diff options
Diffstat (limited to 'src/SMAPI/Events/InputEvents.cs')
-rw-r--r-- | src/SMAPI/Events/InputEvents.cs | 15 |
1 files changed, 8 insertions, 7 deletions
diff --git a/src/SMAPI/Events/InputEvents.cs b/src/SMAPI/Events/InputEvents.cs index c31eb698..985aed99 100644 --- a/src/SMAPI/Events/InputEvents.cs +++ b/src/SMAPI/Events/InputEvents.cs @@ -1,6 +1,5 @@ using System; using StardewModdingAPI.Framework; -using StardewModdingAPI.Utilities; namespace StardewModdingAPI.Events { @@ -24,20 +23,22 @@ namespace StardewModdingAPI.Events /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="button">The button on the controller, keyboard, or mouse.</param> /// <param name="cursor">The cursor position.</param> - /// <param name="isClick">Whether the input is considered a 'click' by the game for enabling action.</param> - internal static void InvokeButtonPressed(IMonitor monitor, SButton button, ICursorPosition cursor, bool isClick) + /// <param name="isActionButton">Whether the input should trigger actions on the affected tile.</param> + /// <param name="isUseToolButton">Whether the input should use tools on the affected tile.</param> + internal static void InvokeButtonPressed(IMonitor monitor, SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton) { - monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonPressed)}", InputEvents.ButtonPressed?.GetInvocationList(), null, new EventArgsInput(button, cursor, isClick)); + monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonPressed)}", InputEvents.ButtonPressed?.GetInvocationList(), null, new EventArgsInput(button, cursor, isActionButton, isUseToolButton)); } /// <summary>Raise a <see cref="ButtonReleased"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="button">The button on the controller, keyboard, or mouse.</param> /// <param name="cursor">The cursor position.</param> - /// <param name="isClick">Whether the input is considered a 'click' by the game for enabling action.</param> - internal static void InvokeButtonReleased(IMonitor monitor, SButton button, ICursorPosition cursor, bool isClick) + /// <param name="isActionButton">Whether the input should trigger actions on the affected tile.</param> + /// <param name="isUseToolButton">Whether the input should use tools on the affected tile.</param> + internal static void InvokeButtonReleased(IMonitor monitor, SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton) { - monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonReleased)}", InputEvents.ButtonReleased?.GetInvocationList(), null, new EventArgsInput(button, cursor, isClick)); + monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonReleased)}", InputEvents.ButtonReleased?.GetInvocationList(), null, new EventArgsInput(button, cursor, isActionButton, isUseToolButton)); } } } |