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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-03-14 13:30:29 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-03-14 13:30:29 -0400 |
commit | 8bd265fed60d32a6fe64f01b8528738274aa0083 (patch) | |
tree | a682dfd13a2ea69e56cd7d4bb9b4d46e793d1912 /src/StardewModdingAPI/Framework | |
parent | 34f714b958a8ce71ecab8a8ab11d9f833706d117 (diff) | |
download | SMAPI-8bd265fed60d32a6fe64f01b8528738274aa0083.tar.gz SMAPI-8bd265fed60d32a6fe64f01b8528738274aa0083.tar.bz2 SMAPI-8bd265fed60d32a6fe64f01b8528738274aa0083.zip |
refactor SGame a bit now that it's internal
Diffstat (limited to 'src/StardewModdingAPI/Framework')
-rw-r--r-- | src/StardewModdingAPI/Framework/SGame.cs | 324 |
1 files changed, 159 insertions, 165 deletions
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs index d551ff5b..33d823ef 100644 --- a/src/StardewModdingAPI/Framework/SGame.cs +++ b/src/StardewModdingAPI/Framework/SGame.cs @@ -47,223 +47,128 @@ namespace StardewModdingAPI.Framework private readonly IMonitor Monitor; /**** - ** Private wrappers + ** Game state ****/ - // ReSharper disable ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming - /// <summary>Used to access private fields and methods.</summary> - private static readonly IReflectionHelper Reflection = new ReflectionHelper(); - private static List<float> _fpsList => SGame.Reflection.GetPrivateField<List<float>>(typeof(Game1), nameof(_fpsList)).GetValue(); - private static Stopwatch _fpsStopwatch => SGame.Reflection.GetPrivateField<Stopwatch>(typeof(Game1), nameof(SGame._fpsStopwatch)).GetValue(); - private static float _fps - { - set { SGame.Reflection.GetPrivateField<float>(typeof(Game1), nameof(_fps)).SetValue(value); } - } - private static Task _newDayTask => SGame.Reflection.GetPrivateField<Task>(typeof(Game1), nameof(_newDayTask)).GetValue(); - private Color bgColor => SGame.Reflection.GetPrivateField<Color>(this, nameof(bgColor)).GetValue(); - public RenderTarget2D screenWrapper => SGame.Reflection.GetPrivateProperty<RenderTarget2D>(this, "screen").GetValue(); // deliberately renamed to avoid an infinite loop - public BlendState lightingBlend => SGame.Reflection.GetPrivateField<BlendState>(this, nameof(lightingBlend)).GetValue(); - private readonly Action drawFarmBuildings = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawFarmBuildings)).Invoke(new object[0]); - private readonly Action drawHUD = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawHUD)).Invoke(new object[0]); - private readonly Action drawDialogueBox = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawDialogueBox)).Invoke(new object[0]); - private readonly Action renderScreenBuffer = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(renderScreenBuffer)).Invoke(new object[0]); - // ReSharper restore ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming - - - /********* - ** Accessors - *********/ /// <summary>Arrays of pressed controller buttons indexed by <see cref="PlayerIndex"/>.</summary> - public Buttons[][] PreviouslyPressedButtons; + private Buttons[][] PreviouslyPressedButtons; /// <summary>A record of the keyboard state (i.e. the up/down state for each button) as of the latest tick.</summary> - public KeyboardState KStateNow { get; private set; } + private KeyboardState KStateNow; /// <summary>A record of the keyboard state (i.e. the up/down state for each button) as of the previous tick.</summary> - public KeyboardState KStatePrior { get; private set; } + private KeyboardState KStatePrior; /// <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 latest tick.</summary> - public MouseState MStateNow { get; private set; } + private MouseState MStateNow; /// <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> - public MouseState MStatePrior { get; private set; } + private MouseState MStatePrior; /// <summary>The current mouse position on the screen adjusted for the zoom level.</summary> - public Point MPositionNow { get; private set; } + private Point MPositionNow; /// <summary>The previous mouse position on the screen adjusted for the zoom level.</summary> - public Point MPositionPrior { get; private set; } + private Point MPositionPrior; /// <summary>The keys that were pressed as of the latest tick.</summary> - public Keys[] CurrentlyPressedKeys => this.KStateNow.GetPressedKeys(); + private Keys[] CurrentlyPressedKeys => this.KStateNow.GetPressedKeys(); /// <summary>The keys that were pressed as of the previous tick.</summary> - public Keys[] PreviouslyPressedKeys => this.KStatePrior.GetPressedKeys(); + private Keys[] PreviouslyPressedKeys => this.KStatePrior.GetPressedKeys(); /// <summary>The keys that just entered the down state.</summary> - public Keys[] FramePressedKeys => this.CurrentlyPressedKeys.Except(this.PreviouslyPressedKeys).ToArray(); + private Keys[] FramePressedKeys => this.CurrentlyPressedKeys.Except(this.PreviouslyPressedKeys).ToArray(); /// <summary>The keys that just entered the up state.</summary> - public Keys[] FrameReleasedKeys => this.PreviouslyPressedKeys.Except(this.CurrentlyPressedKeys).ToArray(); + private Keys[] FrameReleasedKeys => this.PreviouslyPressedKeys.Except(this.CurrentlyPressedKeys).ToArray(); /// <summary>A hash of <see cref="Game1.locations"/> at last check.