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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-01-03 18:44:09 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-02-07 22:39:54 -0500
commit11c080962b3eb927f61d982f910725b255b1ec77 (patch)
treea4a2b327aecfe40098dad61181faa368c663cfd9
parente627a8a5e5a93df15a4a7c502231254e7c26c976 (diff)
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fix cursor position not updated in edge case
-rw-r--r--docs/release-notes.md1
-rw-r--r--src/SMAPI/Framework/Input/SInputState.cs6
2 files changed, 6 insertions, 1 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md
index 84e322fe..9a6be891 100644
--- a/docs/release-notes.md
+++ b/docs/release-notes.md
@@ -14,6 +14,7 @@
* Fixed `Constants.SaveFolderName` and `CurrentSavePath` not available during early load stages when using `Specialised.LoadStageChanged` event.
* Fixed `LoadStage.SaveParsed` raised before the parsed save data is available.
* Fixed 'unknown mod' deprecation warnings showing the wrong stack trace.
+ * Fixed `e.Cursor` in input events showing wrong grab tile when player using a controller moves without moving the viewpoint.
## 2.10.1
Released 30 December 2018 for Stardew Valley 1.3.32.
diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs
index 0228db0d..96a7003a 100644
--- a/src/SMAPI/Framework/Input/SInputState.cs
+++ b/src/SMAPI/Framework/Input/SInputState.cs
@@ -20,6 +20,9 @@ namespace StardewModdingAPI.Framework.Input
/// <summary>The cursor position on the screen adjusted for the zoom level.</summary>
private CursorPosition CursorPositionImpl;
+ /// <summary>The player's last known tile position.</summary>
+ private Vector2? LastPlayerTile;
+
/*********
** Accessors
@@ -83,13 +86,14 @@ namespace StardewModdingAPI.Framework.Input
MouseState realMouse = Mouse.GetState();
var activeButtons = this.DeriveStatuses(this.ActiveButtons, realKeyboard, realMouse, realController);
Vector2 cursorAbsolutePos = new Vector2(realMouse.X + Game1.viewport.X, realMouse.Y + Game1.viewport.Y);
+ Vector2? playerTilePos = Context.IsPlayerFree ? Game1.player.getTileLocation() : (Vector2?)null;
// update real states
this.ActiveButtons = activeButtons;
this.RealController = realController;
this.RealKeyboard = realKeyboard;
this.RealMouse = realMouse;
- if (this.CursorPositionImpl?.AbsolutePixels != cursorAbsolutePos)
+ if (cursorAbsolutePos != this.CursorPositionImpl?.AbsolutePixels || playerTilePos != this.LastPlayerTile)
this.CursorPositionImpl = this.GetCursorPosition(realMouse, cursorAbsolutePos);
// update suppressed states