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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-01-17 00:20:24 -0500
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-01-17 00:20:24 -0500
commita59572ee4eb64b075836247b92401c0fb554b6f0 (patch)
tree7516544dcc3210356664ad4904912b76b3bef5a6 /src/SMAPI/Framework/SGame.cs
parent3df62fa856d241df4e7b30a48c77dab184edba4e (diff)
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overhaul input handling (#422)
Diffstat (limited to 'src/SMAPI/Framework/SGame.cs')
-rw-r--r--src/SMAPI/Framework/SGame.cs186
1 files changed, 48 insertions, 138 deletions
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 0a614f17..4a17926c 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -10,6 +10,7 @@ using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using StardewModdingAPI.Events;
+using StardewModdingAPI.Framework.Input;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Utilities;
using StardewValley;
@@ -53,20 +54,8 @@ namespace StardewModdingAPI.Framework
/****
** Game state
****/
- /// <summary>A record of the buttons pressed as of the previous tick.</summary>
- private SButton[] PreviousPressedButtons = new SButton[0];
-
- /// <summary>A record of the keyboard state (i.e. the up/down state for each button) as of the previous tick.</summary>
- private KeyboardState PreviousKeyState;
-
- /// <summary>A record of the controller state (i.e. the up/down state for each button) as of the previous tick.</summary>
- private GamePadState PreviousControllerState;
-
- /// <summary>A record of the mouse state (i.e. the cursor position, scroll amount, and the up/down state for each button) as of the previous tick.</summary>
- private MouseState PreviousMouseState;
-
- /// <summary>The previous mouse position on the screen adjusted for the zoom level.</summary>
- private Point PreviousMousePosition;
+ /// <summary>The player input as of the previous tick.</summary>
+ private InputState PreviousInput = new InputState();
/// <summary>The window size value at last check.</summary>
private Point PreviousWindowSize;
@@ -348,34 +337,17 @@ namespace StardewModdingAPI.Framework
*********/
if (Game1.game1.IsActive)
{
- // get latest state
- KeyboardState keyState;
- GamePadState controllerState;
- MouseState mouseState;
- Point mousePosition;
+ // get input state
+ InputState inputState;
try
{
- keyState = Keyboard.GetState();
- controllerState = GamePad.GetState(PlayerIndex.One);
- mouseState = Mouse.GetState();
- mousePosition = new Point(Game1.getMouseX(), Game1.getMouseY());
+ inputState = InputState.GetState(this.PreviousInput);
}
catch (InvalidOperationException) // GetState() may crash for some players if window doesn't have focus but game1.IsActive == true
{
- keyState = this.PreviousKeyState;
- controllerState = this.PreviousControllerState;
- mouseState = this.PreviousMouseState;
- mousePosition = this.PreviousMousePosition;
+ inputState = this.PreviousInput;
}
- // analyse state
- SButton[] currentlyPressedKeys = this.GetPressedButtons(keyState, mouseState, controllerState).ToArray();
- SButton[] previousPressedKeys = this.PreviousPressedButtons;
- SButton[] framePressedKeys = currentlyPressedKeys.Except(previousPressedKeys).ToArray();
- SButton[] frameReleasedKeys = previousPressedKeys.Except(currentlyPressedKeys).ToArray();
- bool isUseToolButton = Game1.options.useToolButton.Any(p => framePressedKeys.Contains(p.ToSButton()));
- bool isActionButton = !isUseToolButton && Game1.options.actionButton.Any(p => framePressedKeys.Contains(p.ToSButton()));
-
// get cursor position
ICursorPosition cursor;
{
@@ -388,60 +360,58 @@ namespace StardewModdingAPI.Framework
cursor = new CursorPosition(screenPixels, tile, grabTile);
}
- // raise button pressed
- foreach (SButton button in framePressedKeys)
+ // raise input events
+ foreach (var pair in inputState.ActiveButtons)
{
- InputEvents.InvokeButtonPressed(this.Monitor, button, cursor, isActionButton, isUseToolButton);
+ SButton button = pair.Key;
+ InputStatus status = pair.Value;
- // legacy events
- if (button.TryGetKeyboard(out Keys key))
- {
- if (key != Keys.None)
- ControlEvents.InvokeKeyPressed(this.Monitor, key);
- }
- else if (button.TryGetController(out Buttons controllerButton))
+ if (status == InputStatus.Pressed)
{
- if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
- ControlEvents.InvokeTriggerPressed(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? controllerState.Triggers.Left : controllerState.Triggers.Right);
- else
- ControlEvents.InvokeButtonPressed(this.Monitor, controllerButton);
- }
- }
+ InputEvents.InvokeButtonPressed(this.Monitor, button, cursor, button.IsActionButton(), button.IsUseToolButton());
- // raise button released
- foreach (SButton button in frameReleasedKeys)
- {
