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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-10-05 21:59:57 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-10-05 21:59:57 -0400
commit63fb4dbe8ae4d611c4854f863b9b29265e02fdee (patch)
treeceebeaa5739b04112f6efdc8fceabd17f8b6797c /src/SMAPI/Events/ButtonReleasedEventArgs.cs
parent0530824cc2c573cae0a80f7def2b46bf8aeb9af9 (diff)
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tweak new event naming convention (#310)
Diffstat (limited to 'src/SMAPI/Events/ButtonReleasedEventArgs.cs')
-rw-r--r--src/SMAPI/Events/ButtonReleasedEventArgs.cs60
1 files changed, 60 insertions, 0 deletions
diff --git a/src/SMAPI/Events/ButtonReleasedEventArgs.cs b/src/SMAPI/Events/ButtonReleasedEventArgs.cs
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+++ b/src/SMAPI/Events/ButtonReleasedEventArgs.cs
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+using System;
+using StardewModdingAPI.Framework.Input;
+
+namespace StardewModdingAPI.Events
+{
+ /// <summary>Event arguments when a button is released.</summary>
+ public class ButtonReleasedEventArgs : EventArgs
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The game's current input state.</summary>
+ private readonly SInputState InputState;
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The button on the controller, keyboard, or mouse.</summary>
+ public SButton Button { get; }
+
+ /// <summary>The current cursor position.</summary>
+ public ICursorPosition Cursor { get; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="button">The button on the controller, keyboard, or mouse.</param>
+ /// <param name="cursor">The cursor position.</param>
+ /// <param name="inputState">The game's current input state.</param>
+ internal ButtonReleasedEventArgs(SButton button, ICursorPosition cursor, SInputState inputState)
+ {
+ this.Button = button;
+ this.Cursor = cursor;
+ this.InputState = inputState;
+ }
+
+ /// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
+ public bool IsSuppressed()
+ {
+ return this.IsSuppressed(this.Button);
+ }
+
+ /// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
+ /// <param name="button">The button to check.</param>
+ public bool IsSuppressed(SButton button)
+ {
+ return this.InputState.SuppressButtons.Contains(button);
+ }
+
+ /// <summary>Get whether a given button was pressed or held.</summary>
+ /// <param name="button">The button to check.</param>
+ public bool IsDown(SButton button)
+ {
+ return this.InputState.IsDown(button);
+ }
+ }
+}