diff options
-rw-r--r-- | src/SMAPI/Framework/Input/SInputState.cs | 52 | ||||
-rw-r--r-- | src/SMAPI/Framework/ModHelpers/InputHelper.cs | 6 | ||||
-rw-r--r-- | src/SMAPI/Framework/SGame.cs | 6 | ||||
-rw-r--r-- | src/SMAPI/IInputHelper.cs | 4 | ||||
-rw-r--r-- | src/SMAPI/SButtonState.cs (renamed from src/SMAPI/InputStatus.cs) | 12 |
5 files changed, 40 insertions, 40 deletions
diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs index f54d3124..4eaa9ca6 100644 --- a/src/SMAPI/Framework/Input/SInputState.cs +++ b/src/SMAPI/Framework/Input/SInputState.cs @@ -49,7 +49,7 @@ namespace StardewModdingAPI.Framework.Input public ICursorPosition CursorPosition => this.CursorPositionImpl; /// <summary>The buttons which were pressed, held, or released.</summary> - public IDictionary<SButton, InputStatus> ActiveButtons { get; private set; } = new Dictionary<SButton, InputStatus>(); + public IDictionary<SButton, SButtonState> ActiveButtons { get; private set; } = new Dictionary<SButton, SButtonState>(); /// <summary>The buttons to suppress when the game next handles input. Each button is suppressed until it's released.</summary> public HashSet<SButton> SuppressButtons { get; } = new HashSet<SButton>(); @@ -75,7 +75,7 @@ namespace StardewModdingAPI.Framework.Input [Obsolete("This method should only be called by the game itself.")] public override void Update() { } - /// <summary>Update the current button statuses for the given tick.</summary> + /// <summary>Update the current button states for the given tick.</summary> public void TrueUpdate() { try @@ -86,7 +86,7 @@ namespace StardewModdingAPI.Framework.Input GamePadState realController = GamePad.GetState(PlayerIndex.One); KeyboardState realKeyboard = Keyboard.GetState(); MouseState realMouse = Mouse.GetState(); - var activeButtons = this.DeriveStatuses(this.ActiveButtons, realKeyboard, realMouse, realController); + var activeButtons = this.DeriveStates(this.ActiveButtons, realKeyboard, realMouse, realController); Vector2 cursorAbsolutePos = new Vector2((realMouse.X * zoomMultiplier) + Game1.viewport.X, (realMouse.Y * zoomMultiplier) + Game1.viewport.Y); Vector2? playerTilePos = Context.IsPlayerFree ? Game1.player.getTileLocation() : (Vector2?)null; @@ -102,7 +102,7 @@ namespace StardewModdingAPI.Framework.Input } // update suppressed states - this.SuppressButtons.RemoveWhere(p => !this.GetStatus(activeButtons, p).IsDown()); + this.SuppressButtons.RemoveWhere(p => !this.GetState(activeButtons, p).IsDown()); this.UpdateSuppression(); } catch (InvalidOperationException) @@ -159,7 +159,7 @@ namespace StardewModdingAPI.Framework.Input /// <param name="button">The button to check.</param> public bool IsDown(SButton button) { - return this.GetStatus(this.ActiveButtons, button).IsDown(); + return this.GetState(this.ActiveButtons, button).IsDown(); } /// <summary>Get whether any of the given buttons were pressed or held.</summary> @@ -169,11 +169,11 @@ namespace StardewModdingAPI.Framework.Input return buttons.Any(button => this.IsDown(button.ToSButton())); } - /// <summary>Get the status of a button.</summary> + /// <summary>Get the state of a button.</summary> /// <param name="button">The button to check.</param> - public InputStatus GetStatus(SButton button) + public SButtonState GetState(SButton button) { - return this.GetStatus(this.ActiveButtons, button); + return this.GetState(this.ActiveButtons, button); } @@ -205,7 +205,7 @@ namespace StardewModdingAPI.Framework.Input /// <param name="keyboardState">The game's keyboard state for the current tick.</param> /// <param name="mouseState">The game's mouse state for the current tick.</param> /// <param name="gamePadState">The game's controller state for the current tick.</param> - private void SuppressGivenStates(IDictionary<SButton, InputStatus> activeButtons, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState) + private void SuppressGivenStates(IDictionary<SButton, SButtonState> activeButtons, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState) { if (this.SuppressButtons.Count == 0) return; @@ -252,48 +252,48 @@ namespace StardewModdingAPI.Framework.Input } } - /// <summary>Get the status of all pressed or released buttons relative to their previous status.</summary> - /// <param name="previousStatuses">The previous button statuses.</param> + /// <summary>Get the state of all pressed or released buttons relative to their previous state.</summary> + /// <param name="previousStates">The previous button states.</param> /// <param name="keyboard">The keyboard state.</param> /// <param name="mouse">The mouse state.</param> /// <param name="controller">The controller state.