- bool wasUseToolButton = (from opt in Game1.options.useToolButton let optButton = opt.ToSButton() where optButton == button && framePressedKeys.Contains(optButton) select optButton).Any();
- bool wasActionButton = !wasUseToolButton && (from opt in Game1.options.actionButton let optButton = opt.ToSButton() where optButton == button && framePressedKeys.Contains(optButton) select optButton).Any();
- InputEvents.InvokeButtonReleased(this.Monitor, button, cursor, wasActionButton, wasUseToolButton);
-
- // legacy events
- if (button.TryGetKeyboard(out Keys key))
- {
- if (key != Keys.None)
- ControlEvents.InvokeKeyReleased(this.Monitor, key);
+ // legacy events
+ if (button.TryGetKeyboard(out Keys key))
+ {
+ if (key != Keys.None)
+ ControlEvents.InvokeKeyPressed(this.Monitor, key);
+ }
+ else if (button.TryGetController(out Buttons controllerButton))
+ {
+ if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
+ ControlEvents.InvokeTriggerPressed(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.ControllerState.Triggers.Left : inputState.ControllerState.Triggers.Right);
+ else
+ ControlEvents.InvokeButtonPressed(this.Monitor, controllerButton);
+ }
}
- else if (button.TryGetController(out Buttons controllerButton))
+ else if (status == InputStatus.Released)
{
- if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
- ControlEvents.InvokeTriggerReleased(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? controllerState.Triggers.Left : controllerState.Triggers.Right);
- else
- ControlEvents.InvokeButtonReleased(this.Monitor, controllerButton);
+ InputEvents.InvokeButtonReleased(this.Monitor, button, cursor, button.IsActionButton(), button.IsUseToolButton());
+
+ // legacy events
+ if (button.TryGetKeyboard(out Keys key))
+ {
+ if (key != Keys.None)
+ ControlEvents.InvokeKeyReleased(this.Monitor, key);
+ }
+ else if (button.TryGetController(out Buttons controllerButton))
+ {
+ if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
+ ControlEvents.InvokeTriggerReleased(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.ControllerState.Triggers.Left : inputState.ControllerState.Triggers.Right);
+ else
+ ControlEvents.InvokeButtonReleased(this.Monitor, controllerButton);
+ }
}
}
// raise legacy state-changed events
- if (keyState != this.PreviousKeyState)
- ControlEvents.InvokeKeyboardChanged(this.Monitor, this.PreviousKeyState, keyState);
- if (mouseState != this.PreviousMouseState)
- ControlEvents.InvokeMouseChanged(this.Monitor, this.PreviousMouseState, mouseState, this.PreviousMousePosition, mousePosition);
+ if (inputState.KeyboardState != this.PreviousInput.KeyboardState)
+ ControlEvents.InvokeKeyboardChanged(this.Monitor, this.PreviousInput.KeyboardState, inputState.KeyboardState);
+ if (inputState.MouseState != this.PreviousInput.MouseState)
+ ControlEvents.InvokeMouseChanged(this.Monitor, this.PreviousInput.MouseState, inputState.MouseState, this.PreviousInput.MousePosition, inputState.MousePosition);
// track state
- this.PreviousMouseState = mouseState;
- this.PreviousMousePosition = mousePosition;
- this.PreviousKeyState = keyState;
- this.PreviousControllerState = controllerState;
- this.PreviousPressedButtons = currentlyPressedKeys;
+ this.PreviousInput = inputState;
}
/*********
@@ -1304,67 +1274,7 @@ namespace StardewModdingAPI.Framework
this.PreviousSaveID = 0;
}
- /// <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>
- 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)
- {
- if (controller.Buttons.A == ButtonState.Pressed)
- yield return SButton.ControllerA;
- if (controller.Buttons.B == ButtonState.Pressed)
- yield return SButton.ControllerB;
- if (controller.Buttons.Back == ButtonState.Pressed)
- yield return SButton.ControllerBack;
- if (controller.Buttons.BigButton == ButtonState.Pressed)
- yield return SButton.BigButton;
- if (controller.Buttons.LeftShoulder == ButtonState.Pressed)
- yield return SButton.LeftShoulder;
- if (controller.Buttons.LeftStick == ButtonState.Pressed)
- yield return SButton.LeftStick;
- if (controller.Buttons.RightShoulder == ButtonState.Pressed)
- yield return SButton.RightShoulder;
- if (controller.Buttons.RightStick == ButtonState.Pressed)
- yield return SButton.RightStick;
- if (controller.Buttons.Start == ButtonState.Pressed)
- yield return SButton.ControllerStart;
- if (controller.Buttons.X == ButtonState.Pressed)
- yield return SButton.ControllerX;
- if (controller.Buttons.Y == ButtonState.Pressed)
- yield return SButton.ControllerY;
- 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;
- if (controller.Triggers.Left > 0.2f)
- yield return SButton.LeftTrigger;
- if (controller.Triggers.Right > 0.2f)
- yield return SButton.RightTrigger;
- }
- }
+
/// <summary>Get the player inventory changes between two states.</summary>
/// <param name="current">The player's current inventory.</param>