summaryrefslogtreecommitdiff
path: root/src/SMAPI/Events/ButtonsChangedEventArgs.cs
diff options
context:
space:
mode:
authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2021-01-22 21:05:04 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2021-01-22 21:05:04 -0500
commitd0dc3ea6f6d03e6aabdab5f5f10a60177f0e53b6 (patch)
tree02896d970c7650d8f7c8b84f54e53eddab88b4ca /src/SMAPI/Events/ButtonsChangedEventArgs.cs
parent5953fc3bd083ae0a579d2da1ad833e6163848086 (diff)
parent733750fdc4f5d16069d95880144619c0e31e8a89 (diff)
downloadSMAPI-d0dc3ea6f6d03e6aabdab5f5f10a60177f0e53b6.tar.gz
SMAPI-d0dc3ea6f6d03e6aabdab5f5f10a60177f0e53b6.tar.bz2
SMAPI-d0dc3ea6f6d03e6aabdab5f5f10a60177f0e53b6.zip
Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Events/ButtonsChangedEventArgs.cs')
-rw-r--r--src/SMAPI/Events/ButtonsChangedEventArgs.cs67
1 files changed, 67 insertions, 0 deletions
diff --git a/src/SMAPI/Events/ButtonsChangedEventArgs.cs b/src/SMAPI/Events/ButtonsChangedEventArgs.cs
new file mode 100644
index 00000000..dda41692
--- /dev/null
+++ b/src/SMAPI/Events/ButtonsChangedEventArgs.cs
@@ -0,0 +1,67 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using StardewModdingAPI.Framework.Input;
+
+namespace StardewModdingAPI.Events
+{
+ /// <summary>Event arguments when any buttons were pressed or released.</summary>
+ public class ButtonsChangedEventArgs : EventArgs
+ {
+ /*********
+ ** Fields
+ *********/
+ /// <summary>The buttons that were pressed, held, or released since the previous tick.</summary>
+ private readonly Lazy<Dictionary<SButtonState, SButton[]>> ButtonsByState;
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The current cursor position.</summary>
+ public ICursorPosition Cursor { get; }
+
+ /// <summary>The buttons which were pressed since the previous tick.</summary>
+ public IEnumerable<SButton> Pressed => this.ButtonsByState.Value[SButtonState.Pressed];
+
+ /// <summary>The buttons which were held since the previous tick.</summary>
+ public IEnumerable<SButton> Held => this.ButtonsByState.Value[SButtonState.Held];
+
+ /// <summary>The buttons which were released since the previous tick.</summary>
+ public IEnumerable<SButton> Released => this.ButtonsByState.Value[SButtonState.Released];
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="cursor">The cursor position.</param>
+ /// <param name="inputState">The game's current input state.</param>
+ internal ButtonsChangedEventArgs(ICursorPosition cursor, SInputState inputState)
+ {
+ this.Cursor = cursor;
+ this.ButtonsByState = new Lazy<Dictionary<SButtonState, SButton[]>>(() => this.GetButtonsByState(inputState));
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Get the buttons that were pressed, held, or released since the previous tick.</summary>
+ /// <param name="inputState">The game's current input state.</param>
+ private Dictionary<SButtonState, SButton[]> GetButtonsByState(SInputState inputState)
+ {
+ Dictionary<SButtonState, SButton[]> lookup = inputState.ButtonStates
+ .GroupBy(p => p.Value)
+ .ToDictionary(p => p.Key, p => p.Select(p => p.Key).ToArray());
+
+ foreach (var state in new[] { SButtonState.Pressed, SButtonState.Held, SButtonState.Released })
+ {
+ if (!lookup.ContainsKey(state))
+ lookup[state] = new SButton[0];
+ }
+
+ return lookup;
+ }
+ }
+}