remove unneeded program fields

This commit is contained in:
Jesse Plamondon-Willard 2016-11-04 19:14:01 -04:00
parent a48f5a0d40
commit efcb7fe705
1 changed files with 6 additions and 31 deletions

View File

@ -7,7 +7,6 @@ using System.Threading;
#if SMAPI_FOR_WINDOWS
using System.Windows.Forms;
#endif
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework;
@ -51,15 +50,6 @@ namespace StardewModdingAPI
/// <summary>The field containing game's main instance.</summary>
public static FieldInfo StardewGameInfo;
// unused?
public static Thread gameThread;
/// <summary>The thread running the console input thread.</summary>
public static Thread consoleInputThread;
/// <summary>A pixel which can be stretched and colourised for display.</summary>
public static Texture2D DebugPixel { get; private set; }
// ReSharper disable once PossibleNullReferenceException
/// <summary>The game's build type (i.e. GOG vs Steam).</summary>
public static int BuildType => (int)Program.StardewProgramType.GetField("buildType", BindingFlags.Public | BindingFlags.Static).GetValue(null);
@ -194,29 +184,24 @@ namespace StardewModdingAPI
// wait for the game to load up
while (!Program.ready) Thread.Sleep(1000);
// Create definition to listen for input
Log.AsyncY("Initializing Console Input Thread...");
Program.consoleInputThread = new Thread(Program.ConsoleInputLoop);
// register help command
Command.RegisterCommand("help", "Lists all commands | 'help <cmd>' returns command description").CommandFired += Program.help_CommandFired;
// subscribe to events
GameEvents.LoadContent += Program.Events_LoadContent;
// raise game loaded event
Log.AsyncY("Game Loaded");
GameEvents.InvokeGameLoaded();
// listen for command line input
Log.AsyncY("Starting console...");
Log.AsyncY("Type 'help' for help, or 'help <cmd>' for a command's usage");
Program.consoleInputThread.Start();
Thread consoleInputThread = new Thread(Program.ConsoleInputLoop);
consoleInputThread.Start();
while (Program.ready)
Thread.Sleep(1000 / 10); // Check if the game is still running 10 times a second
// Abort the thread, we're closing
if (Program.consoleInputThread != null && Program.consoleInputThread.ThreadState == ThreadState.Running)
Program.consoleInputThread.Abort();
// abort the console thread, we're closing
if (consoleInputThread.ThreadState == ThreadState.Running)
consoleInputThread.Abort();
Log.AsyncY("Game Execution Finished");
Log.AsyncY("Shutting Down...");
@ -366,16 +351,6 @@ namespace StardewModdingAPI
Command.CallCommand(Console.ReadLine());
}
/// <summary>Raised before XNA loads or reloads graphics resources. Called during <see cref="Microsoft.Xna.Framework.Game.LoadContent"/>.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
private static void Events_LoadContent(object sender, EventArgs e)
{
Log.AsyncY("Initializing Debug Assets...");
Program.DebugPixel = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1);
Program.DebugPixel.SetData(new[] { Color.White });
}
/// <summary>The method called when the user submits the help command in the console.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>