Changes

Jump to navigation Jump to search
update for SMAPI 2.9 release
Line 6: Line 6:  
A [https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/events/ C# event] is the way that SMAPI notifies mods when something happens. You can add any number of ''event handlers'' (methods to call) when an event is raised. Event handlers are usually added in your <tt>Entry</tt> method, though you can add and remove them anytime.
 
A [https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/events/ C# event] is the way that SMAPI notifies mods when something happens. You can add any number of ''event handlers'' (methods to call) when an event is raised. Event handlers are usually added in your <tt>Entry</tt> method, though you can add and remove them anytime.
   −
For example, let's say you want to print a message when the player loads a save. First you would choose the appropriate event from the list below (<tt>SaveEvents.AfterLoad</tt>), then add an event handler, and do something in your method code:
+
For example, let's say you want to print a message when each day starts. First you would choose the appropriate event from the list below (<tt>[[#GameLoop.DayStarted|GameLoop.DayStarted]]</tt>), then add an event handler, and do something in your method code:
 
<source lang="c#">
 
<source lang="c#">
 
/// <summary>The main entry point for the mod.</summary>
 
/// <summary>The main entry point for the mod.</summary>
Line 18: Line 18:  
     public override void Entry(IModHelper helper)
 
     public override void Entry(IModHelper helper)
 
     {
 
     {
         // SaveEvents.AfterLoad is the event
+
         // event += method to call
        // this.SaveEvents_AfterLoad is the method below you want to call
+
         helper.Events.GameLoop.DayStarted += this.OnDayStarted;
         SaveEvents.AfterLoad += this.SaveEvents_AfterLoad;
   
     }
 
     }
   −
     /// <summary>The method called after the player loads their save.</summary>
+
     /// <summary>The method called after a new day starts.</summary>
 
     /// <param name="sender">The event sender.</param>
 
     /// <param name="sender">The event sender.</param>
 
     /// <param name="e">The event arguments.</param>
 
     /// <param name="e">The event arguments.</param>
     private void SaveEvents_AfterLoad(object sender, EventArgs e)
+
     private void OnDayStarted(object sender, DayStartedEventArgs e)
 
     {
 
     {
       this.Monitor.Log("The player loaded their game! This is a good time to do things.");
+
       this.Monitor.Log("A new day dawns!");
      this.Monitor.Log("Everything in the world is ready to interact with at this point.");
   
     }
 
     }
 
}
 
}
 
</source>
 
</source>
   −
Tip: you don't need to memorise the method arguments. In Visual Studio, type <code>SaveEvents.AfterLoad +=</code> and press {{key|TAB}} to auto-create a method. (There doesn't seem to be an equivalent feature in MonoDevelop.)
+
Tip: you don't need to memorise the method arguments. In Visual Studio, type <code>helper.Events.GameLoop.SaveLoaded +=</code> and press {{key|TAB}} to auto-create a method. (There doesn't seem to be an equivalent feature in MonoDevelop.)
    
==Events==
 
==Events==
 
The available events are documented below.
 
