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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-07-08 12:54:06 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-07-08 12:54:06 -0400
commit1edd98aef027faa768f56cf0b3591e64e20ba096 (patch)
treeaec210e2b44c9654f29572dd084206a4598896e1 /src/StardewModdingAPI/Framework/SGame.cs
parent36930ffd7d363d6afd7f8cac4918c7d1c1c3e339 (diff)
parent8743c4115aa142113d791f2d2cd9ba811dcada2c (diff)
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Merge branch 'develop' into stable
Diffstat (limited to 'src/StardewModdingAPI/Framework/SGame.cs')
-rw-r--r--src/StardewModdingAPI/Framework/SGame.cs357
1 files changed, 189 insertions, 168 deletions
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs
index 602a522b..c7784c60 100644
--- a/src/StardewModdingAPI/Framework/SGame.cs
+++ b/src/StardewModdingAPI/Framework/SGame.cs
@@ -4,11 +4,14 @@ using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
+using System.Threading;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using StardewModdingAPI.Events;
+using StardewModdingAPI.Framework.Reflection;
+using StardewModdingAPI.Utilities;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Locations;
@@ -29,6 +32,12 @@ namespace StardewModdingAPI.Framework
/****
** SMAPI state
****/
+ /// <summary>Encapsulates monitoring and logging.</summary>
+ private readonly IMonitor Monitor;
+
+ /// <summary>SMAPI's content manager.</summary>
+ private readonly SContentManager SContentManager;
+
/// <summary>The maximum number of consecutive attempts SMAPI should make to recover from a draw error.</summary>
private readonly Countdown DrawCrashTimer = new Countdown(60); // 60 ticks = roughly one second
@@ -48,18 +57,19 @@ namespace StardewModdingAPI.Framework
/// <summary>Whether the game's zoom level is at 100% (i.e. nothing should be scaled).</summary>
public bool ZoomLevelIsOne => Game1.options.zoomLevel.Equals(1.0f);
- /// <summary>Encapsulates monitoring and logging.</summary>
- private readonly IMonitor Monitor;
/****
** Game state
****/
- /// <summary>Arrays of pressed controller buttons indexed by <see cref="PlayerIndex"/>.</summary>
- private Buttons[] PreviousPressedButtons = new Buttons[0];
+ /// <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;
@@ -108,6 +118,7 @@ namespace StardewModdingAPI.Framework
/// <summary>The time of day (in 24-hour military format) at last check.</summary>
private int PreviousTime;
+#if !SMAPI_2_0
/// <summary>The day of month (1–28) at last check.</summary>
private int PreviousDay;
@@ -122,6 +133,7 @@ namespace StardewModdingAPI.Framework
/// <summary>The player character at last check.</summary>
private SFarmer PreviousFarmer;
+#endif
/// <summary>The previous content locale.</summary>
private LocalizedContentManager.LanguageCode? PreviousLocale;
@@ -139,7 +151,7 @@ namespace StardewModdingAPI.Framework
** Private wrappers
****/
/// <summary>Simplifies access to private game code.</summary>
- private static IReflectionHelper Reflection;
+ private static Reflector Reflection;
// ReSharper disable ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming
/// <summary>Used to access private fields and methods.</summary>
@@ -173,23 +185,22 @@ namespace StardewModdingAPI.Framework
/// <summary>Construct an instance.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="reflection">Simplifies access to private game code.</param>
- internal SGame(IMonitor monitor, IReflectionHelper reflection)
+ internal SGame(IMonitor monitor, Reflector reflection)
{
+ // initialise
this.Monitor = monitor;
this.FirstUpdate = true;
SGame.Instance = this;
SGame.Reflection = reflection;
- Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; // required by Stardew Valley
+ // set XNA option required by Stardew Valley
+ Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
- // The game uses the default content manager instead of Game1.CreateContentManager in
- // several cases (See http://community.playstarbound.com/threads/130058/page-27#post-3159274).
