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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-07-08 12:54:06 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-07-08 12:54:06 -0400 |
commit | 1edd98aef027faa768f56cf0b3591e64e20ba096 (patch) | |
tree | aec210e2b44c9654f29572dd084206a4598896e1 /src/StardewModdingAPI/Framework/SGame.cs | |
parent | 36930ffd7d363d6afd7f8cac4918c7d1c1c3e339 (diff) | |
parent | 8743c4115aa142113d791f2d2cd9ba811dcada2c (diff) | |
download | SMAPI-1edd98aef027faa768f56cf0b3591e64e20ba096.tar.gz SMAPI-1edd98aef027faa768f56cf0b3591e64e20ba096.tar.bz2 SMAPI-1edd98aef027faa768f56cf0b3591e64e20ba096.zip |
Merge branch 'develop' into stable
Diffstat (limited to 'src/StardewModdingAPI/Framework/SGame.cs')
-rw-r--r-- | src/StardewModdingAPI/Framework/SGame.cs | 357 |
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> |