@DefaultQualifier(org.checkerframework.checker.nullness.qual.NonNull.class)
Package org.spongepowered.api.event.item.inventory
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Interface Summary Interface Description AffectItemStackEvent AffectSlotEvent ChangeInventoryEvent ChangeInventoryEvent.Drop An interaction resulting in dropping an item.ChangeInventoryEvent.Drop.Full An interaction dropping an entire stack.ChangeInventoryEvent.Drop.Single An interaction dropping a single item.ChangeInventoryEvent.Held ChangeInventoryEvent.Pickup Fires after anItemhas been picked up.ChangeInventoryEvent.Pickup.Pre Fires before anItemis picked up.ChangeInventoryEvent.SwapHand Fired when aPlayerswaps it's hands.CraftItemEvent CraftItemEvent.Craft This event is fired after the item is taken out of the output slot.CraftItemEvent.Preview This event is fired before the item is taken out of the output slot but after completing the recipe in the grid.DropItemEvent DropItemEvent.Close DropItemEvent.Custom Called whenever anItemis dropped from another source.DropItemEvent.Destruct DropItemEvent.Dispense DropItemEvent.Pre EnchantItemEvent EnchantItemEvent.CalculateEnchantment Triggers when the enchantments for an item are calculated.EnchantItemEvent.CalculateLevelRequirement Triggers when the enchantment costs for an item are calculated.EnchantItemEvent.Post This event is triggered when an item is enchanted at an enchanting table.InteractItemEvent Base event for all interactions with anItemStackin hand.InteractItemEvent.Primary Called when a player swings its hand in the air.InteractItemEvent.Secondary Called when a player interacts with an item in hand.TransferInventoryEvent Fired when anInventorytransfers items into another.TransferInventoryEvent.Post Fires after anInventorytransferred an item into an other inventory.TransferInventoryEvent.Pre Fired before anInventoryattempts to transfer any items.UpdateAnvilEvent Fires whenever the left and right slots of an anvil are filled and a new result is computed.UseItemStackEvent Fired when anItemStackis used.UseItemStackEvent.Finish Fired when an item is finished 'normally', e.g.UseItemStackEvent.Replace Called afterUseItemStackEvent.Finish, when the item in the entity's hand is replaced.UseItemStackEvent.Reset Called before an entity's used item state is reset.UseItemStackEvent.Start Called beforeUseItemStackEvent.Tickwhen a player starts using anItemType, typically when they hold right mouse.UseItemStackEvent.Stop Called afterUseItemStackEvent.Tickwhen anItemTypehas finished being used.UseItemStackEvent.Tick Called afterUseItemStackEvent.Startduring each tick as anItemTypeis being used.