- // The workaround is...
- // 1. Override the default content manager.
- // 2. Since Game1.content isn't initialised yet, and we need one main instance to
- // support custom map tilesheets, detect when Game1.content is being initialised
- // and use the same instance.
- this.Content = new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, this.Monitor);
+ // override content manager
+ this.Monitor?.Log("Overriding content manager...", LogLevel.Trace);
+ this.SContentManager = new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, null, this.Monitor);
+ this.Content = this.SContentManager;
+ Game1.content = this.SContentManager;
}
/****
@@ -200,13 +211,19 @@ namespace StardewModdingAPI.Framework
/// <param name="rootDirectory">The root directory to search for content.</param>
protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory)
{
- // When Game1.content is being initialised, use SMAPI's main content manager instance.
- // See comment in SGame constructor.
- if (Game1.content == null && this.Content is SContentManager mainContentManager)
- return mainContentManager;
+ // return default if SMAPI's content manager isn't initialised yet
+ if (this.SContentManager == null)
+ {
+ this.Monitor?.Log("SMAPI's content manager isn't initialised; skipping content manager interception.", LogLevel.Trace);
+ return base.CreateContentManager(serviceProvider, rootDirectory);
+ }
- // build new instance
- return new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, this.Monitor);
+ // return single instance if valid
+ if (serviceProvider != this.Content.ServiceProvider)
+ throw new InvalidOperationException("SMAPI uses a single content manager internally. You can't get a new content manager with a different service provider.");
+ if (rootDirectory != this.Content.RootDirectory)
+ throw new InvalidOperationException($"SMAPI uses a single content manager internally. You can't get a new content manager with a different root directory (current is {this.Content.RootDirectory}, requested {rootDirectory}).");
+ return this.SContentManager;
}
/// <summary>The method called when the game is updating its state. This happens roughly 60 times per second.</summary>
@@ -275,7 +292,9 @@ namespace StardewModdingAPI.Framework
if (this.FirstUpdate)
{
GameEvents.InvokeInitialize(this.Monitor);
+#if !SMAPI_2_0
GameEvents.InvokeLoadContent(this.Monitor);
+#endif
GameEvents.InvokeGameLoaded(this.Monitor);
}
@@ -305,7 +324,9 @@ namespace StardewModdingAPI.Framework
Context.IsWorldReady = true;
SaveEvents.InvokeAfterLoad(this.Monitor);
+#if !SMAPI_2_0
PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
+#endif
TimeEvents.InvokeAfterDayStarted(this.Monitor);
}
this.AfterLoadTimer--;
@@ -334,53 +355,96 @@ namespace StardewModdingAPI.Framework
if (Game1.game1.IsActive)
{
// get latest state
- KeyboardState keyState = Keyboard.GetState();
- MouseState mouseState = Mouse.GetState();
- Point mousePosition = new Point(Game1.getMouseX(), Game1.getMouseY());
+ KeyboardState keyState;
+ GamePadState controllerState;
+ MouseState mouseState;
+ Point mousePosition;
+ try
+ {
+ keyState = Keyboard.GetState();
+ controllerState = GamePad.GetState(PlayerIndex.One);
+ mouseState = Mouse.GetState();
+ mousePosition = new Point(Game1.getMouseX(), Game1.getMouseY());
+ }
+ 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;
+ }
// analyse state
- Keys[] currentlyPressedKeys = keyState.GetPressedKeys();
