DayStartedEventArgs> DayStarted
|
||||
{
|
||||
add => this.EventManager.DayStarted.Add(value);
|
||||
add => this.EventManager.DayStarted.Add(value, this.Mod);
|
||||
remove => this.EventManager.DayStarted.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised before the game ends the current day. This happens before it starts setting up the next day and before <see cref="IGameLoopEvents.Saving"/>.</summary>
|
||||
public event EventHandler<DayEndingEventArgs> DayEnding
|
||||
{
|
||||
add => this.EventManager.DayEnding.Add(value);
|
||||
add => this.EventManager.DayEnding.Add(value, this.Mod);
|
||||
remove => this.EventManager.DayEnding.Remove(value);
|
||||
}
|
||||
|
||||
|
@ -97,14 +97,14 @@ namespace StardewModdingAPI.Framework.Events
|
|||
public event EventHandler<TimeChangedEventArgs> TimeChanged
|
||||
{
|
||||
|
||||
add => this.EventManager.TimeChanged.Add(value);
|
||||
add => this.EventManager.TimeChanged.Add(value, this.Mod);
|
||||
remove => this.EventManager.TimeChanged.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after the game returns to the title screen.</summary>
|
||||
public event EventHandler<ReturnedToTitleEventArgs> ReturnedToTitle
|
||||
{
|
||||
add => this.EventManager.ReturnedToTitle.Add(value);
|
||||
add => this.EventManager.ReturnedToTitle.Add(value, this.Mod);
|
||||
remove => this.EventManager.ReturnedToTitle.Remove(value);
|
||||
}
|
||||
|
||||
|
|
|
@ -12,28 +12,28 @@ namespace StardewModdingAPI.Framework.Events
|
|||
/// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary>
|
||||
public event EventHandler<ButtonPressedEventArgs> ButtonPressed
|
||||
{
|
||||
add => this.EventManager.ButtonPressed.Add(value);
|
||||
add => this.EventManager.ButtonPressed.Add(value, this.Mod);
|
||||
remove => this.EventManager.ButtonPressed.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after the player releases a button on the keyboard, controller, or mouse.</summary>
|
||||
public event EventHandler<ButtonReleasedEventArgs> ButtonReleased
|
||||
{
|
||||
add => this.EventManager.ButtonReleased.Add(value);
|
||||
add => this.EventManager.ButtonReleased.Add(value, this.Mod);
|
||||
remove => this.EventManager.ButtonReleased.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after the player moves the in-game cursor.</summary>
|
||||
public event EventHandler<CursorMovedEventArgs> CursorMoved
|
||||
{
|
||||
add => this.EventManager.CursorMoved.Add(value);
|
||||
add => this.EventManager.CursorMoved.Add(value, this.Mod);
|
||||
remove => this.EventManager.CursorMoved.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after the player scrolls the mouse wheel.</summary>
|
||||
public event EventHandler<MouseWheelScrolledEventArgs> MouseWheelScrolled
|
||||
{
|
||||
add => this.EventManager.MouseWheelScrolled.Add(value);
|
||||
add => this.EventManager.MouseWheelScrolled.Add(value, this.Mod);
|
||||
remove => this.EventManager.MouseWheelScrolled.Remove(value);
|
||||
}
|
||||
|
||||
|
|
|
@ -12,7 +12,7 @@ namespace StardewModdingAPI.Framework.Events
|
|||
/// <summary>Raised after the mod context for a peer is received. This happens before the game approves the connection (<see cref="IMultiplayerEvents.PeerConnected"/>), so the player doesn't yet exist in the game. This is the earliest point where messages can be sent to the peer via SMAPI.</summary>
|
||||
public event EventHandler<PeerContextReceivedEventArgs> PeerContextReceived
|
||||
{
|
||||
add => this.EventManager.PeerContextReceived.Add(value);
|
||||
add => this.EventManager.PeerContextReceived.Add(value, this.Mod);
|
||||
remove => this.EventManager.PeerContextReceived.Remove(value);
|
||||
}
|
||||
|
||||
|
@ -26,14 +26,14 @@ namespace StardewModdingAPI.Framework.Events
|
|||
