summaryrefslogtreecommitdiff
path: root/src/StardewModdingAPI/Events
diff options
context:
space:
mode:
authorJesse Plamondon-Willard <github@jplamondonw.com>2017-07-05 15:41:58 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-07-05 15:41:58 -0400
commit8d301162d87558826ed8fc8f2352800bf674ddf0 (patch)
tree9277661998c2cd2698336f9a2708a9c7d288b0fe /src/StardewModdingAPI/Events
parent2f42051cc95f69a74e078ca8d0f9ae8ddbdbbbf0 (diff)
downloadSMAPI-8d301162d87558826ed8fc8f2352800bf674ddf0.tar.gz
SMAPI-8d301162d87558826ed8fc8f2352800bf674ddf0.tar.bz2
SMAPI-8d301162d87558826ed8fc8f2352800bf674ddf0.zip
add InputEvents which unify keyboard, mouse, and controller input with more metadata (#316)
Diffstat (limited to 'src/StardewModdingAPI/Events')
-rw-r--r--src/StardewModdingAPI/Events/EventArgsInput.cs38
-rw-r--r--src/StardewModdingAPI/Events/InputEvents.cs45
2 files changed, 83 insertions, 0 deletions
diff --git a/src/StardewModdingAPI/Events/EventArgsInput.cs b/src/StardewModdingAPI/Events/EventArgsInput.cs
new file mode 100644
index 00000000..1d5e6fde
--- /dev/null
+++ b/src/StardewModdingAPI/Events/EventArgsInput.cs
@@ -0,0 +1,38 @@
+#if SMAPI_2_0
+using System;
+using StardewModdingAPI.Utilities;
+
+namespace StardewModdingAPI.Events
+{
+ /// <summary>Event arguments when a button is pressed or released.</summary>
+ public class EventArgsInput : EventArgs
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The button on the controller, keyboard, or mouse.</summary>
+ public SButton Button { get; }
+
+ /// <summary>The current cursor position.</summary>
+ public ICursorPosition Cursor { get; set; }
+
+ /// <summary>Whether the input is considered a 'click' by the game for enabling action.</summary>
+ public bool IsClick { get; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="button">The button on the controller, keyboard, or mouse.</param>
+ /// <param name="cursor">The cursor position.</param>
+ /// <param name="isClick">Whether the input is considered a 'click' by the game for enabling action.</param>
+ public EventArgsInput(SButton button, ICursorPosition cursor, bool isClick)
+ {
+ this.Button = button;
+ this.Cursor = cursor;
+ this.IsClick = isClick;
+ }
+ }
+}
+#endif
diff --git a/src/StardewModdingAPI/Events/InputEvents.cs b/src/StardewModdingAPI/Events/InputEvents.cs
new file mode 100644
index 00000000..285487af
--- /dev/null
+++ b/src/StardewModdingAPI/Events/InputEvents.cs
@@ -0,0 +1,45 @@
+#if SMAPI_2_0
+using System;
+using StardewModdingAPI.Framework;
+using StardewModdingAPI.Utilities;
+
+namespace StardewModdingAPI.Events
+{
+ /// <summary>Events raised when the player uses a controller, keyboard, or mouse button.</summary>
+ public static class InputEvents
+ {
+ /*********
+ ** Events
+ *********/
+ /// <summary>Raised when the player presses a button on the keyboard, controller, or mouse.</summary>
+ public static event EventHandler<EventArgsInput> ButtonPressed;
+
+ /// <summary>Raised when the player releases a keyboard key on the keyboard, controller, or mouse.</summary>
+ public static event EventHandler<EventArgsInput> ButtonReleased;
+
+
+ /*********
+ ** Internal methods
+ *********/
+ /// <summary>Raise a <see cref="ButtonPressed"/> event.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ /// <param name="button">The button on the controller, keyboard, or mouse.</param>
+ /// <param name="cursor">The cursor position.</param>
+ /// <param name="isClick">Whether the input is considered a 'click' by the game for enabling action.</param>
+ internal static void InvokeButtonPressed(IMonitor monitor, SButton button, ICursorPosition cursor, bool isClick)
+ {
+ monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonPressed)}", InputEvents.ButtonPressed?.GetInvocationList(), null, new EventArgsInput(button, cursor, isClick));
+ }
+
+ /// <summary>Raise a <see cref="ButtonReleased"/> event.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ /// <param name="button">The button on the controller, keyboard, or mouse.</param>
+ /// <param name="cursor">The cursor position.</param>
+ /// <param name="isClick">Whether the input is considered a 'click' by the game for enabling action.</param>
+ internal static void InvokeButtonReleased(IMonitor monitor, SButton button, ICursorPosition cursor, bool isClick)
+ {
+ monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonReleased)}", InputEvents.ButtonReleased?.GetInvocationList(), null, new EventArgsInput(button, cursor, isClick));
+ }
+ }
+}
+#endif \ No newline at end of file