The available events are documented below.
  −
===Content===
  −
<tt>ContentEvents</tt> are raised when the game loads content from its XNB files or changes locale.
  −
{| class="wikitable"
  −
|-
  −
! event !! summary
  −
|-
  −
| AfterLocaleChanged || Raised after the content language changes.
  −
|}
  −
  −
===Control===
  −
<tt>ControlEvents</tt> are raised when the player uses a controller, keyboard, or mouse. They're raised before the game handles the input, so it's possible to selectively prevent the game from responding to it. (That's beyond the scope of this guide, but it involves overwriting <tt>Game1.oldKBState</tt>, <tt>Game1.oldMouseState</tt>, and <tt>Game1.oldPadState</tt>.)
  −
  −
Most of these events are split into two variants, <tt>XPressed</tt> and <tt>XReleased</tt>. The <tt>Pressed</tt> variant is raised when the player presses the button (holding the button down only triggers the event once), and the <tt>Released</tt> variant is raised when they release it.
  −
  −
'''Note:''' mods won't receive input sent to the chatbox, or the toggle-chatbox key.
  −
  −
{| class="wikitable"
  −
|-
  −
! event !! summary
  −
|-
  −
| ControllerButtonPressed<br />ControllerButtonReleased || Raised after the player pressed/released a button on a gamepad or controller. These events aren't raised for trigger buttons.
  −
|-
  −
| ControllerTriggerPressed<br />ControllerTriggerReleased || Raised after the player pressed/released a trigger button on a gamepad or controller.
  −
|-
  −
| KeyPressed<br />KeyReleased || Raised after the player pressed/released a keyboard key.
  −
|-
  −
| KeyboardChanged || Raised after the game's <tt>KeyboardState</tt> changed. That happens when the player presses or releases a key.
  −
|-
  −
| MouseChanged || Raised after the game's <tt>MouseState</tt> changed. That happens when the player moves the mouse, scrolls the mouse wheel, or presses/releases a button.
  −
|}
  −
  −
===Game===
  −
<tt>GameEvents</tt> are raised when the game changes state.
  −
  −
{| class="wikitable"
  −
|-
  −
! event !! summary
  −
|-
  −
| FirstUpdateTick || Raised after the game first updates its state. This happens once per game session (unrelated to loading saves).
  −
|-
  −
| UpdateTick || Raised when the game updates its state (≈60 times per second).
  −
|-
  −
| SecondUpdateTick || Raised every other tick (≈30 times per second).
  −
|-
  −
| FourthUpdateTick || Raised every fourth tick (≈15 times per second).
  −
|-
  −
| EighthUpdateTick || Raised every eighth tick (≈8 times per second).
  −
|-
  −
| QuarterSecondTick || Raised every 15th tick (≈4 times per second).
  −
|-
  −
| HalfSecondTick || Raised every 30th tick (≈twice per second).
  −
|-
  −
| OneSecondTick || Raised every 60th tick (≈once per second).
  −
|}
  −
  −
===Graphics===
  −
<tt>GraphicsEvents</tt> are raised during the game's draw loop, when the game is rendering content to the window.
  −
  −
{| class="wikitable"
  −
|-
  −
! event !! summary
  −
|-
  −
| OnPreRenderEvent<br />OnPostRenderEvent || Raised before and after drawing the world to the screen.
  −
|-
  −
| OnPreRenderGuiEvent<br />OnPostRenderGuiEvent || When a menu is open (<tt>Game1.activeClickableMenu != null</tt>), raised before and after drawing that menu to the screen. This includes the game's internal menus like the title screen.
  −
|-
  −
| OnPreRenderHudEvent<br />OnPostRenderHudEvent || Raised before and after drawing the HUD (item toolbar, clock, etc) to the screen. The HUD is available at this point, but not necessarily visible. (For example, the event is called even if a menu is open.)
  −
|-
  −
| Resize || Raised after the game window is resized.
  −
|}
  −
  −
===Input===
  −
<tt>InputEvents</tt> are raised when the player uses a controller, keyboard, or mouse.
  −
  −
'''Note:''' mods won't receive input sent to the chatbox, or the toggle-chatbox key.
  −
  −
<table class="wikitable">
  −
<tr>
  −
<th>event</th>
  −
<th>summary</th>
  −
</tr>
  −
<tr>
  −
<td>ButtonPressed<br />ButtonReleased</td>
  −
<td>Raised after the player pressed/released a keyboard, mouse, or controller button. The event arguments include:
  −
* the button pressed (as an <tt>SButton</tt> constant);
  −
* whether the input counts as a 'click' (including the controller equivalent);
  −
* the cursor position on the screen;
  −
* the tile under the cursor;
  −
* the 'grab tile' (i.e. the tile the game considers to be clicked).
  −
  −
You can also...
  −
* get the equivalent XNA button constants using <tt>button.TryGetKeyboard(…)</tt> and <tt>button.TryGetController(…)</tt>;
  −
* prevent the game (but not other mods) from handling the input using <tt>eventArgs.SuppressButton()</tt>.</td>
  −
</tr>
  −
</table>
  −
  −
===Location===
  −
<tt>LocationEvents</tt> are raised when the player transitions between game locations, a location is added or removed, or the objects in the current location change.
  −
  −
:{| class="wikitable"
  −
|-
  −