</summary> - public int PreviousGameLocations { get; private set; } + private int PreviousGameLocations; /// <summary>A hash of the current location's <see cref="GameLocation.objects"/> at last check.</summary> - public int PreviousLocationObjects { get; private set; } + private int PreviousLocationObjects; /// <summary>The player's inventory at last check.</summary> - public Dictionary<Item, int> PreviousItems { get; private set; } + private IDictionary<Item, int> PreviousItems; /// <summary>The player's combat skill level at last check.</summary> - public int PreviousCombatLevel { get; private set; } + private int PreviousCombatLevel; /// <summary>The player's farming skill level at last check.</summary> - public int PreviousFarmingLevel { get; private set; } + private int PreviousFarmingLevel; /// <summary>The player's fishing skill level at last check.</summary> - public int PreviousFishingLevel { get; private set; } + private int PreviousFishingLevel; /// <summary>The player's foraging skill level at last check.</summary> - public int PreviousForagingLevel { get; private set; } + private int PreviousForagingLevel; /// <summary>The player's mining skill level at last check.</summary> - public int PreviousMiningLevel { get; private set; } + private int PreviousMiningLevel; /// <summary>The player's luck skill level at last check.</summary> - public int PreviousLuckLevel { get; private set; } + private int PreviousLuckLevel; /// <summary>The player's location at last check.</summary> - public GameLocation PreviousGameLocation { get; private set; } + private GameLocation PreviousGameLocation; /// <summary>The active game menu at last check.</summary> - public IClickableMenu PreviousActiveMenu { get; private set; } + private IClickableMenu PreviousActiveMenu; /// <summary>The mine level at last check.</summary> - public int PreviousMineLevel { get; private set; } + private int PreviousMineLevel; /// <summary>The time of day (in 24-hour military format) at last check.</summary> - public int PreviousTimeOfDay { get; private set; } + private int PreviousTime; /// <summary>The day of month (1–28) at last check.</summary> - public int PreviousDayOfMonth { get; private set; } + private int PreviousDay; /// <summary>The season name (winter, spring, summer, or fall) at last check.</summary> - public string PreviousSeasonOfYear { get; private set; } + private string PreviousSeason; /// <summary>The year number at last check.</summary> - public int PreviousYearOfGame { get; private set; } + private int PreviousYear; /// <summary>Whether the game was transitioning to a new day at last check.</summary> - public bool PreviousIsNewDay { get; private set; } + private bool PreviousIsNewDay; /// <summary>The player character at last check.</summary> - public SFarmer PreviousFarmer { get; private set; } + private SFarmer PreviousFarmer; /// <summary>The previous content locale.</summary> - public LocalizedContentManager.LanguageCode? PreviousLocale { get; private set; } + private LocalizedContentManager.LanguageCode? PreviousLocale; /// <summary>An index incremented on every tick and reset every 60th tick (0–59).</summary> - public int CurrentUpdateTick { get; private set; } + private int CurrentUpdateTick; /// <summary>Whether this is the very first update tick since the game started.</summary> - public bool FirstUpdate { get; private set; } + private bool FirstUpdate; /// <summary>The current game instance.</summary> - public static SGame Instance { get; private set; } - - /// <summary>Whether we're in pseudo-debug mode, which shows information like FPS.</summary> - public static bool Debug { get; private set; } - - - /********* - ** Public methods - *********/ - /// <summary>Get the controller buttons which are currently pressed.</summary> - /// <param name="index">The controller to check.</param> - public Buttons[] GetButtonsDown(PlayerIndex index) - { - var state = GamePad.GetState(index); - 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> - /// <param name="index">The controller to check.</param> - public Buttons[] GetFramePressedButtons(PlayerIndex index) - { - var state = GamePad.GetState(index); - var buttons = new List<Buttons>(); - if (state.IsConnected) - { - if (this.WasButtonJustPressed(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A); - if (this.WasButtonJustPressed(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B); - if (this.WasButtonJustPressed(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back); - if (this.WasButtonJustPressed(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton); - if (this.WasButtonJustPressed(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder); - if (this.WasButtonJustPressed(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick); - if (this.WasButtonJustPressed(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder); - if (this.WasButtonJustPressed(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick); - if (this.WasButtonJustPressed(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start); - if (this.WasButtonJustPressed(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X); - if (this.WasButtonJustPressed(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y); - if (this.WasButtonJustPressed(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp); - if (this.WasButtonJustPressed(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown); - if (this.WasButtonJustPressed(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft); - if (this.WasButtonJustPressed(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight); - if (this.WasButtonJustPressed(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger); - if (this.WasButtonJustPressed(Buttons.RightTrigger, state.Triggers.Right, index)) buttons.Add(Buttons.RightTrigger); - } - return buttons.ToArray(); - } + private static SGame Instance; - /// <summary>Get the controller buttons which were released after the last update.