- Keys[] previousPressedKeys = this.PreviousKeyState.GetPressedKeys();
- Keys[] framePressedKeys = currentlyPressedKeys.Except(previousPressedKeys).ToArray();
- Keys[] frameReleasedKeys = previousPressedKeys.Except(currentlyPressedKeys).ToArray();
-
- // raise key pressed
- foreach (Keys key in framePressedKeys)
- ControlEvents.InvokeKeyPressed(this.Monitor, key);
-
- // raise key released
- foreach (Keys key in frameReleasedKeys)
- ControlEvents.InvokeKeyReleased(this.Monitor, key);
+ 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 isClick = framePressedKeys.Contains(SButton.MouseLeft) || (framePressedKeys.Contains(SButton.ControllerA) && !currentlyPressedKeys.Contains(SButton.ControllerX));
+
+ // get cursor position
+#if SMAPI_2_0
+ ICursorPosition cursor;
+ {
+ // cursor position
+ Vector2 screenPixels = new Vector2(Game1.getMouseX(), Game1.getMouseY());
+ Vector2 tile = new Vector2((Game1.viewport.X + screenPixels.X) / Game1.tileSize, (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();
+ cursor = new CursorPosition(screenPixels, tile, grabTile);
+ }
+#endif
- // raise controller button pressed
- foreach (Buttons button in this.GetFramePressedButtons())
+ // raise button pressed
+ foreach (SButton button in framePressedKeys)
{
- if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
+#if SMAPI_2_0
+ InputEvents.InvokeButtonPressed(this.Monitor, button, cursor, isClick);
+#endif
+
+ // legacy events
+ if (button.TryGetKeyboard(out Keys key))
{
- var triggers = GamePad.GetState(PlayerIndex.One).Triggers;
- ControlEvents.InvokeTriggerPressed(this.Monitor, button, button == Buttons.LeftTrigger ? triggers.Left : triggers.Right);
+ 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 ? controllerState.Triggers.Left : controllerState.Triggers.Right);
+ else
+ ControlEvents.InvokeButtonPressed(this.Monitor, controllerButton);
}
- else
- ControlEvents.InvokeButtonPressed(this.Monitor, button);
}
- // raise controller button released
- foreach (Buttons button in this.GetFrameReleasedButtons())
+ // raise button released
+ foreach (SButton button in frameReleasedKeys)
{
- if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
+#if SMAPI_2_0
+ bool wasClick =
+ (button == SButton.MouseLeft && previousPressedKeys.Contains(SButton.MouseLeft)) // released left click
+ || (button == SButton.ControllerA && previousPressedKeys.Contains(SButton.ControllerA) && !previousPressedKeys.Contains(SButton.ControllerX));
+ InputEvents.InvokeButtonReleased(this.Monitor, button, cursor, wasClick);
+#endif
+
+ // legacy events
+ if (button.TryGetKeyboard(out Keys key))
{
- var triggers = GamePad.GetState(PlayerIndex.One).Triggers;
- ControlEvents.InvokeTriggerReleased(this.Monitor, button, button == Buttons.LeftTrigger ? triggers.Left : triggers.Right);
+ 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 ? controllerState.Triggers.Left : controllerState.Triggers.Right);
+ else
+ ControlEvents.InvokeButtonReleased(this.Monitor, controllerButton);
}
- else
- ControlEvents.InvokeButtonReleased(this.Monitor, button);
}
- // raise keyboard state changed
+ // raise legacy state-changed events
if (keyState != this.PreviousKeyState)
ControlEvents.InvokeKeyboardChanged(this.Monitor, this.PreviousKeyState, keyState);
-
- // raise mouse state changed
if (mouseState != this.PreviousMouseState)
ControlEvents.InvokeMouseChanged(this.Monitor, this.PreviousMouseState, mouseState, this.PreviousMousePosition, mousePosition);
