Modding:Modder Guide/APIs/Events
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SMAPI provides several C# events which let your mod respond when something happens (like when the player places an object) or run code periodically (like once per update tick).
Intro
A 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 Entry 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 (SaveEvents.AfterLoad), then add an event handler, and do something in your method code:
/// <summary>The main entry point for the mod.</summary>
public class ModEntry : Mod
{
/**********
** Public methods
*********/
/// <summary>The mod entry point, called after the mod is first loaded.</summary>
/// <param name="helper">Provides simplified APIs for writing mods.</param>
public override void Entry(IModHelper helper)
{
// SaveEvents.AfterLoad is the event
// this.SaveEvents_AfterLoad is the method below you want to call
SaveEvents.AfterLoad += this.SaveEvents_AfterLoad;
}
/// <summary>The method called after the player loads their save.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void SaveEvents_AfterLoad(object sender, EventArgs e)
{
this.Monitor.Log("The player loaded their game! This is a good time to do things.");
this.Monitor.Log("Everything in the world is ready to interact with at this point.");
}
}
Tip: you don't need to memorise the method arguments. In Visual Studio, type SaveEvents.AfterLoad +=
and press TAB to auto-create a method. (There doesn't seem to be an equivalent feature in MonoDevelop.)
Events
The available events are documented below.
Content
ContentEvents are raised when the game loads content from its XNB files or changes locale.
event | summary |
---|---|
AfterLocaleChanged | Raised after the content language changes. |
Control
ControlEvents 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 Game1.oldKBState, Game1.oldMouseState, and Game1.oldPadState.)
Most of these events are split into two variants, XPressed and XReleased. The Pressed variant is raised when the player presses the button (holding the button down only triggers the event once), and the Released variant is raised when they release it.
Note: mods won't receive input sent to the chatbox, or the toggle-chatbox key.
event | summary |
---|---|
ControllerButtonPressed ControllerButtonReleased |
Raised after the player pressed/released a button on a gamepad or controller. These events aren't raised for trigger buttons. |
ControllerTriggerPressed ControllerTriggerReleased |
Raised after the player pressed/released a trigger button on a gamepad or controller. |
KeyPressed KeyReleased |
Raised after the player pressed/released a keyboard key. |
KeyboardChanged | Raised after the game's KeyboardState changed. That happens when the player presses or releases a key. |
MouseChanged | Raised after the game's MouseState changed. That happens when the player moves the mouse, scrolls the mouse wheel, or presses/releases a button. |
Game
GameEvents are raised when the game changes state.
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
GraphicsEvents are raised during the game's draw loop, when the game is rendering content to the window.
event | summary |
---|---|
OnPreRenderEvent OnPostRenderEvent |
Raised before and after drawing the world to the screen. |
OnPreRenderGuiEvent OnPostRenderGuiEvent |
When a menu is open (Game1.activeClickableMenu != null), raised before and after drawing that menu to the screen. This includes the game's internal menus like the title screen. |
OnPreRenderHudEvent 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
InputEvents 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.
event | summary |
---|---|
ButtonPressed ButtonReleased |
Raised after the player pressed/released a keyboard, mouse, or controller button. The event arguments include:
You can also...
|
Location
LocationEvents are raised when the player transitions between game locations, a location is added or removed, or the objects in the current location change.
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
MenuEvents are raised when a game menu is opened or closed (including internal menus like the title screen).
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
MineEvents are raised when something happens in The Mines.
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
MultiplayerEvents are raised during the multiplayer sync process. These are specialised events; most mods shouldn't use these directly.
event | summary |
---|---|
BeforeMainSync AfterMainSync |
Raised before and after the game fetches data from other players and syncs the world to match. |
BeforeMainBroadcast 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
PlayerEvents are raised when the player data changes.
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
SaveEvents are raised when the player saves or loads the game.
event | summary |
---|---|
BeforeCreate 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 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
TimeEvents are raised when the in-game date or time changes.
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
SpecialisedEvents 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.
expand for details | ||||
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Events (SMAPI 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
this.Helper.Events.Displays has events linked to UI and drawing to the screen.
event | summary | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
[[#{{{group}}}.MenuChanged|#]]MenuChanged | Raised after a game menu is opened, closed, or replaced.
Event arguments:
| |||||||||
[[#{{{group}}}.RenderingWorld|#]]RenderingWorld | 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.
Event arguments:
| |||||||||
[[#{{{group}}}.RenderedWorld|#]]RenderedWorld | Raised after the game world is drawn to the sprite patch in a draw tick, 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.
Event arguments:
| |||||||||
[[#{{{group}}}.RenderingActiveMenu|#]]RenderingActiveMenu | When a menu is open (Game1.activeClickableMenu != 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.
