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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-06-19 22:59:38 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-06-19 22:59:38 -0400 |
commit | 08e9c7e7d36cbf0720c93b395e688aeb5c86b1dc (patch) | |
tree | ba718b1264faab79e1aa59709b0ac6475415eb48 /src/SMAPI/Framework/Input/SInputState.cs | |
parent | d401aff3307f6e2e1641610fdd912b572d6b04c1 (diff) | |
download | SMAPI-08e9c7e7d36cbf0720c93b395e688aeb5c86b1dc.tar.gz SMAPI-08e9c7e7d36cbf0720c93b395e688aeb5c86b1dc.tar.bz2 SMAPI-08e9c7e7d36cbf0720c93b395e688aeb5c86b1dc.zip |
add absolute pixels to ICursorPosition, fix tile not updated if screen-relative pos didn't change (#546)
Diffstat (limited to 'src/SMAPI/Framework/Input/SInputState.cs')
-rw-r--r-- | src/SMAPI/Framework/Input/SInputState.cs | 16 |
1 files changed, 9 insertions, 7 deletions
diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs index 44fd0618..0228db0d 100644 --- a/src/SMAPI/Framework/Input/SInputState.cs +++ b/src/SMAPI/Framework/Input/SInputState.cs @@ -82,15 +82,15 @@ namespace StardewModdingAPI.Framework.Input KeyboardState realKeyboard = Keyboard.GetState(); MouseState realMouse = Mouse.GetState(); var activeButtons = this.DeriveStatuses(this.ActiveButtons, realKeyboard, realMouse, realController); - Vector2 cursorRawPixelPos = new Vector2(this.RealMouse.X, this.RealMouse.Y); + Vector2 cursorAbsolutePos = new Vector2(realMouse.X + Game1.viewport.X, realMouse.Y + Game1.viewport.Y); // update real states this.ActiveButtons = activeButtons; this.RealController = realController; this.RealKeyboard = realKeyboard; this.RealMouse = realMouse; - if (this.CursorPositionImpl?.RawPixels != cursorRawPixelPos) - this.CursorPositionImpl = this.GetCursorPosition(cursorRawPixelPos); + if (this.CursorPositionImpl?.AbsolutePixels != cursorAbsolutePos) + this.CursorPositionImpl = this.GetCursorPosition(realMouse, cursorAbsolutePos); // update suppressed states this.SuppressButtons.RemoveWhere(p => !this.GetStatus(activeButtons, p).IsDown()); @@ -162,15 +162,17 @@ namespace StardewModdingAPI.Framework.Input ** Private methods *********/ /// <summary>Get the current cursor position.</summary> - /// <remarks>The raw pixel position from the mouse state.</remarks> - private CursorPosition GetCursorPosition(Vector2 rawPixelPos) + /// <param name="mouseState">The current mouse state.</param> + /// <param name="absolutePixels">The absolute pixel position relative to the map.</param> + private CursorPosition GetCursorPosition(MouseState mouseState, Vector2 absolutePixels) { - Vector2 screenPixels = new Vector2((int)(rawPixelPos.X * (1.0 / Game1.options.zoomLevel)), (int)(rawPixelPos.Y * (1.0 / Game1.options.zoomLevel))); // derived from Game1::getMouseX + Vector2 rawPixels = new Vector2(mouseState.X, mouseState.Y); + Vector2 screenPixels = rawPixels * new Vector2((float)1.0 / Game1.options.zoomLevel); // derived from Game1::getMouseX Vector2 tile = new Vector2((int)((Game1.viewport.X + screenPixels.X) / Game1.tileSize), (int)((Game1.viewport.Y + screenPixels.Y) / Game1.tileSize)); Vector2 grabTile = (Game1.mouseCursorTransparency > 0 && Utility.tileWithinRadiusOfPlayer((int)tile.X, (int)tile.Y, 1, Game1.player)) // derived from Game1.pressActionButton ? tile : Game1.player.GetGrabTile(); - return new CursorPosition(rawPixelPos, screenPixels, tile, grabTile); + return new CursorPosition(absolutePixels, screenPixels, tile, grabTile); } /// <summary>Whether input should be suppressed in the current context.</summary> |