@@ -388,7 +452,8 @@ namespace StardewModdingAPI.Framework
this.PreviousMouseState = mouseState;
this.PreviousMousePosition = mousePosition;
this.PreviousKeyState = keyState;
- this.PreviousPressedButtons = this.GetButtonsDown();
+ this.PreviousControllerState = controllerState;
+ this.PreviousPressedButtons = currentlyPressedKeys;
}
/*********
@@ -438,9 +503,11 @@ namespace StardewModdingAPI.Framework
if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
+#if !SMAPI_2_0
// raise player changed
if (Game1.player != this.PreviousFarmer)
PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
+#endif
// raise events that shouldn't be triggered on initial load
if (Game1.uniqueIDForThisGame == this.PreviousSaveID)
@@ -471,12 +538,14 @@ namespace StardewModdingAPI.Framework
// raise time changed
if (Game1.timeOfDay != this.PreviousTime)
TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
+#if !SMAPI_2_0
if (Game1.dayOfMonth != this.PreviousDay)
TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
if (Game1.currentSeason != this.PreviousSeason)
TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
if (Game1.year != this.PreviousYear)
TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
+#endif
// raise mine level changed
if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
@@ -486,7 +555,6 @@ namespace StardewModdingAPI.Framework
// update state
this.PreviousGameLocations = this.GetHash(Game1.locations);
this.PreviousGameLocation = Game1.currentLocation;
- this.PreviousFarmer = Game1.player;
this.PreviousCombatLevel = Game1.player.combatLevel;
this.PreviousFarmingLevel = Game1.player.farmingLevel;
this.PreviousFishingLevel = Game1.player.fishingLevel;
@@ -496,21 +564,26 @@ namespace StardewModdingAPI.Framework
this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
this.PreviousLocationObjects = this.GetHash(Game1.currentLocation.objects);
this.PreviousTime = Game1.timeOfDay;
+ this.PreviousMineLevel = Game1.mine?.mineLevel ?? 0;
+ this.PreviousSaveID = Game1.uniqueIDForThisGame;
+#if !SMAPI_2_0
+ this.PreviousFarmer = Game1.player;
this.PreviousDay = Game1.dayOfMonth;
this.PreviousSeason = Game1.currentSeason;
this.PreviousYear = Game1.year;
- this.PreviousMineLevel = Game1.mine?.mineLevel ?? 0;
- this.PreviousSaveID = Game1.uniqueIDForThisGame;
+#endif
}
/*********
** Game day transition event (obsolete)
*********/
+#if !SMAPI_2_0
if (Game1.newDay != this.PreviousIsNewDay)
{
TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
this.PreviousIsNewDay = Game1.newDay;
}
+#endif
/*********
** Game update
@@ -530,7 +603,9 @@ namespace StardewModdingAPI.Framework
GameEvents.InvokeUpdateTick(this.Monitor);
if (this.FirstUpdate)
{
+#if !SMAPI_2_0
GameEvents.InvokeFirstUpdateTick(this.Monitor);
+#endif
this.FirstUpdate = false;
}
if (this.CurrentUpdateTick % 2 == 0)
@@ -1270,120 +1345,66 @@ namespace StardewModdingAPI.Framework
this.PreviousSaveID = 0;
}
- /// <summary>Get the controller buttons which are currently pressed.</summary>
- private Buttons[] GetButtonsDown()
- {
- var state = GamePad.GetState(PlayerIndex.One);
- var buttons = new List<Buttons>();
- if (state.IsConnected)
- {
- if (state.Buttons.A == ButtonState.Pressed) buttons.Add(Buttons.A);
- if (state.Buttons.B == ButtonState.Pressed) buttons.Add(Buttons.B);
- if (state.Buttons.Back == ButtonState.Pressed) buttons.Add(Buttons.Back);
- if (state.Buttons.BigButton == ButtonState.Pressed) buttons.Add(Buttons.BigButton);
