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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-02-19 23:28:37 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-02-19 23:28:37 -0500
commitab90e2c890bf16674e0f5699729f114877a6f7a4 (patch)
tree2dd697f3813e8a7c2b761b46c485a6fbe21699ff /src/SMAPI
parent2e9807a034a84d7e1ce821e92671a655ce13b199 (diff)
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rename InputStatus to SButtonState for consistency
Diffstat (limited to 'src/SMAPI')
-rw-r--r--src/SMAPI/Framework/Input/SInputState.cs52
-rw-r--r--src/SMAPI/Framework/ModHelpers/InputHelper.cs6
-rw-r--r--src/SMAPI/Framework/SGame.cs6
-rw-r--r--src/SMAPI/IInputHelper.cs4
-rw-r--r--src/SMAPI/SButtonState.cs (renamed from src/SMAPI/InputStatus.cs)12
5 files changed, 40 insertions, 40 deletions
diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs
index f54d3124..4eaa9ca6 100644
--- a/src/SMAPI/Framework/Input/SInputState.cs
+++ b/src/SMAPI/Framework/Input/SInputState.cs
@@ -49,7 +49,7 @@ namespace StardewModdingAPI.Framework.Input
public ICursorPosition CursorPosition => this.CursorPositionImpl;
/// <summary>The buttons which were pressed, held, or released.</summary>
- public IDictionary<SButton, InputStatus> ActiveButtons { get; private set; } = new Dictionary<SButton, InputStatus>();
+ 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>();
@@ -75,7 +75,7 @@ namespace StardewModdingAPI.Framework.Input
[Obsolete("This method should only be called by the game itself.")]
public override void Update() { }
- /// <summary>Update the current button statuses for the given tick.</summary>
+ /// <summary>Update the current button states for the given tick.</summary>
public void TrueUpdate()
{
try
@@ -86,7 +86,7 @@ namespace StardewModdingAPI.Framework.Input
GamePadState realController = GamePad.GetState(PlayerIndex.One);
KeyboardState realKeyboard = Keyboard.GetState();
MouseState realMouse = Mouse.GetState();
- var activeButtons = this.DeriveStatuses(this.ActiveButtons, realKeyboard, realMouse, realController);
+ 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);
Vector2? playerTilePos = Context.IsPlayerFree ? Game1.player.getTileLocation() : (Vector2?)null;
@@ -102,7 +102,7 @@ namespace StardewModdingAPI.Framework.Input
}
// update suppressed states
- this.SuppressButtons.RemoveWhere(p => !this.GetStatus(activeButtons, p).IsDown());
+ this.SuppressButtons.RemoveWhere(p => !this.GetState(activeButtons, p).IsDown());
this.UpdateSuppression();
}
catch (InvalidOperationException)
@@ -159,7 +159,7 @@ namespace StardewModdingAPI.Framework.Input
/// <param name="button">The button to check.</param>
public bool IsDown(SButton button)
{
- return this.GetStatus(this.ActiveButtons, button).IsDown();
+ return this.GetState(this.ActiveButtons, button).IsDown();
}
/// <summary>Get whether any of the given buttons were pressed or held.</summary>
@@ -169,11 +169,11 @@ namespace StardewModdingAPI.Framework.Input
return buttons.Any(button => this.IsDown(button.ToSButton()));
}
- /// <summary>Get the status of a button.</summary>
+ /// <summary>Get the state of a button.</summary>
/// <param name="button">The button to check.</param>
- public InputStatus GetStatus(SButton button)
+ public SButtonState GetState(SButton button)
{
- return this.GetStatus(this.ActiveButtons, button);
+ return this.GetState(this.ActiveButtons, button);
}
@@ -205,7 +205,7 @@ namespace StardewModdingAPI.Framework.Input
/// <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, InputStatus> activeButtons, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState)
+ private void SuppressGivenStates(IDictionary<SButton, SButtonState> activeButtons, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState)
{
if (this.SuppressButtons.Count == 0)
return;
@@ -252,48 +252,48 @@ namespace StardewModdingAPI.Framework.Input
}
}
- /// <summary>Get the status of all pressed or released buttons relative to their previous status.</summary>
- /// <param name="previousStatuses">The previous button statuses.</param>
+ /// <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, InputStatus> DeriveStatuses(IDictionary<SButton, InputStatus> previousStatuses, KeyboardState keyboard, MouseState mouse, GamePadState controller)
+ private IDictionary<SButton, SButtonState> DeriveStates(IDictionary<SButton, SButtonState> previousStates, KeyboardState keyboard, MouseState mouse, GamePadState controller)
{
- IDictionary<SButton, InputStatus> activeButtons = new Dictionary<SButton, InputStatus>();
+ IDictionary<SButton, SButtonState> activeButtons = new Dictionary<SButton, SButtonState>();
// handle pressed keys
SButton[] down = this.GetPressedButtons(keyboard, mouse, controller).ToArray();
foreach (SButton button in down)
- activeButtons[button] = this.DeriveStatus(this.GetStatus(previousStatuses, button), isDown: true);
+ activeButtons[button] = this.DeriveState(this.GetState(previousStates, button), isDown: true);
// handle released keys
