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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-04-25 02:47:07 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-04-25 02:47:07 -0400
commit3fcf58fcb5abcaf56dd7385fa7ef504ec9e90c5c (patch)
tree5e77bae541dfd840dcfab478fbb9991651f8b51a /src/SMAPI/Framework/Input/SInputState.cs
parentf1b7585e50b1a3a732787eec2fa9b6d7bd04a554 (diff)
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rewrite input suppression again (#453)
This uses the new Game1.input in SDV 1.3.0.37 to override the game's input more consistently, though it still doesn't intercept clicks correctly yet.
Diffstat (limited to 'src/SMAPI/Framework/Input/SInputState.cs')
-rw-r--r--src/SMAPI/Framework/Input/SInputState.cs359
1 files changed, 359 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs
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+++ b/src/SMAPI/Framework/Input/SInputState.cs
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+using System;
+using System.Collections.Generic;
+using System.Linq;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Input;
+using StardewValley;
+
+#pragma warning disable 809 // obsolete override of non-obsolete method (this is deliberate)
+namespace StardewModdingAPI.Framework.Input
+{
+ /// <summary>A summary of input changes during an update frame.</summary>
+ internal sealed class SInputState : InputState
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The maximum amount of direction to ignore for the left thumbstick.</summary>
+ private const float LeftThumbstickDeadZone = 0.2f;
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The controller state as of the last update.</summary>
+ public GamePadState RealController { get; private set; }
+
+ /// <summary>The keyboard state as of the last update.</summary>
+ public KeyboardState RealKeyboard { get; private set; }
+
+ /// <summary>The mouse state as of the last update.</summary>
+ public MouseState RealMouse { get; private set; }
+
+ /// <summary>A derivative of <see cref="RealController"/> which suppresses the buttons in <see cref="SuppressButtons"/>.</summary>
+ public GamePadState SuppressedController { get; private set; }
+
+ /// <summary>A derivative of <see cref="RealKeyboard"/> which suppresses the buttons in <see cref="SuppressButtons"/>.</summary>
+ public KeyboardState SuppressedKeyboard { get; private set; }
+
+ /// <summary>A derivative of <see cref="RealMouse"/> which suppresses the buttons in <see cref="SuppressButtons"/>.</summary>
+ public MouseState SuppressedMouse { get; private set; }
+
+ /// <summary>The mouse position on the screen adjusted for the zoom level.</summary>
+ public Point MousePosition { get; private set; }
+
+ /// <summary>The buttons which were pressed, held, or released.</summary>
+ public IDictionary<SButton, InputStatus> ActiveButtons { get; private set; } = new Dictionary<SButton, InputStatus>();
+
+ /// <summary>The buttons to suppress when the game next handles input. Each button is suppressed until it's released.</summary>
+ public HashSet<SButton> SuppressButtons { get; } = new HashSet<SButton>();
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Get a copy of the current state.</summary>
+ public SInputState Clone()
+ {
+ return new SInputState
+ {
+ ActiveButtons = this.ActiveButtons,
+ RealController = this.RealController,
+ RealKeyboard = this.RealKeyboard,
+ RealMouse = this.RealMouse,
+ MousePosition = this.MousePosition
+ };
+ }
+
+ /// <summary>This method is called by the game, and does nothing since SMAPI will already have updated by that point.</summary>
+ [Obsolete("This method should only be called by the game itself.")]
+ public override void Update() { }
+
+ /// <summary>Update the current button statuses for the given tick.</summary>
+ public void TrueUpdate()
+ {
+ try
+ {
+ // get new states
+ GamePadState realController = GamePad.GetState(PlayerIndex.One);
+ KeyboardState realKeyboard = Keyboard.GetState();
+ MouseState realMouse = Mouse.GetState();
+ Point mousePosition = new Point((int)(this.RealMouse.X * (1.0 / Game1.options.zoomLevel)), (int)(this.RealMouse.Y * (1.0 / Game1.options.zoomLevel))); // derived from Game1::getMouseX
+ var activeButtons = this.DeriveStatuses(this.ActiveButtons, realKeyboard, realMouse, realController);
+
+ // get suppressed states
+ GamePadState suppressedController = realController;
+ KeyboardState suppressedKeyboard = realKeyboard;
+ MouseState suppressedMouse = realMouse;
+ if (this.SuppressButtons.Count > 0)
+ this.UpdateSuppression(activeButtons, ref suppressedKeyboard, ref suppressedMouse, ref suppressedController);
+
+ // update
+ this.ActiveButtons = activeButtons;
+ this.RealController = realController;
+ this.RealKeyboard = realKeyboard;
+ this.RealMouse = realMouse;
+ this.SuppressedController = suppressedController;
+ this.SuppressedKeyboard = suppressedKeyboard;
+ this.SuppressedMouse = suppressedMouse;
+ this.MousePosition = mousePosition;
+ }
+ catch (InvalidOperationException)
+ {
+ // GetState() may crash for some players if window doesn't have focus but game1.IsActive == true
+ }
+ }
+
+ /// <summary>Get the gamepad state visible to the game.</summary>
+ [Obsolete("This method should only be called by the game itself.")]
