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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-10-07 23:07:10 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-10-07 23:07:10 -0400
commit929dccb75a1405737975d76648e015a3e7c00177 (patch)
tree659fe16509327e694555db363caf7f47f326443b /src/StardewModdingAPI/Events/ControlEvents.cs
parent926894f8f52c2a5cf104fcac2f7f34b637f7b531 (diff)
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reorganise repo structure
Diffstat (limited to 'src/StardewModdingAPI/Events/ControlEvents.cs')
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diff --git a/src/StardewModdingAPI/Events/ControlEvents.cs b/src/StardewModdingAPI/Events/ControlEvents.cs
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-using System;
-using Microsoft.Xna.Framework;
-using Microsoft.Xna.Framework.Input;
-using StardewModdingAPI.Framework;
-
-namespace StardewModdingAPI.Events
-{
- /// <summary>Events raised when the player uses a controller, keyboard, or mouse.</summary>
- public static class ControlEvents
- {
- /*********
- ** Events
- *********/
- /// <summary>Raised when the <see cref="KeyboardState"/> changes. That happens when the player presses or releases a key.</summary>
- public static event EventHandler<EventArgsKeyboardStateChanged> KeyboardChanged;
-
- /// <summary>Raised when the player presses a keyboard key.</summary>
- public static event EventHandler<EventArgsKeyPressed> KeyPressed;
-
- /// <summary>Raised when the player releases a keyboard key.</summary>
- public static event EventHandler<EventArgsKeyPressed> KeyReleased;
-
- /// <summary>Raised when the <see cref="MouseState"/> changes. That happens when the player moves the mouse, scrolls the mouse wheel, or presses/releases a button.</summary>
- public static event EventHandler<EventArgsMouseStateChanged> MouseChanged;
-
- /// <summary>The player pressed a controller button. This event isn't raised for trigger buttons.</summary>
- public static event EventHandler<EventArgsControllerButtonPressed> ControllerButtonPressed;
-
- /// <summary>The player released a controller button. This event isn't raised for trigger buttons.</summary>
- public static event EventHandler<EventArgsControllerButtonReleased> ControllerButtonReleased;
-
- /// <summary>The player pressed a controller trigger button.</summary>
- public static event EventHandler<EventArgsControllerTriggerPressed> ControllerTriggerPressed;
-
- /// <summary>The player released a controller trigger button.</summary>
- public static event EventHandler<EventArgsControllerTriggerReleased> ControllerTriggerReleased;
-
-
- /*********
- ** Internal methods
- *********/
- /// <summary>Raise a <see cref="KeyboardChanged"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="priorState">The previous keyboard state.</param>
- /// <param name="newState">The current keyboard state.</param>
- internal static void InvokeKeyboardChanged(IMonitor monitor, KeyboardState priorState, KeyboardState newState)
- {
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyboardChanged)}", ControlEvents.KeyboardChanged?.GetInvocationList(), null, new EventArgsKeyboardStateChanged(priorState, newState));
- }
-
- /// <summary>Raise a <see cref="MouseChanged"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="priorState">The previous mouse state.</param>
- /// <param name="newState">The current mouse state.</param>
- /// <param name="priorPosition">The previous mouse position on the screen adjusted for the zoom level.</param>
- /// <param name="newPosition">The current mouse position on the screen adjusted for the zoom level.</param>
- internal static void InvokeMouseChanged(IMonitor monitor, MouseState priorState, MouseState newState, Point priorPosition, Point newPosition)
- {
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.MouseChanged)}", ControlEvents.MouseChanged?.GetInvocationList(), null, new EventArgsMouseStateChanged(priorState, newState, priorPosition, newPosition));
- }
-
- /// <summary>Raise a <see cref="KeyPressed"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="key">The keyboard button that was pressed.</param>
- internal static void InvokeKeyPressed(IMonitor monitor, Keys key)
- {
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyPressed)}", ControlEvents.KeyPressed?.GetInvocationList(), null, new EventArgsKeyPressed(key));
- }
-
- /// <summary>Raise a <see cref="KeyReleased"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="key">The keyboard button that was released.</param>
- internal static void InvokeKeyReleased(IMonitor monitor, Keys key)
- {
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyReleased)}", ControlEvents.KeyReleased?.GetInvocationList(), null, new EventArgsKeyPressed(key));
- }
-
- /// <summary>Raise a <see cref="ControllerButtonPressed"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="button">The controller button that was pressed.</param>
- internal static void InvokeButtonPressed(IMonitor monitor, Buttons button)
- {
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonPressed)}", ControlEvents.ControllerButtonPressed?.GetInvocationList(), null, new EventArgsControllerButtonPressed(PlayerIndex.One, button));
- }
-
- /// <summary>Raise a <see cref="ControllerButtonReleased"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="button">The controller button that was released.</param>
- internal static void InvokeButtonReleased(IMonitor monitor, Buttons button)
- {
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonReleased)}", ControlEvents.ControllerButtonReleased?.GetInvocationList(), null, new EventArgsControllerButtonReleased(PlayerIndex.One, button));
- }
-
- /// <summary>Raise a <see cref="ControllerTriggerPressed"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="button">The trigger button that was pressed.</param>
- /// <param name="value">The current trigger value.</param>
- internal static void InvokeTriggerPressed(IMonitor monitor, Buttons button, float value)
- {
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerPressed)}", ControlEvents.ControllerTriggerPressed?.GetInvocationList(), null, new EventArgsControllerTriggerPressed(PlayerIndex.One, button, value));
- }
-
- /// <summary>Raise a <see cref="ControllerTriggerReleased"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="button">The trigger button that was pressed.</param>
- /// <param name="value">The current trigger value.</param>
- internal static void InvokeTriggerReleased(IMonitor monitor, Buttons button, float value)
- {
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerReleased)}", ControlEvents.ControllerTriggerReleased?.GetInvocationList(), null, new EventArgsControllerTriggerReleased(PlayerIndex.One, button, value));
- }
- }
-}