Event arguments:
| |||||||||
[[#{{{group}}}.RenderedActiveMenu|#]]RenderedActiveMenu | When a menu is open (Game1.activeClickableMenu != 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.
Event arguments:
| |||||||||
[[#{{{group}}}.RenderingHud|#]]RenderingHud | 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.
Event arguments:
| |||||||||
[[#{{{group}}}.RenderedHud|#]]RenderedHud | 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.
Event arguments:
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[[#{{{group}}}.WindowResized|#]]WindowResized | Raised after the game window is resized.
Event arguments:
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Game loop
this.Helper.Events.GameLoop has events linked to the game's update loop. The update loop runs roughly ≈60 times/second to run game logic like state changes, action handling, etc. These are often useful, but you should consider semantic events like Input where applicable.
event | summary | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[[#{{{group}}}.GameLaunched|#]]GameLaunched | Raised after the game is launched, right before the first update tick. This happens once per game session (unrelated to loading saves). All mods are loaded and initialised at this point, so this is a good time to set up mod integrations. | ||||||||||||
[[#{{{group}}}.UpdateTicking|#]]UpdateTicking UpdateTicked |
Raised before/after the game state is updated (≈60 times per second).
Event arguments:
| ||||||||||||
[[#{{{group}}}.SaveCreating|#]]SaveCreating SaveCreated |
Raised before/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. This is a somewhat specialised event, since the world isn't fully initialised at this point; in most cases you should use DayStarted, Saving, Saved instead. | ||||||||||||
[[#{{{group}}}.Saving|#]]Saving Saved |
Raised before/after the game writes data to save file (except the initial save creation). The save won't be written until all mods have finished handling this event. | ||||||||||||
[[#{{{group}}}.SaveLoaded|#]]SaveLoaded | Raised before/after the game reads data from a save file and initialises the world. This event isn't raised after saving; if you want to do something at the start of each day, see DayStarted instead. | ||||||||||||
[[#{{{group}}}.DayStarted|#]]DayStarted | Raised after a new in-game day starts. Everything has already been initialised at this point. (To run code before the game sets up the day, see DayEnding instead.) | ||||||||||||
[[#{{{group}}}.DayEnding|#]]DayEnding | Raised before the game ends the current day. This happens before it starts setting up the next day and before Saving. | ||||||||||||
[[#{{{group}}}.ReturnedToTitle|#]]ReturnedToTitle | Raised after the game returns to the title screen. |
Input
this.Helper.Events.Input has events raised when the player uses a controller, keyboard, or mouse in some way. They can be used with the input API to access more info or suppress input.
event | summary | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[[#{{{group}}}.ButtonPressed|#]]ButtonPressed ButtonReleased |
Raised after the player pressed/released a keyboard, mouse, or controller button. This includes mouse clicks.
Event arguments:
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[[#{{{group}}}.CursorMoved|#]]CursorMoved | Raised after the player moves the in-game cursor.
Event arguments:
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[[#{{{group}}}.MouseWheelScrolled|#]]MouseWheelScrolled | Raised after the player scrolls the mouse wheel.
Event arguments:
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World
this.Helper.Events.World has events raised when the in-game world changes in some way.
event | summary | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[[#{{{group}}}.LocationListChanged|#]]LocationListChanged | Raised after a game location is added or removed (including building interiors).
Event arguments:
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[[#{{{group}}}.BuildingListChanged|#]]BuildingListChanged | Raised after buildings are added/removed in any location.
Event arguments:
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[[#{{{group}}}.DebrisListChanged|#]]DebrisListChanged | Raised after debris is added/removed in any location (including dropped or spawned floating items).
Event arguments:
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[[#{{{group}}}.LargeTerrainFeatureListChanged|#]]LargeTerrainFeatureListChanged | Raised after large terrain features (like bushes) are added/removed in any location.
Event arguments:
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[[#{{{group}}}.NpcListChanged|#]]NpcListChanged | Raised after NPCs are added/removed in any location (including villagers, horses, Junimos, monsters, and pets).
Event arguments:
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[[#{{{group}}}.ObjectListChanged|#]]ObjectListChanged | Raised after objects are added/removed in any location (including machines, furniture, fences, etc). For floating items, see DebrisListChanged.
Event arguments:
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[[#{{{group}}}.TerrainFeatureListChanged|#]]TerrainFeatureListChanged | Raised after terrain features are added/removed in any location (including trees, hoed dirt, and flooring). For bushes, see LargeTerrainFeatureListChanged.
Event arguments:
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Specialised
this.Helper.Events.Specialised has events for specialised edge cases. These shouldn't be used by most mods.
event | summary | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[[#{{{group}}}.UnvalidatedUpdateTicking|#]]UnvalidatedUpdateTicking UnvalidatedUpdateTicked |
Raised before/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.
Event arguments:
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