+ public override GamePadState GetGamePadState()
+ {
+ return this.ShouldSuppressNow()
+ ? this.SuppressedController
+ : this.RealController;
+ }
+
+ /// <summary>Get the keyboard state visible to the game.</summary>
+ [Obsolete("This method should only be called by the game itself.")]
+ public override KeyboardState GetKeyboardState()
+ {
+ return this.ShouldSuppressNow()
+ ? this.SuppressedKeyboard
+ : this.RealKeyboard;
+ }
+
+ /// <summary>Get the keyboard state visible to the game.</summary>
+ [Obsolete("This method should only be called by the game itself.")]
+ public override MouseState GetMouseState()
+ {
+ return this.ShouldSuppressNow()
+ ? this.SuppressedMouse
+ : this.RealMouse;
+ }
+
+ /// <summary>Get whether a given button was pressed or held.</summary>
+ /// <param name="button">The button to check.</param>
+ public bool IsDown(SButton button)
+ {
+ return this.GetStatus(this.ActiveButtons, button).IsDown();
+ }
+
+ /// <summary>Get whether any of the given buttons were pressed or held.</summary>
+ /// <param name="buttons">The buttons to check.</param>
+ public bool IsAnyDown(InputButton[] buttons)
+ {
+ return buttons.Any(button => this.IsDown(button.ToSButton()));
+ }
+
+ /// <summary>Apply input suppression for the given input states.</summary>
+ /// <param name="activeButtons">The current button states to check.</param>
+ /// <param name="keyboardState">The game's keyboard state for the current tick.</param>
+ /// <param name="mouseState">The game's mouse state for the current tick.</param>
+ /// <param name="gamePadState">The game's controller state for the current tick.</param>
+ public void UpdateSuppression(IDictionary<SButton, InputStatus> activeButtons, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState)
+ {
+ // stop suppressing buttons once released
+ if (this.SuppressButtons.Count != 0)
+ this.SuppressButtons.RemoveWhere(p => !this.GetStatus(activeButtons, p).IsDown());
+ if (this.SuppressButtons.Count == 0)
+ return;
+
+ // gather info
+ HashSet<Keys> keyboardButtons = new HashSet<Keys>();
+ HashSet<SButton> controllerButtons = new HashSet<SButton>();
+ HashSet<SButton> mouseButtons = new HashSet<SButton>();
+ foreach (SButton button in this.SuppressButtons)
+ {
+ if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2)
+ mouseButtons.Add(button);
+ else if (button.TryGetKeyboard(out Keys key))
+ keyboardButtons.Add(key);
+ else if (gamePadState.IsConnected && button.TryGetController(out Buttons _))
+ controllerButtons.Add(button);
+ }
+
+ // suppress keyboard keys
+ if (keyboardState.GetPressedKeys().Any() && keyboardButtons.Any())
+ keyboardState = new KeyboardState(keyboardState.GetPressedKeys().Except(keyboardButtons).ToArray());
+
+ // suppress controller keys
+ if (gamePadState.IsConnected && controllerButtons.Any())
+ {
+ GamePadStateBuilder builder = new GamePadStateBuilder(gamePadState);
+ builder.SuppressButtons(controllerButtons);
+ gamePadState = builder.ToGamePadState();
+ }
+
+ // suppress mouse buttons
+ if (mouseButtons.Any())
+ {
+ mouseState = new MouseState(
+ x: mouseState.X,
+ y: mouseState.Y,
+ scrollWheel: mouseState.ScrollWheelValue,
+ leftButton: mouseButtons.Contains(SButton.MouseLeft) ? ButtonState.Pressed : mouseState.LeftButton,
+ middleButton: mouseButtons.Contains(SButton.MouseMiddle) ? ButtonState.Pressed : mouseState.MiddleButton,
+ rightButton: mouseButtons.Contains(SButton.MouseRight) ? ButtonState.Pressed : mouseState.RightButton,
+ xButton1: mouseButtons.Contains(SButton.MouseX1) ? ButtonState.Pressed : mouseState.XButton1,
+ xButton2: mouseButtons.Contains(SButton.MouseX2) ? ButtonState.Pressed : mouseState.XButton2
+ );
+ }
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Whether input should be suppressed in the current context.</summary>
