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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2020-03-22 19:52:42 -0400 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2020-03-22 19:52:42 -0400 |
commit | 7ca5efbbc576f3c6c43493654b2a0ac040fd4f31 (patch) | |
tree | fae7a4e06a14ff7f8d709e2f4d5b8b92b8784a37 /src/SMAPI/Framework/Input/SInputState.cs | |
parent | 5ae640dc91adff8dfb0827e2a3c3f6b54be7c612 (diff) | |
parent | 6d1494a56c5d04e7bc1ee406810a5a53dea2229a (diff) | |
download | SMAPI-7ca5efbbc576f3c6c43493654b2a0ac040fd4f31.tar.gz SMAPI-7ca5efbbc576f3c6c43493654b2a0ac040fd4f31.tar.bz2 SMAPI-7ca5efbbc576f3c6c43493654b2a0ac040fd4f31.zip |
Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Framework/Input/SInputState.cs')
-rw-r--r-- | src/SMAPI/Framework/Input/SInputState.cs | 347 |
1 files changed, 135 insertions, 212 deletions
diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs index 4eaa9ca6..333f5726 100644 --- a/src/SMAPI/Framework/Input/SInputState.cs +++ b/src/SMAPI/Framework/Input/SInputState.cs @@ -14,46 +14,40 @@ 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 cursor position on the screen adjusted for the zoom level.</summary> private CursorPosition CursorPositionImpl; /// <summary>The player's last known tile position.</summary> private Vector2? LastPlayerTile; + /// <summary>The buttons to press until the game next handles input.</summary> + private readonly HashSet<SButton> CustomPressedKeys = new HashSet<SButton>(); + + /// <summary>The buttons to consider released until the actual button is released.</summary> + private readonly HashSet<SButton> CustomReleasedKeys = new HashSet<SButton>(); + + /// <summary>Whether there are new overrides in <see cref="CustomPressedKeys"/> or <see cref="CustomReleasedKeys"/> that haven't been applied to the previous state.</summary> + private bool HasNewOverrides; + /********* ** Accessors *********/ /// <summary>The controller state as of the last update.</summary> - public GamePadState RealController { get; private set; } + public GamePadState LastController { get; private set; } /// <summary>The keyboard state as of the last update.</summary> - public KeyboardState RealKeyboard { get; private set; } + public KeyboardState LastKeyboard { get; private set; } /// <summary>The mouse state as of the last update.</summary> - public MouseState RealMouse { get; private set; } + public MouseState LastMouse { 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 buttons which were pressed, held, or released as of the last update.</summary> + public IDictionary<SButton, SButtonState> LastButtonStates { get; private set; } = new Dictionary<SButton, SButtonState>(); /// <summary>The cursor position on the screen adjusted for the zoom level.</summary> public ICursorPosition CursorPosition => this.CursorPositionImpl; - /// <summary>The buttons which were pressed, held, or released.</summary> - public IDictionary<SButton, SButtonState> ActiveButtons { get; private set; } = new Dictionary<SButton, SButtonState>(); - - /// <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 @@ -63,14 +57,34 @@ namespace StardewModdingAPI.Framework.Input { return new SInputState { - ActiveButtons = this.ActiveButtons, - RealController = this.RealController, - RealKeyboard = this.RealKeyboard, - RealMouse = this.RealMouse, + LastButtonStates = this.LastButtonStates, + LastController = this.LastController, + LastKeyboard = this.LastKeyboard, + LastMouse = this.LastMouse, CursorPositionImpl = this.CursorPositionImpl }; } + /// <summary>Override the state for a button.</summary> + /// <param name="button">The button to override.</param> + /// <param name="setDown">Whether to mark it pressed; else mark it released.</param> + public void OverrideButton(SButton button, bool setDown) + { + bool changed = setDown + ? this.CustomPressedKeys.Add(button) | this.CustomReleasedKeys.Remove(button) + : this.CustomPressedKeys.Remove(button) | this.CustomReleasedKeys.Add(button); + + if (changed) + this.HasNewOverrides = true; + } + + /// <summary>Get whether a mod has indicated the key was already handled, so the game shouldn't handle it.</summary> + /// <param name="button">The button to check.</param> + public bool IsSuppressed(SButton button) + { + return this.CustomReleasedKeys.Contains(button); + } + /// <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() { } @@ -82,28 +96,47 @@ namespace StardewModdingAPI.Framework.Input { float zoomMultiplier = (1f / Game1.options.zoomLevel); - // get new states - GamePadState realController = GamePad.GetState(PlayerIndex.One); - KeyboardState realKeyboard = Keyboard.GetState(); - MouseState realMouse = Mouse.GetState(); - var activeButtons = this.DeriveStates(this.ActiveButtons, realKeyboard, realMouse, realController); - Vector2 cursorAbsolutePos = new Vector2((realMouse.X * zoomMultiplier) + Game1.viewport.X, (realMouse.Y * zoomMultiplier) + Game1.viewport.Y); + // get real values + var