/// <summary>Raised after a mod message is received over the network.</summary>
|
||||
public event EventHandler<ModMessageReceivedEventArgs> ModMessageReceived
|
||||
{
|
||||
add => this.EventManager.ModMessageReceived.Add(value);
|
||||
add => this.EventManager.ModMessageReceived.Add(value, this.Mod);
|
||||
remove => this.EventManager.ModMessageReceived.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after the connection with a peer is severed.</summary>
|
||||
public event EventHandler<PeerDisconnectedEventArgs> PeerDisconnected
|
||||
{
|
||||
add => this.EventManager.PeerDisconnected.Add(value);
|
||||
add => this.EventManager.PeerDisconnected.Add(value, this.Mod);
|
||||
remove => this.EventManager.PeerDisconnected.Remove(value);
|
||||
}
|
||||
|
||||
|
|
|
@ -12,21 +12,21 @@ namespace StardewModdingAPI.Framework.Events
|
|||
/// <summary>Raised after items are added or removed to a player's inventory. NOTE: this event is currently only raised for the local player.</summary>
|
||||
public event EventHandler<InventoryChangedEventArgs> InventoryChanged
|
||||
{
|
||||
add => this.EventManager.InventoryChanged.Add(value);
|
||||
add => this.EventManager.InventoryChanged.Add(value, this.Mod);
|
||||
remove => this.EventManager.InventoryChanged.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after a player skill level changes. This happens as soon as they level up, not when the game notifies the player after their character goes to bed. NOTE: this event is currently only raised for the local player.</summary>
|
||||
public event EventHandler<LevelChangedEventArgs> LevelChanged
|
||||
{
|
||||
add => this.EventManager.LevelChanged.Add(value);
|
||||
add => this.EventManager.LevelChanged.Add(value, this.Mod);
|
||||
remove => this.EventManager.LevelChanged.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after a player warps to a new location. NOTE: this event is currently only raised for the local player.</summary>
|
||||
public event EventHandler<WarpedEventArgs> Warped
|
||||
{
|
||||
add => this.EventManager.Warped.Add(value);
|
||||
add => this.EventManager.Warped.Add(value, this.Mod);
|
||||
remove => this.EventManager.Warped.Remove(value);
|
||||
}
|
||||
|
||||
|
|
|
@ -12,21 +12,21 @@ namespace StardewModdingAPI.Framework.Events
|
|||
/// <summary>Raised when the low-level stage in the game's loading process has changed. This is an advanced event for mods which need to run code at specific points in the loading process. The available stages or when they happen might change without warning in future versions (e.g. due to changes in the game's load process), so mods using this event are more likely to break or have bugs. Most mods should use <see cref="IGameLoopEvents"/> instead.</summary>
|
||||
public event EventHandler<LoadStageChangedEventArgs> LoadStageChanged
|
||||
{
|
||||
add => this.EventManager.LoadStageChanged.Add(value);
|
||||
add => this.EventManager.LoadStageChanged.Add(value, this.Mod);
|
||||
remove => this.EventManager.LoadStageChanged.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised before the game state is updated (≈60 times per second), regardless of normal SMAPI validation. This event is not thread-safe and may be invoked while game logic is running asynchronously. Changes to game state in this method may crash the game or corrupt an in-progress save. Do not use this event unless you're fully aware of the context in which your code will be run. Mods using this event will trigger a stability warning in the SMAPI console.</summary>
|
||||
public event EventHandler<UnvalidatedUpdateTickingEventArgs> UnvalidatedUpdateTicking
|
||||
{
|
||||
add => this.EventManager.UnvalidatedUpdateTicking.Add(value);
|
||||
add => this.EventManager.UnvalidatedUpdateTicking.Add(value, this.Mod);
|
||||