- if (state.Buttons.LeftShoulder == ButtonState.Pressed) buttons.Add(Buttons.LeftShoulder);
- if (state.Buttons.LeftStick == ButtonState.Pressed) buttons.Add(Buttons.LeftStick);
- if (state.Buttons.RightShoulder == ButtonState.Pressed) buttons.Add(Buttons.RightShoulder);
- if (state.Buttons.RightStick == ButtonState.Pressed) buttons.Add(Buttons.RightStick);
- if (state.Buttons.Start == ButtonState.Pressed) buttons.Add(Buttons.Start);
- if (state.Buttons.X == ButtonState.Pressed) buttons.Add(Buttons.X);
- if (state.Buttons.Y == ButtonState.Pressed) buttons.Add(Buttons.Y);
- if (state.DPad.Up == ButtonState.Pressed) buttons.Add(Buttons.DPadUp);
- if (state.DPad.Down == ButtonState.Pressed) buttons.Add(Buttons.DPadDown);
- if (state.DPad.Left == ButtonState.Pressed) buttons.Add(Buttons.DPadLeft);
- if (state.DPad.Right == ButtonState.Pressed) buttons.Add(Buttons.DPadRight);
- if (state.Triggers.Left > 0.2f) buttons.Add(Buttons.LeftTrigger);
- if (state.Triggers.Right > 0.2f) buttons.Add(Buttons.RightTrigger);
- }
- return buttons.ToArray();
- }
-
- /// <summary>Get the controller buttons which were pressed after the last update.</summary>
- private Buttons[] GetFramePressedButtons()
+ /// <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)
{
- var state = GamePad.GetState(PlayerIndex.One);
- var buttons = new List<Buttons>();
- if (state.IsConnected)
+ // 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 (this.WasButtonJustPressed(Buttons.A, state.Buttons.A)) buttons.Add(Buttons.A);
- if (this.WasButtonJustPressed(Buttons.B, state.Buttons.B)) buttons.Add(Buttons.B);
- if (this.WasButtonJustPressed(Buttons.Back, state.Buttons.Back)) buttons.Add(Buttons.Back);
- if (this.WasButtonJustPressed(Buttons.BigButton, state.Buttons.BigButton)) buttons.Add(Buttons.BigButton);
- if (this.WasButtonJustPressed(Buttons.LeftShoulder, state.Buttons.LeftShoulder)) buttons.Add(Buttons.LeftShoulder);
- if (this.WasButtonJustPressed(Buttons.LeftStick, state.Buttons.LeftStick)) buttons.Add(Buttons.LeftStick);
- if (this.WasButtonJustPressed(Buttons.RightShoulder, state.Buttons.RightShoulder)) buttons.Add(Buttons.RightShoulder);
- if (this.WasButtonJustPressed(Buttons.RightStick, state.Buttons.RightStick)) buttons.Add(Buttons.RightStick);
- if (this.WasButtonJustPressed(Buttons.Start, state.Buttons.Start)) buttons.Add(Buttons.Start);
- if (this.WasButtonJustPressed(Buttons.X, state.Buttons.X)) buttons.Add(Buttons.X);
- if (this.WasButtonJustPressed(Buttons.Y, state.Buttons.Y)) buttons.Add(Buttons.Y);
- if (this.WasButtonJustPressed(Buttons.DPadUp, state.DPad.Up)) buttons.Add(Buttons.DPadUp);
- if (this.WasButtonJustPressed(Buttons.DPadDown, state.DPad.Down)) buttons.Add(Buttons.DPadDown);
- if (this.WasButtonJustPressed(Buttons.DPadLeft, state.DPad.Left)) buttons.Add(Buttons.DPadLeft);
- if (this.WasButtonJustPressed(Buttons.DPadRight, state.DPad.Right)) buttons.Add(Buttons.DPadRight);
- if (this.WasButtonJustPressed(Buttons.LeftTrigger, state.Triggers.Left)) buttons.Add(Buttons.LeftTrigger);
- if (this.WasButtonJustPressed(Buttons.RightTrigger, state.Triggers.Right)) buttons.Add(Buttons.RightTrigger);
+ 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;
}
- return buttons.ToArray();
- }
-
- /// <summary>Get the controller buttons which were released after the last update.</summary>
- private Buttons[] GetFrameReleasedButtons()
- {
- var state = GamePad.GetState(PlayerIndex.One);
- var buttons = new List<Buttons>();
- if (state.IsConnected)
