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-rw-r--r--src/SMAPI/Events/ControlEvents.cs123
1 files changed, 49 insertions, 74 deletions
diff --git a/src/SMAPI/Events/ControlEvents.cs b/src/SMAPI/Events/ControlEvents.cs
index 80d0f547..973bb245 100644
--- a/src/SMAPI/Events/ControlEvents.cs
+++ b/src/SMAPI/Events/ControlEvents.cs
@@ -1,7 +1,6 @@
-using System;
-using Microsoft.Xna.Framework;
+using System;
using Microsoft.Xna.Framework.Input;
-using StardewModdingAPI.Framework;
+using StardewModdingAPI.Framework.Events;
namespace StardewModdingAPI.Events
{
@@ -9,104 +8,80 @@ namespace StardewModdingAPI.Events
public static class ControlEvents
{
/*********
- ** Events
+ ** Properties
*********/
- /// <summary>Raised when the <see cref="KeyboardState"/> changes. That happens when the player presses or releases a key.</summary>
- public static event EventHandler<EventArgsKeyboardStateChanged> KeyboardChanged;
-
- /// <summary>Raised when the player presses a keyboard key.</summary>
- public static event EventHandler<EventArgsKeyPressed> KeyPressed;
-
- /// <summary>Raised when the player releases a keyboard key.</summary>
- public static event EventHandler<EventArgsKeyPressed> KeyReleased;
-
- /// <summary>Raised when the <see cref="MouseState"/> changes. That happens when the player moves the mouse, scrolls the mouse wheel, or presses/releases a button.</summary>
- public static event EventHandler<EventArgsMouseStateChanged> MouseChanged;
-
- /// <summary>The player pressed a controller button. This event isn't raised for trigger buttons.</summary>
- public static event EventHandler<EventArgsControllerButtonPressed> ControllerButtonPressed;
-
- /// <summary>The player released a controller button. This event isn't raised for trigger buttons.</summary>
- public static event EventHandler<EventArgsControllerButtonReleased> ControllerButtonReleased;
-
- /// <summary>The player pressed a controller trigger button.</summary>
- public static event EventHandler<EventArgsControllerTriggerPressed> ControllerTriggerPressed;
-
- /// <summary>The player released a controller trigger button.</summary>
- public static event EventHandler<EventArgsControllerTriggerReleased> ControllerTriggerReleased;
+ /// <summary>The core event manager.</summary>
+ private static EventManager EventManager;
/*********
- ** Internal methods
+ ** Events
*********/
- /// <summary>Raise a <see cref="KeyboardChanged"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="priorState">The previous keyboard state.</param>
- /// <param name="newState">The current keyboard state.</param>
- internal static void InvokeKeyboardChanged(IMonitor monitor, KeyboardState priorState, KeyboardState newState)
+ /// <summary>Raised when the <see cref="KeyboardState"/> changes. That happens when the player presses or releases a key.</summary>
+ public static event EventHandler<EventArgsKeyboardStateChanged> KeyboardChanged
{
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyboardChanged)}", ControlEvents.KeyboardChanged?.GetInvocationList(), null, new EventArgsKeyboardStateChanged(priorState, newState));
+ add => ControlEvents.EventManager.Control_KeyboardChanged.Add(value);
+ remove => ControlEvents.EventManager.Control_KeyboardChanged.Remove(value);
}
- /// <summary>Raise a <see cref="MouseChanged"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="priorState">The previous mouse state.</param>
- /// <param name="newState">The current mouse state.</param>
- /// <param name="priorPosition">The previous mouse position on the screen adjusted for the zoom level.</param>
- /// <param name="newPosition">The current mouse position on the screen adjusted for the zoom level.</param>
- internal static void InvokeMouseChanged(IMonitor monitor, MouseState priorState, MouseState newState, Point priorPosition, Point newPosition)
+ /// <summary>Raised when the player presses a keyboard key.</summary>
+ public static event EventHandler<EventArgsKeyPressed> KeyPressed
{
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.MouseChanged)}", ControlEvents.MouseChanged?.GetInvocationList(), null, new EventArgsMouseStateChanged(priorState, newState, priorPosition, newPosition));
+ add => ControlEvents.EventManager.Control_KeyPressed.Add(value);
+ remove => ControlEvents.EventManager.Control_KeyPressed.Remove(value);
}
- /// <summary>Raise a <see cref="KeyPressed"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="key">The keyboard button that was pressed.</param>
- internal static void InvokeKeyPressed(IMonitor monitor, Keys key)
+ /// <summary>Raised when the player releases a keyboard key.</summary>
+ public static event EventHandler<EventArgsKeyPressed> KeyReleased
{