remove => this.EventManager.UnvalidatedUpdateTicking.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after the game state is updated (≈60 times per second), regardless of normal SMAPI validation. This event is not thread-safe and may be invoked while game logic is running asynchronously. Changes to game state in this method may crash the game or corrupt an in-progress save. Do not use this event unless you're fully aware of the context in which your code will be run. Mods using this event will trigger a stability warning in the SMAPI console.</summary>
|
||||
public event EventHandler<UnvalidatedUpdateTickedEventArgs> UnvalidatedUpdateTicked
|
||||
{
|
||||
add => this.EventManager.UnvalidatedUpdateTicked.Add(value);
|
||||
add => this.EventManager.UnvalidatedUpdateTicked.Add(value, this.Mod);
|
||||
remove => this.EventManager.UnvalidatedUpdateTicked.Remove(value);
|
||||
}
|
||||
|
||||
|
|
|
@ -40,28 +40,28 @@ namespace StardewModdingAPI.Framework.Events
|
|||
/// <summary>Raised after NPCs are added or removed in a location.</summary>
|
||||
public event EventHandler<NpcListChangedEventArgs> NpcListChanged
|
||||
{
|
||||
add => this.EventManager.NpcListChanged.Add(value);
|
||||
add => this.EventManager.NpcListChanged.Add(value, this.Mod);
|
||||
remove => this.EventManager.NpcListChanged.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after objects are added or removed in a location.</summary>
|
||||
public event EventHandler<ObjectListChangedEventArgs> ObjectListChanged
|
||||
{
|
||||
add => this.EventManager.ObjectListChanged.Add(value);
|
||||
add => this.EventManager.ObjectListChanged.Add(value, this.Mod);
|
||||
remove => this.EventManager.ObjectListChanged.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after items are added or removed from a chest.</summary>
|
||||
public event EventHandler<ChestInventoryChangedEventArgs> ChestInventoryChanged
|
||||
{
|
||||
add => this.EventManager.ChestInventoryChanged.Add(value);
|
||||
add => this.EventManager.ChestInventoryChanged.Add(value, this.Mod);
|
||||
remove => this.EventManager.ChestInventoryChanged.Remove(value);
|
||||
}
|
||||
|
||||
/// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
|
||||
public event EventHandler<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged
|
||||
{
|
||||
add => this.EventManager.TerrainFeatureListChanged.Add(value);
|
||||
add => this.EventManager.TerrainFeatureListChanged.Add(value, this.Mod);
|
||||
remove => this.EventManager.TerrainFeatureListChanged.Remove(value);
|
||||
}
|
||||
|
||||
|
|
|
@ -173,7 +173,7 @@ namespace StardewModdingAPI.Framework
|
|||
this.MonitorForGame = this.GetSecondaryMonitor("game");
|
||||
|
||||
SCore.PerformanceMonitor = new PerformanceMonitor(this.Monitor);
|
||||
this.EventManager = new EventManager(this.Monitor, this.ModRegistry, SCore.PerformanceMonitor);
|
||||
this.EventManager = new EventManager(this.ModRegistry, SCore.PerformanceMonitor);
|
||||
SCore.PerformanceMonitor.InitializePerformanceCounterCollections(this.EventManager);
|
||||
|
||||
SCore.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry);
|
||||
|
|
|
@ -240,7 +240,7 @@ namespace StardewModdingAPI.Framework
|
|||
modIDs.Remove(message.FromModID); // don't send a broadcast back to the sender
|
||||
|
||||
// raise events
|
||||
this.Events.ModMessageReceived.RaiseForMods(new ModMessageReceivedEventArgs(message), mod => mod != null && modIDs.Contains(mod.Manifest.UniqueID));
|
||||
this.Events.ModMessageReceived.Raise(new ModMessageReceivedEventArgs(message), mod => mod != null && modIDs.Contains(mod.Manifest.UniqueID));
|
||||
}
|
||||
|
||||
/// <summary>A callback invoked when custom content is removed from the save data to avoid a crash.</summary>
|
||||
|
|
Loading…
Reference in New Issue