- {
- if (this.WasButtonJustReleased(Buttons.A, state.Buttons.A)) buttons.Add(Buttons.A);
- if (this.WasButtonJustReleased(Buttons.B, state.Buttons.B)) buttons.Add(Buttons.B);
- if (this.WasButtonJustReleased(Buttons.Back, state.Buttons.Back)) buttons.Add(Buttons.Back);
- if (this.WasButtonJustReleased(Buttons.BigButton, state.Buttons.BigButton)) buttons.Add(Buttons.BigButton);
- if (this.WasButtonJustReleased(Buttons.LeftShoulder, state.Buttons.LeftShoulder)) buttons.Add(Buttons.LeftShoulder);
- if (this.WasButtonJustReleased(Buttons.LeftStick, state.Buttons.LeftStick)) buttons.Add(Buttons.LeftStick);
- if (this.WasButtonJustReleased(Buttons.RightShoulder, state.Buttons.RightShoulder)) buttons.Add(Buttons.RightShoulder);
- if (this.WasButtonJustReleased(Buttons.RightStick, state.Buttons.RightStick)) buttons.Add(Buttons.RightStick);
- if (this.WasButtonJustReleased(Buttons.Start, state.Buttons.Start)) buttons.Add(Buttons.Start);
- if (this.WasButtonJustReleased(Buttons.X, state.Buttons.X)) buttons.Add(Buttons.X);
- if (this.WasButtonJustReleased(Buttons.Y, state.Buttons.Y)) buttons.Add(Buttons.Y);
- if (this.WasButtonJustReleased(Buttons.DPadUp, state.DPad.Up)) buttons.Add(Buttons.DPadUp);
- if (this.WasButtonJustReleased(Buttons.DPadDown, state.DPad.Down)) buttons.Add(Buttons.DPadDown);
- if (this.WasButtonJustReleased(Buttons.DPadLeft, state.DPad.Left)) buttons.Add(Buttons.DPadLeft);
- if (this.WasButtonJustReleased(Buttons.DPadRight, state.DPad.Right)) buttons.Add(Buttons.DPadRight);
- if (this.WasButtonJustReleased(Buttons.LeftTrigger, state.Triggers.Left)) buttons.Add(Buttons.LeftTrigger);
- if (this.WasButtonJustReleased(Buttons.RightTrigger, state.Triggers.Right)) buttons.Add(Buttons.RightTrigger);
- }
- return buttons.ToArray();
- }
-
- /// <summary>Get whether a controller button was pressed since the last check.</summary>
- /// <param name="button">The controller button to check.</param>
- /// <param name="buttonState">The last known state.</param>
- private bool WasButtonJustPressed(Buttons button, ButtonState buttonState)
- {
- return buttonState == ButtonState.Pressed && !this.PreviousPressedButtons.Contains(button);
- }
-
- /// <summary>Get whether a controller button was released since the last check.</summary>
- /// <param name="button">The controller button to check.</param>
- /// <param name="buttonState">The last known state.</param>
- private bool WasButtonJustReleased(Buttons button, ButtonState buttonState)
- {
- return buttonState == ButtonState.Released && this.PreviousPressedButtons.Contains(button);
- }
-
- /// <summary>Get whether an analogue controller button was pressed since the last check.</summary>
- /// <param name="button">The controller button to check.</param>
- /// <param name="value">The last known value.</param>
- private bool WasButtonJustPressed(Buttons button, float value)
- {
- return this.WasButtonJustPressed(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released);
- }
-
- /// <summary>Get whether an analogue controller button was released since the last check.</summary>
- /// <param name="button">The controller button to check.</param>
- /// <param name="value">The last known value.</param>
- private bool WasButtonJustReleased(Buttons button, float value)
- {
- return this.WasButtonJustReleased(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released);
}
/// <summary>Get the player inventory changes between two states.</summary>