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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-05-01 18:16:09 -0400 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-05-01 18:16:09 -0400 |
commit | c8ad50dad1d706a1901798f9396f6becfea36c0e (patch) | |
tree | 28bd818a5db39ec5ece1bd141a28de955950463b /src/SMAPI/Framework/Input | |
parent | 451b70953ff4c0b1b27ae0de203ad99379b45b2a (diff) | |
parent | f78093bdb58d477b400cde3f19b70ffd6ddf833d (diff) | |
download | SMAPI-c8ad50dad1d706a1901798f9396f6becfea36c0e.tar.gz SMAPI-c8ad50dad1d706a1901798f9396f6becfea36c0e.tar.bz2 SMAPI-c8ad50dad1d706a1901798f9396f6becfea36c0e.zip |
Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Framework/Input')
-rw-r--r-- | src/SMAPI/Framework/Input/GamePadStateBuilder.cs | 22 | ||||
-rw-r--r-- | src/SMAPI/Framework/Input/KeyboardStateBuilder.cs | 11 | ||||
-rw-r--r-- | src/SMAPI/Framework/Input/MouseStateBuilder.cs | 7 | ||||
-rw-r--r-- | src/SMAPI/Framework/Input/SInputState.cs | 18 |
4 files changed, 30 insertions, 28 deletions
diff --git a/src/SMAPI/Framework/Input/GamePadStateBuilder.cs b/src/SMAPI/Framework/Input/GamePadStateBuilder.cs index b0bb7f80..4ac3332c 100644 --- a/src/SMAPI/Framework/Input/GamePadStateBuilder.cs +++ b/src/SMAPI/Framework/Input/GamePadStateBuilder.cs @@ -1,4 +1,5 @@ using System.Collections.Generic; +using System.Diagnostics.CodeAnalysis; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; @@ -21,7 +22,7 @@ namespace StardewModdingAPI.Framework.Input private GamePadState? State; /// <summary>The current button states.</summary> - private readonly IDictionary<SButton, ButtonState> ButtonStates; + private readonly IDictionary<SButton, ButtonState>? ButtonStates; /// <summary>The left trigger value.</summary> private float LeftTrigger; @@ -40,6 +41,7 @@ namespace StardewModdingAPI.Framework.Input ** Accessors *********/ /// <summary>Whether the gamepad is currently connected.</summary> + [MemberNotNullWhen(true, nameof(GamePadStateBuilder.ButtonStates))] public bool IsConnected { get; } @@ -85,8 +87,7 @@ namespace StardewModdingAPI.Framework.Input this.RightStickPos = sticks.Right; } - /// <summary>Override the states for a set of buttons.</summary> - /// <param name="overrides">The button state overrides.</param> + /// <inheritdoc /> public GamePadStateBuilder OverrideButtons(IDictionary<SButton, SButtonState> overrides) { if (!this.IsConnected) @@ -104,10 +105,10 @@ namespace StardewModdingAPI.Framework.Input this.LeftStickPos.Y = isDown ? 1 : 0; break; case SButton.LeftThumbstickDown: - this.LeftStickPos.Y = isDown ? 1 : 0; + this.LeftStickPos.Y = isDown ? -1 : 0; break; case SButton.LeftThumbstickLeft: - this.LeftStickPos.X = isDown ? 1 : 0; + this.LeftStickPos.X = isDown ? -1 : 0; break; case SButton.LeftThumbstickRight: this.LeftStickPos.X = isDown ? 1 : 0; @@ -118,10 +119,10 @@ namespace StardewModdingAPI.Framework.Input this.RightStickPos.Y = isDown ? 1 : 0; break; case SButton.RightThumbstickDown: - this.RightStickPos.Y = isDown ? 1 : 0; + this.RightStickPos.Y = isDown ? -1 : 0; break; case SButton.RightThumbstickLeft: - this.RightStickPos.X = isDown ? 1 : 0; + this.RightStickPos.X = isDown ? -1 : 0; break; case SButton.RightThumbstickRight: this.RightStickPos.X = isDown ? 1 : 0; @@ -151,7 +152,7 @@ namespace StardewModdingAPI.Framework.Input return this; } - /// <summary>Get the currently pressed buttons.</summary> + /// <inheritdoc /> public IEnumerable<SButton> GetPressedButtons() { if (!this.IsConnected) @@ -191,7 +192,7 @@ namespace StardewModdingAPI.Framework.Input } } - /// <summary>Get the equivalent state.</summary> + /// <inheritdoc /> public GamePadState GetState() { this.State ??= new GamePadState( @@ -212,6 +213,9 @@ namespace StardewModdingAPI.Framework.Input /// <summary>Get the pressed gamepad buttons.</summary> private IEnumerable<Buttons> GetPressedGamePadButtons() { + if (!this.IsConnected) + yield break; + foreach (var pair in this.ButtonStates) { if (pair.Value == ButtonState.Pressed && pair.Key.TryGetController(out Buttons button)) diff --git a/src/SMAPI/Framework/Input/KeyboardStateBuilder.cs b/src/SMAPI/Framework/Input/KeyboardStateBuilder.cs index 620ad442..f66fbd07 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(); /********* @@ -27,12 +27,11 @@ namespace StardewModdingAPI.Framework.Input this.State = state; this.PressedButtons.Clear(); - foreach (var button in state.GetPressedKeys()) + foreach (Keys button in state.GetPressedKeys()) this.PressedButtons.Add(button); } - /// <summary>Override the states for a set of buttons.