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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-04-22 19:59:03 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-04-22 19:59:03 -0400
commit5e7eaf9f75d72d8cbb338c35b43f2974440b3456 (patch)
tree4cc95e003f4434941e22d2588b9dea11dfae9469 /src/SMAPI/Framework/Input/InputState.cs
parent902814d308289f169750a615ae573edc348893d3 (diff)
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rewrite input suppression (#453)
This lets SMAPI intercept all input using the new Game1.hooks in SDV 1.3.0.32. However, intercepting mouse clicks needs a few more changes in the game code.
Diffstat (limited to 'src/SMAPI/Framework/Input/InputState.cs')
-rw-r--r--src/SMAPI/Framework/Input/InputState.cs78
1 files changed, 64 insertions, 14 deletions
diff --git a/src/SMAPI/Framework/Input/InputState.cs b/src/SMAPI/Framework/Input/InputState.cs
index 7c8676e9..62337a6c 100644
--- a/src/SMAPI/Framework/Input/InputState.cs
+++ b/src/SMAPI/Framework/Input/InputState.cs
@@ -12,6 +12,16 @@ namespace StardewModdingAPI.Framework.Input
/*********
** Accessors
*********/
+ /// <summary>The maximum amount of direction to ignore for the left thumbstick.</summary>
+ private const float LeftThumbstickDeadZone = 0.2f;
+
+ /// <summary>The maximum amount of direction to ignore for the right thumbstick.</summary>
+ private const float RightThumbstickDeadZone = 0f;
+
+
+ /*********
+ ** Accessors
+ *********/
/// <summary>The underlying controller state.</summary>
public GamePadState ControllerState { get; }
@@ -48,7 +58,7 @@ namespace StardewModdingAPI.Framework.Input
this.MousePosition = new Point((int)(mouseState.X * (1.0 / Game1.options.zoomLevel)), (int)(mouseState.Y * (1.0 / Game1.options.zoomLevel))); // derived from Game1::getMouseX
// get button states
- SButton[] down = InputState.GetPressedButtons(keyboardState, mouseState, controllerState).ToArray();
+ SButton[] down = this.GetPressedButtons(keyboardState, mouseState, controllerState).ToArray();
foreach (SButton button in down)
this.ActiveButtons[button] = this.GetStatus(previousState.GetStatus(button), isDown: true);
foreach (KeyValuePair<SButton, InputStatus> prev in previousState.ActiveButtons)
@@ -109,7 +119,8 @@ namespace StardewModdingAPI.Framework.Input
/// <param name="keyboard">The keyboard state.</param>
/// <param name="mouse">The mouse state.</param>
/// <param name="controller">The controller state.</param>
- private static IEnumerable<SButton> GetPressedButtons(KeyboardState keyboard, MouseState mouse, GamePadState controller)
+ /// <remarks>Thumbstick direction logic derived from <see cref="ButtonCollection"/>.</remarks>
+ private IEnumerable<SButton> GetPressedButtons(KeyboardState keyboard, MouseState mouse, GamePadState controller)
{
// keyboard
foreach (Keys key in keyboard.GetPressedKeys())
@@ -130,28 +141,23 @@ namespace StardewModdingAPI.Framework.Input
// controller
if (controller.IsConnected)
{
+ // main buttons
if (controller.Buttons.A == ButtonState.Pressed)
yield return SButton.ControllerA;
if (controller.Buttons.B == ButtonState.Pressed)
yield return SButton.ControllerB;
- if (controller.Buttons.Back == ButtonState.Pressed)
- yield return SButton.ControllerBack;
- if (controller.Buttons.BigButton == ButtonState.Pressed)
- yield return SButton.BigButton;
- if (controller.Buttons.LeftShoulder == ButtonState.Pressed)
- yield return SButton.LeftShoulder;
+ if (controller.Buttons.X == ButtonState.Pressed)
+ yield return SButton.ControllerX;
+ if (controller.Buttons.Y == ButtonState.Pressed)
+ yield return SButton.ControllerY;
if (controller.Buttons.LeftStick == ButtonState.Pressed)
yield return SButton.LeftStick;
- if (controller.Buttons.RightShoulder == ButtonState.Pressed)
- yield return SButton.RightShoulder;
if (controller.Buttons.RightStick == ButtonState.Pressed)
yield return SButton.RightStick;
if (controller.Buttons.Start == ButtonState.Pressed)
yield return SButton.ControllerStart;
- if (controller.Buttons.X == ButtonState.Pressed)
- yield return SButton.ControllerX;
- if (controller.Buttons.Y == ButtonState.Pressed)
- yield return SButton.ControllerY;
+
+ // directional pad
if (controller.DPad.Up == ButtonState.Pressed)
yield return SButton.DPadUp;
if (controller.DPad.Down == ButtonState.Pressed)
@@ -160,11 +166,55 @@ namespace StardewModdingAPI.Framework.Input
yield return SButton.DPadLeft;
if (controller.DPad.Right == ButtonState.Pressed)
yield return SButton.DPadRight;
+
+ // secondary buttons
+ if (controller.Buttons.Back == ButtonState.Pressed)
+ yield return SButton.ControllerBack;
+ if (controller.Buttons.BigButton == ButtonState.Pressed)
+ yield return SButton.BigButton;
+
+ // shoulders
+ if (controller.Buttons.LeftShoulder == ButtonState.Pressed)
+ yield return SButton.LeftShoulder;
+ if (controller.Buttons.RightShoulder == ButtonState.Pressed)
+ yield return SButton.RightShoulder;
+
+ // triggers
if (controller.Triggers.Left > 0.2f)
yield return SButton.LeftTrigger;
if (controller.Triggers.Right > 0.2f)
yield return SButton.RightTrigger;
+
+ // left thumbstick direction
+ if (controller.ThumbSticks.Left.Y > InputState.LeftThumbstickDeadZone)
+ yield return SButton.LeftThumbstickUp;
+ if (controller.ThumbSticks.Left.Y < -InputState.LeftThumbstickDeadZone)
+ yield return SButton.LeftThumbstickDown;
+ if (controller.ThumbSticks.Left.X > InputState.LeftThumbstickDeadZone)
+ yield return SButton.LeftThumbstickRight;
+ if (controller.ThumbSticks.Left.X < -InputState.LeftThumbstickDeadZone)
+ yield return SButton.LeftThumbstickLeft;
+
+ // right thumbstick direction
+ if (this.IsRightThumbstickOutsideDeadZone(controller.ThumbSticks.Right))
+ {
+ if (controller.ThumbSticks.Right.Y > 0)
+ yield return SButton.RightThumbstickUp;
+ if (controller.ThumbSticks.Right.Y < 0)
+ yield return SButton.RightThumbstickDown;
+ if (controller.ThumbSticks.Right.X > 0)
+ yield return SButton.RightThumbstickRight;
+ if (controller.ThumbSticks.Right.X < 0)
+ yield return SButton.RightThumbstickLeft;
+ }
}
}
+
+ /// <summary>Get whether the right thumbstick should be considered outside the dead zone.</summary>
+ /// <param name="direction">The right thumbstick value.</param>
+ private bool IsRightThumbstickOutsideDeadZone(Vector2 direction)
+ {
+ return direction.Length() > 0.9f;
+ }
}
}