</summary> - /// <param name="index">The controller to check.</param> - public Buttons[] GetFrameReleasedButtons(PlayerIndex index) + /**** + ** Private wrappers + ****/ + // ReSharper disable ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming + /// <summary>Used to access private fields and methods.</summary> + private static readonly IReflectionHelper Reflection = new ReflectionHelper(); + private static List<float> _fpsList => SGame.Reflection.GetPrivateField<List<float>>(typeof(Game1), nameof(_fpsList)).GetValue(); + private static Stopwatch _fpsStopwatch => SGame.Reflection.GetPrivateField<Stopwatch>(typeof(Game1), nameof(SGame._fpsStopwatch)).GetValue(); + private static float _fps { - var state = GamePad.GetState(index); - var buttons = new List<Buttons>(); - if (state.IsConnected) - { - if (this.WasButtonJustReleased(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A); - if (this.WasButtonJustReleased(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B); - if (this.WasButtonJustReleased(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back); - if (this.WasButtonJustReleased(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton); - if (this.WasButtonJustReleased(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder); - if (this.WasButtonJustReleased(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick); - if (this.WasButtonJustReleased(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder); - if (this.WasButtonJustReleased(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick); - if (this.WasButtonJustReleased(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start); - if (this.WasButtonJustReleased(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X); - if (this.WasButtonJustReleased(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y); - if (this.WasButtonJustReleased(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp); - if (this.WasButtonJustReleased(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown); - if (this.WasButtonJustReleased(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft); - if (this.WasButtonJustReleased(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight); - if (this.WasButtonJustReleased(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger); - if (this.WasButtonJustReleased(Buttons.RightTrigger, state.Triggers.Right, index)) buttons.Add(Buttons.RightTrigger); - } - return buttons.ToArray(); + set { SGame.Reflection.GetPrivateField<float>(typeof(Game1), nameof(_fps)).SetValue(value); } } + private static Task _newDayTask => SGame.Reflection.GetPrivateField<Task>(typeof(Game1), nameof(_newDayTask)).GetValue(); + private Color bgColor => SGame.Reflection.GetPrivateField<Color>(this, nameof(bgColor)).GetValue(); + public RenderTarget2D screenWrapper => SGame.Reflection.GetPrivateProperty<RenderTarget2D>(this, "screen").GetValue(); // deliberately renamed to avoid an infinite loop + public BlendState lightingBlend => SGame.Reflection.GetPrivateField<BlendState>(this, nameof(lightingBlend)).GetValue(); + private readonly Action drawFarmBuildings = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawFarmBuildings)).Invoke(new object[0]); + private readonly Action drawHUD = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawHUD)).Invoke(new object[0]); + private readonly Action drawDialogueBox = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawDialogueBox)).Invoke(new object[0]); + private readonly Action renderScreenBuffer = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(renderScreenBuffer)).Invoke(new object[0]); + // ReSharper restore ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming /********* @@ -278,6 +183,9 @@ namespace StardewModdingAPI.Framework SGame.Instance = this; } + /**** + ** Intercepted methods & events + ****/ /// <summary>The method called during game launch after configuring XNA or MonoGame. The game window hasn't been opened by this point.</summary> protected override void Initialize() { @@ -331,10 +239,6 @@ namespace StardewModdingAPI.Framework // update SMAPI events this.UpdateEventCalls(); - // toggle debug output - if (this.FramePressedKeys.Contains(Keys.F3)) - SGame.Debug = !SGame.Debug; - // let game update try { @@ -1043,6 +947,96 @@ namespace StardewModdingAPI.Framework } } + /**** + ** Methods + ****/ + /// <summary>Get the controller buttons which are currently pressed.</summary> + /// <param name="index">The controller to check.</param> + private Buttons[] GetButtonsDown(PlayerIndex index) + { + var state = GamePad.GetState(index); + 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> + /// <param name="index">The controller to check.