- foreach (KeyValuePair<SButton, InputStatus> prev in previousStatuses)
+ foreach (KeyValuePair<SButton, SButtonState> prev in previousStates)
{
if (prev.Value.IsDown() && !activeButtons.ContainsKey(prev.Key))
- activeButtons[prev.Key] = InputStatus.Released;
+ activeButtons[prev.Key] = SButtonState.Released;
}
return activeButtons;
}
- /// <summary>Get the status of a button relative to its previous status.</summary>
- /// <param name="oldStatus">The previous button status.</param>
+ /// <summary>Get the state of a button relative to its previous state.</summary>
+ /// <param name="oldState">The previous button state.</param>
/// <param name="isDown">Whether the button is currently down.</param>
- private InputStatus DeriveStatus(InputStatus oldStatus, bool isDown)
+ private SButtonState DeriveState(SButtonState oldState, bool isDown)
{
- if (isDown && oldStatus.IsDown())
- return InputStatus.Held;
+ if (isDown && oldState.IsDown())
+ return SButtonState.Held;
if (isDown)
- return InputStatus.Pressed;
- return InputStatus.Released;
+ return SButtonState.Pressed;
+ return SButtonState.Released;
}
- /// <summary>Get the status of a button.</summary>
+ /// <summary>Get the state of a button.</summary>
/// <param name="activeButtons">The current button states to check.</param>
/// <param name="button">The button to check.</param>
- private InputStatus GetStatus(IDictionary<SButton, InputStatus> activeButtons, SButton button)
+ private SButtonState GetState(IDictionary<SButton, SButtonState> activeButtons, SButton button)
{
- return activeButtons.TryGetValue(button, out InputStatus status) ? status : InputStatus.None;
+ return activeButtons.TryGetValue(button, out SButtonState state) ? state : SButtonState.None;
}
/// <summary>Get the buttons pressed in the given stats.</summary>
diff --git a/src/SMAPI/Framework/ModHelpers/InputHelper.cs b/src/SMAPI/Framework/ModHelpers/InputHelper.cs
index 5858cddd..f8ff0355 100644
--- a/src/SMAPI/Framework/ModHelpers/InputHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/InputHelper.cs
@@ -51,11 +51,11 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.InputState.SuppressButtons.Add(button);
}
- /// <summary>Get the status of a button.</summary>
+ /// <summary>Get the state of a button.</summary>
/// <param name="button">The button to check.</param>
- public InputStatus GetStatus(SButton button)
+ public SButtonState GetState(SButton button)
{
- return this.InputState.GetStatus(button);
+ return this.InputState.GetState(button);
}
}
}
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 4b346059..6a472e3c 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -635,16 +635,16 @@ namespace StardewModdingAPI.Framework
foreach (var pair in inputState.ActiveButtons)
{
SButton button = pair.Key;
- InputStatus status = pair.Value;
+ SButtonState status = pair.Value;
- if (status == InputStatus.Pressed)
+ if (status == SButtonState.Pressed)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: button {button} pressed.", LogLevel.Trace);
events.ButtonPressed.Raise(new ButtonPressedEventArgs(button, cursor, inputState));
}
- else if (status == InputStatus.Released)
+ else if (status == SButtonState.Released)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: button {button} released.", LogLevel.Trace);
diff --git a/src/SMAPI/IInputHelper.cs b/src/SMAPI/IInputHelper.cs
index ba26773d..e9768c24 100644
--- a/src/SMAPI/IInputHelper.cs
+++ b/src/SMAPI/IInputHelper.cs
@@ -18,8 +18,8 @@ namespace StardewModdingAPI
/// <param name="button">The button to suppress.</param>
void Suppress(SButton button);
- /// <summary>Get the status of a button.</summary>
+ /// <summary>Get the state of a button.</summary>
/// <param name="button">The button to check.</param>
- InputStatus GetStatus(SButton button);
+ SButtonState GetState(SButton button);
}
}
diff --git a/src/SMAPI/InputStatus.cs b/src/SMAPI/SButtonState.cs
index d9cdd6b2..2b78da27 100644
--- a/src/SMAPI/InputStatus.cs
+++ b/src/SMAPI/SButtonState.cs
@@ -1,7 +1,7 @@
namespace StardewModdingAPI
{
- /// <summary>The input status for a button during an update frame.</summary>
- public enum InputStatus
+ /// <summary>The input state for a button during an update frame.</summary>
+ public enum SButtonState
{
/// <summary>The button was neither pressed, held, nor released.</summary>
None,
@@ -16,14 +16,14 @@ namespace StardewModdingAPI
Released
}
- /// <summary>Extension methods for <see cref="InputStatus"/>.</summary>
+ /// <summary>Extension methods for <see cref="SButtonState"/>.</summary>
internal static class InputStatusExtensions
{
/// <summary>Whether the button was pressed or held.</summary>
- /// <param name="status">The button status.</param>
- public static bool IsDown(this InputStatus status)
+ /// <param name="state">The button state.</param>
+ public static bool IsDown(this SButtonState state)
{
- return status == InputStatus.Held || status == InputStatus.Pressed;
+ return state == SButtonState.Held || state == SButtonState.Pressed;
}
}
}