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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-04-22 19:59:03 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-04-22 19:59:03 -0400 |
commit | 5e7eaf9f75d72d8cbb338c35b43f2974440b3456 (patch) | |
tree | 4cc95e003f4434941e22d2588b9dea11dfae9469 /src/SMAPI/Framework/Input/InputState.cs | |
parent | 902814d308289f169750a615ae573edc348893d3 (diff) | |
download | SMAPI-5e7eaf9f75d72d8cbb338c35b43f2974440b3456.tar.gz SMAPI-5e7eaf9f75d72d8cbb338c35b43f2974440b3456.tar.bz2 SMAPI-5e7eaf9f75d72d8cbb338c35b43f2974440b3456.zip |
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.cs | 78 |
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; + } } } |