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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-10-07 23:20:36 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-10-07 23:20:36 -0400
commitd0dd2f7ba729de6be749d326a2fed78988ba9d7b (patch)
treea22127da6a8900e9f29bbb847bfd5d3347f6b952 /src/SMAPI/Events/EventArgsInput.cs
parent7889676ea24cafc945899bf25608784e3f5bc9e0 (diff)
parent5928f5f86c4493ddb6b89bce0b7d0fb73a884c09 (diff)
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Merge branch 'add-mod-build-config' into develop
Diffstat (limited to 'src/SMAPI/Events/EventArgsInput.cs')
-rw-r--r--src/SMAPI/Events/EventArgsInput.cs124
1 files changed, 124 insertions, 0 deletions
diff --git a/src/SMAPI/Events/EventArgsInput.cs b/src/SMAPI/Events/EventArgsInput.cs
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+using System;
+using System.Linq;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Input;
+using StardewModdingAPI.Utilities;
+using StardewValley;
+
+namespace StardewModdingAPI.Events
+{
+ /// <summary>Event arguments when a button is pressed or released.</summary>
+ public class EventArgsInput : EventArgs
+ {
+ /*********
+ ** 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; set; }
+
+ /// <summary>Whether the input is considered a 'click' by the game for enabling action.</summary>
+ public bool IsClick { 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="isClick">Whether the input is considered a 'click' by the game for enabling action.</param>
+ public EventArgsInput(SButton button, ICursorPosition cursor, bool isClick)
+ {
+ this.Button = button;
+ this.Cursor = cursor;
+ this.IsClick = isClick;
+ }
+
+ /// <summary>Prevent the game from handling the vurrent button press. This doesn't prevent other mods from receiving the event.</summary>
+ public void SuppressButton()
+ {
+ this.SuppressButton(this.Button);
+ }
+
+ /// <summary>Prevent the game from handling a button press. This doesn't prevent other mods from receiving the event.</summary>
+ /// <param name="button">The button to suppress.</param>
+ public void SuppressButton(SButton button)
+ {
+ // keyboard
+ if (this.Button.TryGetKeyboard(out Keys key))
+ Game1.oldKBState = new KeyboardState(Game1.oldKBState.GetPressedKeys().Except(new[] { key }).ToArray());
+
+ // controller
+ else if (this.Button.TryGetController(out Buttons controllerButton))
+ {
+ var newState = GamePad.GetState(PlayerIndex.One);
+ var thumbsticks = Game1.oldPadState.ThumbSticks;
+ var triggers = Game1.oldPadState.Triggers;
+ var buttons = Game1.oldPadState.Buttons;
+ var dpad = Game1.oldPadState.DPad;
+
+ switch (controllerButton)
+ {
+ // d-pad
+ case Buttons.DPadDown:
+ dpad = new GamePadDPad(dpad.Up, newState.DPad.Down, dpad.Left, dpad.Right);
+ break;
+ case Buttons.DPadLeft:
+ dpad = new GamePadDPad(dpad.Up, dpad.Down, newState.DPad.Left, dpad.Right);
+ break;
+ case Buttons.DPadRight:
+ dpad = new GamePadDPad(dpad.Up, dpad.Down, dpad.Left, newState.DPad.Right);
+ break;
+ case Buttons.DPadUp:
+ dpad = new GamePadDPad(newState.DPad.Up, dpad.Down, dpad.Left, dpad.Right);
+ break;
+
+ // trigger
+ case Buttons.LeftTrigger:
+ triggers = new GamePadTriggers(newState.Triggers.Left, triggers.Right);
+ break;
+ case Buttons.RightTrigger:
+ triggers = new GamePadTriggers(triggers.Left, newState.Triggers.Right);
+ break;
+
+ // thumbstick
+ case Buttons.LeftThumbstickDown:
+ case Buttons.LeftThumbstickLeft:
+ case Buttons.LeftThumbstickRight:
+ case Buttons.LeftThumbstickUp:
+ thumbsticks = new GamePadThumbSticks(newState.ThumbSticks.Left, thumbsticks.Right);
+ break;
+ case Buttons.RightThumbstickDown:
+ case Buttons.RightThumbstickLeft:
+ case Buttons.RightThumbstickRight:
+ case Buttons.RightThumbstickUp:
+ thumbsticks = new GamePadThumbSticks(newState.ThumbSticks.Right, thumbsticks.Left);
+ break;
+
+ // buttons
+ default:
+ var mask =
+ (buttons.A == ButtonState.Pressed ? Buttons.A : 0)
+ | (buttons.B == ButtonState.Pressed ? Buttons.B : 0)
+ | (buttons.Back == ButtonState.Pressed ? Buttons.Back : 0)
+ | (buttons.BigButton == ButtonState.Pressed ? Buttons.BigButton : 0)
+ | (buttons.LeftShoulder == ButtonState.Pressed ? Buttons.LeftShoulder : 0)
+ | (buttons.LeftStick == ButtonState.Pressed ? Buttons.LeftStick : 0)
+ | (buttons.RightShoulder == ButtonState.Pressed ? Buttons.RightShoulder : 0)
+ | (buttons.RightStick == ButtonState.Pressed ? Buttons.RightStick : 0)
+ | (buttons.Start == ButtonState.Pressed ? Buttons.Start : 0)
+ | (buttons.X == ButtonState.Pressed ? Buttons.X : 0)
+ | (buttons.Y == ButtonState.Pressed ? Buttons.Y : 0);
+ mask = mask ^ controllerButton;
+ buttons = new GamePadButtons(mask);
+ break;
+ }
+
+ Game1.oldPadState = new GamePadState(thumbsticks, triggers, buttons, dpad);
+ }
+ }
+ }
+}