controller = new GamePadStateBuilder(); + var keyboard = new KeyboardStateBuilder(); + var mouse = new MouseStateBuilder(); + Vector2 cursorAbsolutePos = new Vector2((mouse.X * zoomMultiplier) + Game1.viewport.X, (mouse.Y * zoomMultiplier) + Game1.viewport.Y); Vector2? playerTilePos = Context.IsPlayerFree ? Game1.player.getTileLocation() : (Vector2?)null; + HashSet<SButton> reallyDown = new HashSet<SButton>(this.GetPressedButtons(keyboard, mouse, controller)); + + // apply overrides + bool hasOverrides = false; + if (this.CustomPressedKeys.Count > 0 || this.CustomReleasedKeys.Count > 0) + { + // reset overrides that no longer apply + this.CustomPressedKeys.RemoveWhere(key => reallyDown.Contains(key)); + this.CustomReleasedKeys.RemoveWhere(key => !reallyDown.Contains(key)); + + // apply overrides + if (this.ApplyOverrides(this.CustomPressedKeys, this.CustomReleasedKeys, controller, keyboard, mouse)) + hasOverrides = true; - // update real states - this.ActiveButtons = activeButtons; - this.RealController = realController; - this.RealKeyboard = realKeyboard; - this.RealMouse = realMouse; + // remove pressed keys + this.CustomPressedKeys.Clear(); + } + + // get button states + var pressedButtons = hasOverrides + ? new HashSet<SButton>(this.GetPressedButtons(keyboard, mouse, controller)) + : reallyDown; + var activeButtons = this.DeriveStates(this.LastButtonStates, pressedButtons); + + // update + this.HasNewOverrides = false; + this.LastController = controller.GetState(); + this.LastKeyboard = keyboard.GetState(); + this.LastMouse = mouse.GetState(); + this.LastButtonStates = activeButtons; if (cursorAbsolutePos != this.CursorPositionImpl?.AbsolutePixels || playerTilePos != this.LastPlayerTile) { this.LastPlayerTile = playerTilePos; - this.CursorPositionImpl = this.GetCursorPosition(realMouse, cursorAbsolutePos, zoomMultiplier); + this.CursorPositionImpl = this.GetCursorPosition(this.LastMouse, cursorAbsolutePos, zoomMultiplier); } - - // update suppressed states - this.SuppressButtons.RemoveWhere(p => !this.GetState(activeButtons, p).IsDown()); - this.UpdateSuppression(); } catch (InvalidOperationException) { @@ -111,18 +144,22 @@ namespace StardewModdingAPI.Framework.Input } } - /// <summary>Apply input suppression to current input.</summary> - public void UpdateSuppression() + /// <summary>Apply input overrides to the current state.</summary> + public void ApplyOverrides() { - GamePadState suppressedController = this.RealController; - KeyboardState suppressedKeyboard = this.RealKeyboard; - MouseState suppressedMouse = this.RealMouse; - - this.SuppressGivenStates(this.ActiveButtons, ref suppressedKeyboard, ref suppressedMouse, ref suppressedController); + if (this.HasNewOverrides) + { + var controller = new GamePadStateBuilder(this.LastController); + var keyboard = new KeyboardStateBuilder(this.LastKeyboard); + var mouse = new MouseStateBuilder(this.LastMouse); - this.SuppressedController = suppressedController; - this.SuppressedKeyboard = suppressedKeyboard; - this.SuppressedMouse = suppressedMouse; + if (this.ApplyOverrides(pressed: this.CustomPressedKeys, released: this.CustomReleasedKeys, controller, keyboard, mouse)) + { + this.LastController = controller.GetState(); + this.LastKeyboard = keyboard.GetState(); + this.LastMouse = mouse.GetState(); + } + } } /// <summary>Get the gamepad state visible to the game.</summary> @@ -130,36 +167,30 @@ namespace StardewModdingAPI.Framework.Input public override GamePadState GetGamePadState() { if (Game1.options.gamepadMode == Options.GamepadModes.ForceOff) - return base.GetGamePadState(); + return new GamePadState(); - return this.ShouldSuppressNow() - ? this.SuppressedController - : this.RealController; + return this.LastController; } /// <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; + return this.LastKeyboard; } /// <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; + return this.LastMouse; } /// <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.GetState(this.ActiveButtons, button).IsDown(); + return this.GetState(this.LastButtonStates, button).IsDown(); } /// <summary>Get whether any of the given buttons were pressed or held.</summary> @@ -173,7 +204,7 @@ namespace StardewModdingAPI.Framework.Input /// <param name="button">The button to check.</param> public SButtonState GetState(SButton button) { - return this.GetState(this.ActiveButtons, button); + return this.GetState(this.LastButtonStates, button); } @@ -194,76 +225,57 @@ namespace StardewModdingAPI.Framework.Input return new CursorPosition(absolutePixels, screenPixels, tile, grabTile); } - /// <summary>Whether input should be suppressed in the current context.</summary> - private bool ShouldSuppressNow() - { - return Game1.chatBox == null || !Game1.chatBox.isActive(); - } - - /// <summary>Apply input suppression to 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> - private void SuppressGivenStates(IDictionary<SButton, SButtonState> activeButtons, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState) + /// <summary>Apply input overrides to the given states.