</summary> - /// <param name="overrides">The button state overrides.</param> + /// <inheritdoc /> public KeyboardStateBuilder OverrideButtons(IDictionary<SButton, SButtonState> overrides) { foreach (var pair in overrides) @@ -51,14 +50,14 @@ namespace StardewModdingAPI.Framework.Input return this; } - /// <summary>Get the currently pressed buttons.</summary> + /// <inheritdoc /> public IEnumerable<SButton> GetPressedButtons() { foreach (Keys key in this.PressedButtons) yield return key.ToSButton(); } - /// <summary>Get the equivalent state.</summary> + /// <inheritdoc /> public KeyboardState GetState() { return diff --git a/src/SMAPI/Framework/Input/MouseStateBuilder.cs b/src/SMAPI/Framework/Input/MouseStateBuilder.cs index a1ac5492..c2a0891b 100644 --- a/src/SMAPI/Framework/Input/MouseStateBuilder.cs +++ b/src/SMAPI/Framework/Input/MouseStateBuilder.cs @@ -51,8 +51,7 @@ namespace StardewModdingAPI.Framework.Input this.ScrollWheelValue = state.ScrollWheelValue; } - /// <summary>Override the states for a set of buttons.</summary> - /// <param name="overrides">The button state overrides.</param> + /// <inheritdoc /> public MouseStateBuilder OverrideButtons(IDictionary<SButton, SButtonState> overrides) { foreach (var pair in overrides) @@ -67,7 +66,7 @@ namespace StardewModdingAPI.Framework.Input return this; } - /// <summary>Get the currently pressed buttons.</summary> + /// <inheritdoc /> public IEnumerable<SButton> GetPressedButtons() { foreach (var pair in this.ButtonStates) @@ -77,7 +76,7 @@ namespace StardewModdingAPI.Framework.Input } } - /// <summary>Get the equivalent state.</summary> + /// <inheritdoc /> public MouseState GetState() { this.State ??= new MouseState( diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs index a8d1f371..fef83af7 100644 --- a/src/SMAPI/Framework/Input/SInputState.cs +++ b/src/SMAPI/Framework/Input/SInputState.cs @@ -15,16 +15,16 @@ namespace StardewModdingAPI.Framework.Input ** Accessors *********/ /// <summary>The cursor position on the screen adjusted for the zoom level.</summary> - private CursorPosition CursorPositionImpl; + private CursorPosition CursorPositionImpl = new(Vector2.Zero, Vector2.Zero, Vector2.Zero, Vector2.Zero); /// <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>(); + 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; @@ -72,8 +72,8 @@ 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? playerTilePos = Context.IsPlayerFree ? Game1.player.getTileLocation() : (Vector2?)null; + Vector2 cursorAbsolutePos = new((mouse.X * zoomMultiplier) + Game1.viewport.X, (mouse.Y * zoomMultiplier) + Game1.viewport.Y); + Vector2? playerTilePos = Context.IsPlayerFree ? Game1.player.getTileLocation() : null; HashSet<SButton> reallyDown = new HashSet<SButton>(this.GetPressedButtons(keyboard, mouse, controller)); // apply overrides @@ -104,7 +104,7 @@ namespace StardewModdingAPI.Framework.Input this.KeyboardState = keyboard.GetState(); this.MouseState = mouse.GetState(); this.ButtonStates = activeButtons; - if (cursorAbsolutePos != this.CursorPositionImpl?.AbsolutePixels || playerTilePos != this.LastPlayerTile) + if (cursorAbsolutePos != this.CursorPositionImpl.AbsolutePixels || playerTilePos != this.LastPlayerTile) { this.LastPlayerTile = playerTilePos; this.CursorPositionImpl = this.GetCursorPosition(this.MouseState, cursorAbsolutePos, zoomMultiplier); @@ -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(); @@ -234,7 +234,7 @@ namespace StardewModdingAPI.Framework.Input isDown: pressed.Contains(button) ); - if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2) + if (button is SButton.MouseLeft or SButton.MouseMiddle or SButton.MouseRight or SButton.MouseX1 or SButton.MouseX2) mouseOverrides[button] = newState; else if (button.TryGetKeyboard(out Keys _)) keyboardOverrides[button] = newState; |