+ private bool ShouldSuppressNow()
+ {
+ return Game1.chatBox != null && !Game1.chatBox.isActive();
+ }
+
+ /// <summary>Get the status of all pressed or released buttons relative to their previous status.</summary>
+ /// <param name="previousStatuses">The previous button statuses.</param>
+ /// <param name="keyboard">The keyboard state.</param>
+ /// <param name="mouse">The mouse state.</param>
+ /// <param name="controller">The controller state.</param>
+ private IDictionary<SButton, InputStatus> DeriveStatuses(IDictionary<SButton, InputStatus> previousStatuses, KeyboardState keyboard, MouseState mouse, GamePadState controller)
+ {
+ IDictionary<SButton, InputStatus> activeButtons = new Dictionary<SButton, InputStatus>();
+
+ // handle pressed keys
+ SButton[] down = this.GetPressedButtons(keyboard, mouse, controller).ToArray();
+ foreach (SButton button in down)
+ activeButtons[button] = this.DeriveStatus(this.GetStatus(previousStatuses, button), isDown: true);
+
+ // handle released keys
+ foreach (KeyValuePair<SButton, InputStatus> prev in activeButtons)
+ {
+ if (prev.Value.IsDown() && !activeButtons.ContainsKey(prev.Key))
+ activeButtons[prev.Key] = InputStatus.Released;
+ }
+
+ return activeButtons;
+ }
+
+ /// <summary>Get the status of a button relative to its previous status.</summary>
+ /// <param name="oldStatus">The previous button status.</param>
+ /// <param name="isDown">Whether the button is currently down.</param>
+ private InputStatus DeriveStatus(InputStatus oldStatus, bool isDown)
+ {
+ if (isDown && oldStatus.IsDown())
+ return InputStatus.Held;
+ if (isDown)
+ return InputStatus.Pressed;
+ return InputStatus.Released;
+ }
+
+ /// <summary>Get the status of a button.</summary>
+ /// <param name="activeButtons">The current button states to check.</param>
+ /// <param name="button">The button to check.</param>
+ private InputStatus GetStatus(IDictionary<SButton, InputStatus> activeButtons, SButton button)
+ {
+ return activeButtons.TryGetValue(button, out InputStatus status) ? status : InputStatus.None;
+ }
+
+ /// <summary>Get the buttons pressed in the given stats.</summary>
+ /// <param name="keyboard">The keyboard state.</param>
+ /// <param name="mouse">The mouse state.</param>
+ /// <param name="controller">The controller state.</param>
+ /// <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())
+ yield return key.ToSButton();
+
+ // mouse
+ if (mouse.LeftButton == ButtonState.Pressed)
+ yield return SButton.MouseLeft;
+ if (mouse.RightButton == ButtonState.Pressed)
+ yield return SButton.MouseRight;
+ if (mouse.MiddleButton == ButtonState.Pressed)
+ yield return SButton.MouseMiddle;
+ if (mouse.XButton1 == ButtonState.Pressed)
+ yield return SButton.MouseX1;
+ if (mouse.XButton2 == ButtonState.Pressed)
+ yield return SButton.MouseX2;
+
+ // 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.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.RightStick == ButtonState.Pressed)
+ yield return SButton.RightStick;
+ if (controller.Buttons.Start == ButtonState.Pressed)
+ yield return SButton.ControllerStart;
+
+ // directional pad
+ if (controller.DPad.Up == ButtonState.Pressed)
+ yield return SButton.DPadUp;
+ if (controller.DPad.Down == ButtonState.Pressed)
+ yield return SButton.DPadDown;
+ if (controller.DPad.Left == ButtonState.Pressed)
+ 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 > SInputState.LeftThumbstickDeadZone)
+ yield return SButton.LeftThumbstickUp;
+ if (controller.ThumbSticks.Left.Y < -SInputState.LeftThumbstickDeadZone)
+ yield return SButton.LeftThumbstickDown;
+ if (controller.ThumbSticks.Left.X > SInputState.LeftThumbstickDeadZone)
+ yield return SButton.LeftThumbstickRight;
+ if (controller.ThumbSticks.Left.X < -SInputState.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;
+ }
+ }
+}