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Diffstat (limited to 'src/SMAPI/Events/InputButtonPressedEventArgs.cs')
-rw-r--r--src/SMAPI/Events/InputButtonPressedEventArgs.cs36
1 files changed, 20 insertions, 16 deletions
diff --git a/src/SMAPI/Events/InputButtonPressedEventArgs.cs b/src/SMAPI/Events/InputButtonPressedEventArgs.cs
index c8d55cd4..002f7cf1 100644
--- a/src/SMAPI/Events/InputButtonPressedEventArgs.cs
+++ b/src/SMAPI/Events/InputButtonPressedEventArgs.cs
@@ -1,5 +1,5 @@
using System;
-using System.Collections.Generic;
+using StardewModdingAPI.Framework.Input;
namespace StardewModdingAPI.Events
{
@@ -9,8 +9,8 @@ namespace StardewModdingAPI.Events
/*********
** Properties
*********/
- /// <summary>The buttons to suppress.</summary>
- private readonly HashSet<SButton> SuppressButtons;
+ /// <summary>The game's current input state.</summary>
+ private readonly SInputState InputState;
/*********
@@ -22,9 +22,6 @@ namespace StardewModdingAPI.Events
/// <summary>The current cursor position.</summary>
public ICursorPosition Cursor { get; }
- /// <summary>Whether a mod has indicated the key was already handled.</summary>
- public bool IsSuppressed => this.SuppressButtons.Contains(this.Button);
-
/*********
** Public methods
@@ -32,25 +29,32 @@ namespace StardewModdingAPI.Events
/// <summary>Construct an instance.</summary>
/// <param name="button">The button on the controller, keyboard, or mouse.</param>
/// <param name="cursor">The cursor position.</param>
- /// <param name="suppressButtons">The buttons to suppress.</param>
- public InputButtonPressedArgsInput(SButton button, ICursorPosition cursor, HashSet<SButton> suppressButtons)
+ /// <param name="inputState">The game's current input state.</param>
+ internal InputButtonPressedArgsInput(SButton button, ICursorPosition cursor, SInputState inputState)
{
this.Button = button;
this.Cursor = cursor;
- this.SuppressButtons = suppressButtons;
+ this.InputState = inputState;
+ }
+
+ /// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
+ public bool IsSuppressed()
+ {
+ return this.IsSuppressed(this.Button);
}
- /// <summary>Prevent the game from handling the current button press. This doesn't prevent other mods from receiving the event.</summary>
- public void SuppressButton()
+ /// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
+ /// <param name="button">The button to check.</param>
+ public bool IsSuppressed(SButton button)
{
- this.SuppressButton(this.Button);
+ return this.InputState.SuppressButtons.Contains(button);
}
- /// <summary>Prevent the game from handling a button press. This doesn't prevent other mods from receiving the event.</summary>
- /// <param name="button">The button to suppress.</param>
- public void SuppressButton(SButton button)
+ /// <summary>Get whether a given button was pressed or held.</summary>
+ /// <param name="button">The button to check.</param>
+ public bool IsDown(SButton button)
{
- this.SuppressButtons.Add(button);
+ return this.InputState.IsDown(button);
}
}
}