</param> - private IDictionary<SButton, InputStatus> DeriveStatuses(IDictionary<SButton, InputStatus> previousStatuses, KeyboardState keyboard, MouseState mouse, GamePadState controller) + private IDictionary<SButton, SButtonState> DeriveStates(IDictionary<SButton, SButtonState> previousStates, KeyboardState keyboard, MouseState mouse, GamePadState controller) { - IDictionary<SButton, InputStatus> activeButtons = new Dictionary<SButton, InputStatus>(); + IDictionary<SButton, SButtonState> activeButtons = new Dictionary<SButton, SButtonState>(); // handle pressed keys SButton[] down = this.GetPressedButtons(keyboard, mouse, controller).ToArray(); foreach (SButton button in down) - activeButtons[button] = this.DeriveStatus(this.GetStatus(previousStatuses, button), isDown: true); + activeButtons[button] = this.DeriveState(this.GetState(previousStates, button), isDown: true); // handle released keys - foreach (KeyValuePair<SButton, InputStatus> prev in previousStatuses) + foreach (KeyValuePair<SButton, SButtonState> prev in previousStates) { if (prev.Value.IsDown() && !activeButtons.ContainsKey(prev.Key)) - activeButtons[prev.Key] = InputStatus.Released; + activeButtons[prev.Key] = SButtonState.Released; } return activeButtons; } - /// <summary>Get the status of a button relative to its previous status.</summary> - /// <param name="oldStatus">The previous button status.</param> + /// <summary>Get the state of a button relative to its previous state.</summary> + /// <param name="oldState">The previous button state.</param> /// <param name="isDown">Whether the button is currently down.</param> - private InputStatus DeriveStatus(InputStatus oldStatus, bool isDown) + private SButtonState DeriveState(SButtonState oldState, bool isDown) { - if (isDown && oldStatus.IsDown()) - return InputStatus.Held; + if (isDown && oldState.IsDown()) + return SButtonState.Held; if (isDown) - return InputStatus.Pressed; - return InputStatus.Released; + return SButtonState.Pressed; + return SButtonState.Released; } - /// <summary>Get the status of a button.</summary> + /// <summary>Get the state of a button.</summary> /// <param name="activeButtons">The current button states to check.</param> /// <param name="button">The button to check.</param> - private InputStatus GetStatus(IDictionary<SButton, InputStatus> activeButtons, SButton button) + private SButtonState GetState(IDictionary<SButton, SButtonState> activeButtons, SButton button) { - return activeButtons.TryGetValue(button, out InputStatus status) ? status : InputStatus.None; + return activeButtons.TryGetValue(button, out SButtonState state) ? state : SButtonState.None; } /// <summary>Get the buttons pressed in the given stats.</summary> diff --git a/src/SMAPI/Framework/ModHelpers/InputHelper.cs b/src/SMAPI/Framework/ModHelpers/InputHelper.cs index 5858cddd..f8ff0355 100644 --- a/src/SMAPI/Framework/ModHelpers/InputHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/InputHelper.cs @@ -51,11 +51,11 @@ namespace StardewModdingAPI.Framework.ModHelpers this.InputState.SuppressButtons.Add(button); } - /// <summary>Get the status of a button.</summary> + /// <summary>Get the state of a button.</summary> /// <param name="button">The button to check.</param> - public InputStatus GetStatus(SButton button) + public SButtonState GetState(SButton button) { - return this.InputState.GetStatus(button); + return this.InputState.GetState(button); } } } diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 4b346059..6a472e3c 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -635,16 +635,16 @@ namespace StardewModdingAPI.Framework foreach (var pair in inputState.ActiveButtons) { SButton button = pair.Key; - InputStatus status = pair.Value; + SButtonState status = pair.Value; - if (status == InputStatus.Pressed) + if (status == SButtonState.Pressed) { if (this.Monitor.IsVerbose) this.Monitor.Log($"Events: button {button} pressed.", LogLevel.Trace); events.ButtonPressed.Raise(new ButtonPressedEventArgs(button, cursor, inputState)); } - else if (status == InputStatus.Released) + else if (status == SButtonState.Released) { if (this.Monitor.IsVerbose) this.Monitor.Log($"Events: button {button} released.", LogLevel.Trace); diff --git a/src/SMAPI/IInputHelper.cs b/src/SMAPI/IInputHelper.cs index ba26773d..e9768c24 100644 --- a/src/SMAPI/IInputHelper.cs +++ b/src/SMAPI/IInputHelper.cs @@ -18,8 +18,8 @@ namespace StardewModdingAPI /// <param name="button">The button to suppress.</param> void Suppress(SButton button); - /// <summary>Get the status of a button.</summary> + /// <summary>Get the state of a button.</summary> /// <param name="button">The button to check.</param> - InputStatus GetStatus(SButton button); + SButtonState GetState(SButton button); } } diff --git a/src/SMAPI/InputStatus.cs b/src/SMAPI/SButtonState.cs index d9cdd6b2..2b78da27 100644 --- a/src/SMAPI/InputStatus.cs +++ b/src/SMAPI/SButtonState.cs @@ -1,7 +1,7 @@ namespace StardewModdingAPI { - /// <summary>The input status for a button during an update frame.</summary> - public enum InputStatus + /// <summary>The input state for a button during an update frame.</summary> + public enum SButtonState { /// <summary>The button was neither pressed, held, nor released.</summary> None, @@ -16,14 +16,14 @@ namespace StardewModdingAPI Released } - /// <summary>Extension methods for <see cref="InputStatus"/>.</summary> + /// <summary>Extension methods for <see cref="SButtonState"/>.</summary> internal static class InputStatusExtensions { /// <summary>Whether the button was pressed or held.</summary> - /// <param name="status">The button status.</param> - public static bool IsDown(this InputStatus status) + /// <param name="state">The button state.</param> + public static bool IsDown(this SButtonState state) { - return status == InputStatus.Held || status == InputStatus.Pressed; + return state == SButtonState.Held || state == SButtonState.Pressed; } } } |