</summary> + /// <param name="pressed">The buttons to mark pressed.</param> + /// <param name="released">The buttons to mark released.</param> + /// <param name="controller">The game's controller state for the current tick.</param> + /// <param name="keyboard">The game's keyboard state for the current tick.</param> + /// <param name="mouse">The game's mouse state for the current tick.</param> + /// <returns>Returns whether any overrides were applied.</returns> + private bool ApplyOverrides(ISet<SButton> pressed, ISet<SButton> released, GamePadStateBuilder controller, KeyboardStateBuilder keyboard, MouseStateBuilder mouse) { - if (this.SuppressButtons.Count == 0) - return; - - // gather info - HashSet<Keys> suppressKeys = new HashSet<Keys>(); - HashSet<SButton> suppressButtons = new HashSet<SButton>(); - HashSet<SButton> suppressMouse = new HashSet<SButton>(); - foreach (SButton button in this.SuppressButtons) + if (pressed.Count == 0 && released.Count == 0) + return false; + + // group keys by type + IDictionary<SButton, SButtonState> keyboardOverrides = new Dictionary<SButton, SButtonState>(); + IDictionary<SButton, SButtonState> controllerOverrides = new Dictionary<SButton, SButtonState>(); + IDictionary<SButton, SButtonState> mouseOverrides = new Dictionary<SButton, SButtonState>(); + foreach (var button in pressed.Concat(released)) { + var newState = this.DeriveState( + oldState: this.GetState(button), + isDown: pressed.Contains(button) + ); + if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2) - suppressMouse.Add(button); - else if (button.TryGetKeyboard(out Keys key)) - suppressKeys.Add(key); - else if (gamePadState.IsConnected && button.TryGetController(out Buttons _)) - suppressButtons.Add(button); + mouseOverrides[button] = newState; + else if (button.TryGetKeyboard(out Keys _)) + keyboardOverrides[button] = newState; + else if (controller.IsConnected && button.TryGetController(out Buttons _)) + controllerOverrides[button] = newState; } - // suppress keyboard keys - if (keyboardState.GetPressedKeys().Any() && suppressKeys.Any()) - keyboardState = new KeyboardState(keyboardState.GetPressedKeys().Except(suppressKeys).ToArray()); - - // suppress controller keys - if (gamePadState.IsConnected && suppressButtons.Any()) - { - GamePadStateBuilder builder = new GamePadStateBuilder(gamePadState); - builder.SuppressButtons(suppressButtons); - gamePadState = builder.ToGamePadState(); - } + // override states + if (keyboardOverrides.Any()) + keyboard.OverrideButtons(keyboardOverrides); + if (controller.IsConnected && controllerOverrides.Any()) + controller.OverrideButtons(controllerOverrides); + if (mouseOverrides.Any()) + mouse.OverrideButtons(mouseOverrides); - // suppress mouse buttons - if (suppressMouse.Any()) - { - mouseState = new MouseState( - x: mouseState.X, - y: mouseState.Y, - scrollWheel: mouseState.ScrollWheelValue, - leftButton: suppressMouse.Contains(SButton.MouseLeft) ? ButtonState.Released : mouseState.LeftButton, - middleButton: suppressMouse.Contains(SButton.MouseMiddle) ? ButtonState.Released : mouseState.MiddleButton, - rightButton: suppressMouse.Contains(SButton.MouseRight) ? ButtonState.Released : mouseState.RightButton, - xButton1: suppressMouse.Contains(SButton.MouseX1) ? ButtonState.Released : mouseState.XButton1, - xButton2: suppressMouse.Contains(SButton.MouseX2) ? ButtonState.Released : mouseState.XButton2 - ); - } + return true; } /// <summary>Get the state of all pressed or released buttons relative to their previous state.</summary> /// <param name="previousStates">The previous button states.</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, SButtonState> DeriveStates(IDictionary<SButton, SButtonState> previousStates, KeyboardState keyboard, MouseState mouse, GamePadState controller) + /// <param name="pressedButtons">The currently pressed buttons.</param> + private IDictionary<SButton, SButtonState> DeriveStates(IDictionary<SButton, SButtonState> previousStates, HashSet<SButton> pressedButtons) { IDictionary<SButton, SButtonState> activeButtons = new Dictionary<SButton, SButtonState>(); // handle pressed keys - SButton[] down = this.GetPressedButtons(keyboard, mouse, controller).ToArray(); - foreach (SButton button in down) + foreach (SButton button in pressedButtons) activeButtons[button] = this.DeriveState(this.GetState(previousStates, button), isDown: true); // handle released keys @@ -301,101 +313,12 @@ namespace StardewModdingAPI.Framework.Input /// <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) + private IEnumerable<SButton> GetPressedButtons(KeyboardStateBuilder keyboard, MouseStateBuilder mouse, GamePadStateBuilder controller) { - return direction.Length() > 0.9f; + return keyboard + .GetPressedButtons() + .Concat(mouse.GetPressedButtons()) + .Concat(controller.GetPressedButtons()); } } } |