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyPressed)}", ControlEvents.KeyPressed?.GetInvocationList(), null, new EventArgsKeyPressed(key));
+ add => ControlEvents.EventManager.Control_KeyReleased.Add(value);
+ remove => ControlEvents.EventManager.Control_KeyReleased.Remove(value);
}
- /// <summary>Raise a <see cref="KeyReleased"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="key">The keyboard button that was released.</param>
- internal static void InvokeKeyReleased(IMonitor monitor, Keys key)
+ /// <summary>Raised when the <see cref="MouseState"/> changes. That happens when the player moves the mouse, scrolls the mouse wheel, or presses/releases a button.</summary>
+ public static event EventHandler<EventArgsMouseStateChanged> MouseChanged
{
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyReleased)}", ControlEvents.KeyReleased?.GetInvocationList(), null, new EventArgsKeyPressed(key));
+ add => ControlEvents.EventManager.Control_MouseChanged.Add(value);
+ remove => ControlEvents.EventManager.Control_MouseChanged.Remove(value);
}
- /// <summary>Raise a <see cref="ControllerButtonPressed"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="button">The controller button that was pressed.</param>
- internal static void InvokeButtonPressed(IMonitor monitor, Buttons button)
+ /// <summary>The player pressed a controller button. This event isn't raised for trigger buttons.</summary>
+ public static event EventHandler<EventArgsControllerButtonPressed> ControllerButtonPressed
{
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonPressed)}", ControlEvents.ControllerButtonPressed?.GetInvocationList(), null, new EventArgsControllerButtonPressed(PlayerIndex.One, button));
+ add => ControlEvents.EventManager.Control_ControllerButtonPressed.Add(value);
+ remove => ControlEvents.EventManager.Control_ControllerButtonPressed.Remove(value);
}
- /// <summary>Raise a <see cref="ControllerButtonReleased"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="button">The controller button that was released.</param>
- internal static void InvokeButtonReleased(IMonitor monitor, Buttons button)
+ /// <summary>The player released a controller button. This event isn't raised for trigger buttons.</summary>
+ public static event EventHandler<EventArgsControllerButtonReleased> ControllerButtonReleased
{
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonReleased)}", ControlEvents.ControllerButtonReleased?.GetInvocationList(), null, new EventArgsControllerButtonReleased(PlayerIndex.One, button));
+ add => ControlEvents.EventManager.Control_ControllerButtonReleased.Add(value);
+ remove => ControlEvents.EventManager.Control_ControllerButtonReleased.Remove(value);
}
- /// <summary>Raise a <see cref="ControllerTriggerPressed"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="button">The trigger button that was pressed.</param>
- /// <param name="value">The current trigger value.</param>
- internal static void InvokeTriggerPressed(IMonitor monitor, Buttons button, float value)
+ /// <summary>The player pressed a controller trigger button.</summary>
+ public static event EventHandler<EventArgsControllerTriggerPressed> ControllerTriggerPressed
{
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerPressed)}", ControlEvents.ControllerTriggerPressed?.GetInvocationList(), null, new EventArgsControllerTriggerPressed(PlayerIndex.One, button, value));
+ add => ControlEvents.EventManager.Control_ControllerTriggerPressed.Add(value);
+ remove => ControlEvents.EventManager.Control_ControllerTriggerPressed.Remove(value);
}
- /// <summary>Raise a <see cref="ControllerTriggerReleased"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="button">The trigger button that was pressed.</param>
- /// <param name="value">The current trigger value.</param>
- internal static void InvokeTriggerReleased(IMonitor monitor, Buttons button, float value)
+ /// <summary>The player released a controller trigger button.</summary>
+ public static event EventHandler<EventArgsControllerTriggerReleased> ControllerTriggerReleased
+ {
+ add => ControlEvents.EventManager.Control_ControllerTriggerReleased.Add(value);
+ remove => ControlEvents.EventManager.Control_ControllerTriggerReleased.Remove(value);
+ }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Initialise the events.</summary>
+ /// <param name="eventManager">The core event manager.</param>
+ internal static void Init(EventManager eventManager)
{
- monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerReleased)}", ControlEvents.ControllerTriggerReleased?.GetInvocationList(), null, new EventArgsControllerTriggerReleased(PlayerIndex.One, button, value));
+ ControlEvents.EventManager = eventManager;
}
}
}