summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/Input/SInputState.cs
diff options
context:
space:
mode:
authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-03-08 14:53:41 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-03-08 14:53:41 -0400
commite80b7712f7e4c78a5b016289ca19efaf7d39cd8b (patch)
tree5ca5277b1755504a1e95b655b16ff696114d26b8 /src/SMAPI/Framework/Input/SInputState.cs
parente39b9e0d699079edfbcf8595d7499aff894578b6 (diff)
downloadSMAPI-e80b7712f7e4c78a5b016289ca19efaf7d39cd8b.tar.gz
SMAPI-e80b7712f7e4c78a5b016289ca19efaf7d39cd8b.tar.bz2
SMAPI-e80b7712f7e4c78a5b016289ca19efaf7d39cd8b.zip
encapsulate logic for each input type
Diffstat (limited to 'src/SMAPI/Framework/Input/SInputState.cs')
-rw-r--r--src/SMAPI/Framework/Input/SInputState.cs185
1 files changed, 45 insertions, 140 deletions
diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs
index 06a7ac3b..333f5726 100644
--- a/src/SMAPI/Framework/Input/SInputState.cs
+++ b/src/SMAPI/Framework/Input/SInputState.cs
@@ -14,9 +14,6 @@ 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;
@@ -29,8 +26,8 @@ namespace StardewModdingAPI.Framework.Input
/// <summary>The buttons to consider released until the actual button is released.</summary>
private readonly HashSet<SButton> CustomReleasedKeys = new HashSet<SButton>();
- /// <summary>The buttons which were actually down as of the last update, ignoring overrides.</summary>
- private HashSet<SButton> LastRealButtonPresses = 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;
/*********
@@ -73,16 +70,12 @@ namespace StardewModdingAPI.Framework.Input
/// <param name="setDown">Whether to mark it pressed; else mark it released.</param>
public void OverrideButton(SButton button, bool setDown)
{
- if (setDown)
- {
- this.CustomPressedKeys.Add(button);
- this.CustomReleasedKeys.Remove(button);
- }
- else
- {
- this.CustomPressedKeys.Remove(button);
- this.CustomReleasedKeys.Add(button);
- }
+ 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>
@@ -104,9 +97,9 @@ namespace StardewModdingAPI.Framework.Input
float zoomMultiplier = (1f / Game1.options.zoomLevel);
// get real values
- GamePadState controller = GamePad.GetState(PlayerIndex.One);
- KeyboardState keyboard = Keyboard.GetState();
- MouseState mouse = Mouse.GetState();
+ 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));
@@ -120,7 +113,7 @@ namespace StardewModdingAPI.Framework.Input
this.CustomReleasedKeys.RemoveWhere(key => !reallyDown.Contains(key));
// apply overrides
- if (this.ApplyOverrides(this.CustomPressedKeys, this.CustomReleasedKeys, ref keyboard, ref mouse, ref controller))
+ if (this.ApplyOverrides(this.CustomPressedKeys, this.CustomReleasedKeys, controller, keyboard, mouse))
hasOverrides = true;
// remove pressed keys
@@ -131,18 +124,18 @@ namespace StardewModdingAPI.Framework.Input
var pressedButtons = hasOverrides
? new HashSet<SButton>(this.GetPressedButtons(keyboard, mouse, controller))
: reallyDown;
- var activeButtons = this.DeriveStates(this.LastButtonStates, pressedButtons, keyboard, mouse, controller);
+ var activeButtons = this.DeriveStates(this.LastButtonStates, pressedButtons);
// update
- this.LastController = controller;
- this.LastKeyboard = keyboard;
- this.LastMouse = mouse;
+ this.HasNewOverrides = false;
+ this.LastController = controller.GetState();
+ this.LastKeyboard = keyboard.GetState();
+ this.LastMouse = mouse.GetState();
this.LastButtonStates = activeButtons;
- this.LastRealButtonPresses = reallyDown;
if (cursorAbsolutePos != this.CursorPositionImpl?.AbsolutePixels || playerTilePos != this.LastPlayerTile)
{
this.LastPlayerTile = playerTilePos;
- this.CursorPositionImpl = this.GetCursorPosition(mouse, cursorAbsolutePos, zoomMultiplier);
+ this.CursorPositionImpl = this.GetCursorPosition(this.LastMouse, cursorAbsolutePos, zoomMultiplier);
}
}
catch (InvalidOperationException)
@@ -154,15 +147,19 @@ namespace StardewModdingAPI.Framework.Input
/// <summary>Apply input overrides to the current state.</summary>
public void ApplyOverrides()
{
- GamePadState newController = this.LastController;
- KeyboardState newKeyboard = this.LastKeyboard;
- MouseState newMouse = this.LastMouse;
-
- this.ApplyOverrides(pressed: this.CustomPressedKeys, released: this.CustomReleasedKeys, ref newKeyboard, ref newMouse, ref newController);
+ if (this.HasNewOverrides)
+ {
+ var controller = new GamePadStateBuilder(this.LastController);
+ var keyboard = new KeyboardStateBuilder(this.LastKeyboard);
+ var mouse = new MouseStateBuilder(this.LastMouse);
- this.LastController = newController;
- this.LastKeyboard = newKeyboard;
- this.LastMouse = newMouse;
+ 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>
@@ -231,11 +228,11 @@ namespace StardewModdingAPI.Framework.Input
/// <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="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>
+ /// <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, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState)
+ private bool ApplyOverrides(ISet<SButton> pressed, ISet<SButton> released, GamePadStateBuilder controller, KeyboardStateBuilder keyboard, MouseStateBuilder mouse)
{
if (pressed.Count == 0 && released.Count == 0)
return false;
@@ -255,17 +252,17 @@ namespace StardewModdingAPI.Framework.Input
mouseOverrides[button] = newState;
else if (button.TryGetKeyboard(out Keys _))
keyboardOverrides[button] = newState;
- else if (gamePadState.IsConnected && button.TryGetController(out Buttons _))
+ else if (controller.IsConnected && button.TryGetController(out Buttons _))
controllerOverrides[button] = newState;
}
// override states
if (keyboardOverrides.Any())
- keyboardState = new KeyboardStateBuilder(keyboardState).OverrideButtons(keyboardOverrides).ToState();
- if (gamePadState.IsConnected && controllerOverrides.Any())
- gamePadState = new GamePadStateBuilder(gamePadState).OverrideButtons(controllerOverrides).ToState();
+ keyboard.OverrideButtons(keyboardOverrides);
+ if (controller.IsConnected && controllerOverrides.Any())
+ controller.OverrideButtons(controllerOverrides);
if (mouseOverrides.Any())
- mouseState = new MouseStateBuilder(mouseState).OverrideButtons(mouseOverrides).ToMouseState();
+ mouse.OverrideButtons(mouseOverrides);
return true;
}
@@ -273,10 +270,7 @@ namespace StardewModdingAPI.Framework.Input
/// <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="pressedButtons">The currently pressed buttons.</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, HashSet<SButton> pressedButtons, KeyboardState keyboard, MouseState mouse, GamePadState controller)
+ private IDictionary<SButton, SButtonState> DeriveStates(IDictionary<SButton, SButtonState> previousStates, HashSet<SButton> pressedButtons)
{
IDictionary<SButton, SButtonState> activeButtons = new Dictionary<SButton, SButtonState>();
@@ -319,101 +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());
}
}
}