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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-04-06 18:24:59 -0400 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-04-06 18:24:59 -0400 |
commit | a593eda30f82af474887d91458b0e9158f66fefc (patch) | |
tree | 8aa0e0586e3cce7627e8c4ff445a953665953f8f /src/SMAPI/Framework/Input | |
parent | 29f909a8d5dbb83d6df1a54d2680e6f9898f3b19 (diff) | |
download | SMAPI-a593eda30f82af474887d91458b0e9158f66fefc.tar.gz SMAPI-a593eda30f82af474887d91458b0e9158f66fefc.tar.bz2 SMAPI-a593eda30f82af474887d91458b0e9158f66fefc.zip |
use target-typed new
Diffstat (limited to 'src/SMAPI/Framework/Input')
-rw-r--r-- | src/SMAPI/Framework/Input/KeyboardStateBuilder.cs | 2 | ||||
-rw-r--r-- | src/SMAPI/Framework/Input/SInputState.cs | 10 |
2 files changed, 6 insertions, 6 deletions
diff --git a/src/SMAPI/Framework/Input/KeyboardStateBuilder.cs b/src/SMAPI/Framework/Input/KeyboardStateBuilder.cs index eadb7a8a..09bc48b6 100644 --- a/src/SMAPI/Framework/Input/KeyboardStateBuilder.cs +++ b/src/SMAPI/Framework/Input/KeyboardStateBuilder.cs @@ -14,7 +14,7 @@ namespace StardewModdingAPI.Framework.Input private KeyboardState? State; /// <summary>The pressed buttons.</summary> - private readonly HashSet<Keys> PressedButtons = new HashSet<Keys>(); + private readonly HashSet<Keys> PressedButtons = new(); /********* diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs index a8d1f371..5ff7432b 100644 --- a/src/SMAPI/Framework/Input/SInputState.cs +++ b/src/SMAPI/Framework/Input/SInputState.cs @@ -21,10 +21,10 @@ namespace StardewModdingAPI.Framework.Input private Vector2? LastPlayerTile; /// <summary>The buttons to press until the game next handles input.</summary> - private readonly HashSet<SButton> CustomPressedKeys = new HashSet<SButton>(); + private readonly HashSet<SButton> CustomPressedKeys = new(); /// <summary>The buttons to consider released until the actual button is released.</summary> - private readonly HashSet<SButton> CustomReleasedKeys = new HashSet<SButton>(); + private readonly HashSet<SButton> CustomReleasedKeys = new(); /// <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; @@ -72,7 +72,7 @@ namespace StardewModdingAPI.Framework.Input var controller = new GamePadStateBuilder(base.GetGamePadState()); var keyboard = new KeyboardStateBuilder(base.GetKeyboardState()); var mouse = new MouseStateBuilder(base.GetMouseState()); - Vector2 cursorAbsolutePos = new Vector2((mouse.X * zoomMultiplier) + Game1.viewport.X, (mouse.Y * zoomMultiplier) + Game1.viewport.Y); + Vector2 cursorAbsolutePos = new((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)); @@ -203,8 +203,8 @@ namespace StardewModdingAPI.Framework.Input /// <param name="zoomMultiplier">The multiplier applied to pixel coordinates to adjust them for pixel zoom.</param> private CursorPosition GetCursorPosition(MouseState mouseState, Vector2 absolutePixels, float zoomMultiplier) { - Vector2 screenPixels = new Vector2(mouseState.X * zoomMultiplier, mouseState.Y * zoomMultiplier); - Vector2 tile = new Vector2((int)((Game1.viewport.X + screenPixels.X) / Game1.tileSize), (int)((Game1.viewport.Y + screenPixels.Y) / Game1.tileSize)); + Vector2 screenPixels = new(mouseState.X * zoomMultiplier, mouseState.Y * zoomMultiplier); + Vector2 tile = new((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(); |