! event !! summary
  −
|-
  −
| LocationsChanged || Raised after a game location is added or removed (including building interiors). Handlers are passed lists of added/removed locations.
  −
|-
  −
| BuildingsChanged || Raised after buildings is added/removed in any location. Handlers are given the location, and lists of added/removed buildings.
  −
|-
  −
| ObjectsChanged || Raised after objects are added/removed in any location (including building interiors). Handlers are given the location, and lists of added/removed objects.
  −
|}
  −
  −
===Menu===
  −
<tt>MenuEvents</tt> are raised when a game menu is opened or closed (including internal menus like the title screen).
  −
  −
{| class="wikitable"
  −
|-
  −
! event !! summary
  −
|-
  −
| MenuChanged || Raised after a game menu is opened or replaced with another menu. This event is not invoked when a menu is closed. Handlers are given the previous menu (if any) and new menu (if any).
  −
|-
  −
| MenuClosed || Raised after a game menu is closed. Handlers are given the previous menu.
  −
|}
  −
  −
===Mine===
  −
<tt>MineEvents</tt> are raised when something happens in [[The Mines]].
  −
  −
{| class="wikitable"
  −
|-
  −
! event !! summary
  −
|-
  −
| MineLevelChanged || Raised after the player warps to a new level of the mine. Handlers are passed the previous and new mine level as arguments.
  −
|}
  −
  −
===Multiplayer===
  −
<tt>MultiplayerEvents</tt> are raised during the multiplayer sync process. These are specialised events; most mods shouldn't use these directly.
  −
  −
{| class="wikitable"
  −
|-
  −
! event !! summary
  −
|-
  −
| BeforeMainSync<br />AfterMainSync || Raised before and after the game fetches data from other players and syncs the world to match.
  −
|-
  −
| BeforeMainBroadcast<br />AfterMainBroadcast || Raised before/after the game sends world data to other players. This event is raised for the main world broadcast, but a few specialised broadcasts (particularly sprite broadcasts) occur outside this event.
  −
|}
  −
  −
===Player===
  −
<tt>PlayerEvents</tt> are raised when the player data changes.
  −
  −
{| class="wikitable"
  −
|-
  −
! event !! summary
  −
|-
  −
| InventoryChanged || Raised after the current player's inventory changes in any way (added or removed item, sorted, etc).
  −
|-
  −
| LeveledUp || Raised after the current player levels up a skill. This happens as soon as they level up, not when the game notifies the player after their character goes to bed.
  −
|-
  −
| Warped || Raised after the current player moves to a new location.
  −
|}
  −
  −
===Save===
  −
<tt>SaveEvents</tt> are raised when the player saves or loads the game.
  −
  −
{| class="wikitable"
  −
|-
  −
! event !! summary
  −
|-
  −
| BeforeCreate<br />AfterCreate || Raised before and after the game creates the save file (after the new-game intro). The save won't be written until all mods have finished handling this event.
  −
|-
  −
| AfterLoad || Raised after the player loads a saved game (or starts a new save). The world is ready for mods to modify at this point.
  −
|-
  −
| BeforeSave<br />AfterSave || Raised before and after the game updates the save file. Not raised for the initial creation. The save won't be written until all mods have finished handling this event.
  −
|-
  −
| AfterReturnToTitle || Raised after the player exits to the title screen.
  −
|}
  −
  −
===Time===
  −
<tt>TimeEvents</tt> are raised when the in-game date or time changes.
  −
  −
{| class="wikitable"
  −
|-
  −
! event !! summary
  −
|-
  −
| AfterDayStarted || Raised after the game begins a new day, including when loading a save.
  −
|-
  −
| TimeOfDayChanged || Raised after the in-game clock changes.
  −
|}
  −
  −
===Specialised===
  −
<tt>SpecialisedEvents</tt> serve specialised edge cases and should not be used by most mods. Mods using specialised events will be flagged in the SMAPI console as potentially impacting the game stability.
  −
  −
{{collapse|expand for details|content=
  −
<table class="wikitable">
  −
  <tr>
  −
    <th>event</th>
  −
    <th>summary</th>
  −
  </tr>
  −
  <tr>
  −
    <td>UnvalidatedUpdateTick</td>
  −
    <td>Raised after the game updates its state (≈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. Using this event will trigger a warning in the SMAPI console.'''</td>
  −
  </tr>
  −
</table>
  −
}}
  −
  −
==Events (SMAPI 3.0)==
  −
{{SMAPI upcoming|3.0}}
  −
SMAPI 3.0 will introduce a new event system that's much more powerful, flexible, and consistent. You can try these events now, but '''these are preview prototypes and may change at any time'''. See [[Modding:Migrate to SMAPI 3.0]] for details.
      
===Display===
 
===Display===
<tt>this.Helper.Events.Displays</tt> has events linked to UI and drawing to the screen.
+
<tt>this.Helper.Events.Display</tt> has events linked to UI and drawing to the screen.
    
{| class="wikitable"
 
{| class="wikitable"
translators
8,403

edits

Navigation menu