</param> + private Buttons[] GetFramePressedButtons(PlayerIndex index) + { + var state = GamePad.GetState(index); + var buttons = new List<Buttons>(); + if (state.IsConnected) + { + if (this.WasButtonJustPressed(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A); + if (this.WasButtonJustPressed(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B); + if (this.WasButtonJustPressed(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back); + if (this.WasButtonJustPressed(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton); + if (this.WasButtonJustPressed(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder); + if (this.WasButtonJustPressed(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick); + if (this.WasButtonJustPressed(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder); + if (this.WasButtonJustPressed(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick); + if (this.WasButtonJustPressed(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start); + if (this.WasButtonJustPressed(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X); + if (this.WasButtonJustPressed(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y); + if (this.WasButtonJustPressed(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp); + if (this.WasButtonJustPressed(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown); + if (this.WasButtonJustPressed(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft); + if (this.WasButtonJustPressed(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight); + if (this.WasButtonJustPressed(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger); + if (this.WasButtonJustPressed(Buttons.RightTrigger, state.Triggers.Right, index)) buttons.Add(Buttons.RightTrigger); + } + return buttons.ToArray(); + } + + /// <summary>Get the controller buttons which were released after the last update.</summary> + /// <param name="index">The controller to check.</param> + private Buttons[] GetFrameReleasedButtons(PlayerIndex index) + { + var state = GamePad.GetState(index); + var buttons = new List<Buttons>(); + if (state.IsConnected) + { + if (this.WasButtonJustReleased(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A); + if (this.WasButtonJustReleased(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B); + if (this.WasButtonJustReleased(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back); + if (this.WasButtonJustReleased(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton); + if (this.WasButtonJustReleased(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder); + if (this.WasButtonJustReleased(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick); + if (this.WasButtonJustReleased(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder); + if (this.WasButtonJustReleased(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick); + if (this.WasButtonJustReleased(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start); + if (this.WasButtonJustReleased(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X); + if (this.WasButtonJustReleased(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y); + if (this.WasButtonJustReleased(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp); + if (this.WasButtonJustReleased(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown); + if (this.WasButtonJustReleased(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft); + if (this.WasButtonJustReleased(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight); + if (this.WasButtonJustReleased(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger); + if (this.WasButtonJustReleased(Buttons.RightTrigger, state.Triggers.Right, index)) 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> @@ -1272,25 +1266,25 @@ namespace StardewModdingAPI.Framework } // raise time changed - if (Game1.timeOfDay != this.PreviousTimeOfDay) + if (Game1.timeOfDay != this.PreviousTime) { - TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTimeOfDay, Game1.timeOfDay); - this.PreviousTimeOfDay = Game1.timeOfDay; + TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay); + this.PreviousTime = Game1.timeOfDay; } - if (Game1.dayOfMonth != this.PreviousDayOfMonth) + if (Game1.dayOfMonth != this.PreviousDay) { - TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDayOfMonth, Game1.dayOfMonth); - this.PreviousDayOfMonth = Game1.dayOfMonth; + TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth); + this.PreviousDay = Game1.dayOfMonth; } - if (Game1.currentSeason != this.PreviousSeasonOfYear) + if (Game1.currentSeason != this.PreviousSeason) { - TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeasonOfYear, Game1.currentSeason); - this.PreviousSeasonOfYear = Game1.currentSeason; + TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason); + this.PreviousSeason = Game1.currentSeason; } - if (Game1.year != this.PreviousYearOfGame) + if (Game1.year != this.PreviousYear) { - TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYearOfGame, Game1.year); - this.PreviousYearOfGame = Game1.year; + TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year); + this.PreviousYear = Game1.year; } // raise mine level changed @@ -1304,7 +1298,7 @@ namespace StardewModdingAPI.Framework // raise game day transition event (obsolete) if (Game1.newDay != this.PreviousIsNewDay) { - TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDayOfMonth, Game1.dayOfMonth, Game1.newDay); + TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay); this.PreviousIsNewDay = Game1.newDay; } } |