summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/Input/GamePadStateBuilder.cs
diff options
context:
space:
mode:
Diffstat (limited to 'src/SMAPI/Framework/Input/GamePadStateBuilder.cs')
-rw-r--r--src/SMAPI/Framework/Input/GamePadStateBuilder.cs31
1 files changed, 11 insertions, 20 deletions
diff --git a/src/SMAPI/Framework/Input/GamePadStateBuilder.cs b/src/SMAPI/Framework/Input/GamePadStateBuilder.cs
index 2657fd12..f5f2d916 100644
--- a/src/SMAPI/Framework/Input/GamePadStateBuilder.cs
+++ b/src/SMAPI/Framework/Input/GamePadStateBuilder.cs
@@ -20,7 +20,7 @@ namespace StardewModdingAPI.Framework.Input
private GamePadState? State;
/// <summary>The current button states.</summary>
- private IDictionary<SButton, ButtonState> ButtonStates;
+ private readonly IDictionary<SButton, ButtonState> ButtonStates;
/// <summary>The left trigger value.</summary>
private float LeftTrigger;
@@ -39,33 +39,26 @@ namespace StardewModdingAPI.Framework.Input
** Accessors
*********/
/// <summary>Whether the gamepad is currently connected.</summary>
- public bool IsConnected { get; private set; }
+ public bool IsConnected { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
- /// <param name="state">The initial state, or <c>null</c> to get the latest state.</param>
- public GamePadStateBuilder(GamePadState? state = null)
+ /// <param name="state">The initial state.</param>
+ public GamePadStateBuilder(GamePadState state)
{
- this.Reset(state);
- }
-
- /// <summary>Reset the tracked state.</summary>
- /// <param name="state">The state from which to reset, or <c>null</c> to get the latest state.</param>
- public GamePadStateBuilder Reset(GamePadState? state = null)
- {
- this.State = state ??= GamePad.GetState(PlayerIndex.One);
- this.IsConnected = state.Value.IsConnected;
+ this.State = state;
+ this.IsConnected = state.IsConnected;
if (!this.IsConnected)
- return this;
+ return;
- GamePadDPad pad = state.Value.DPad;
- GamePadButtons buttons = state.Value.Buttons;
- GamePadTriggers triggers = state.Value.Triggers;
- GamePadThumbSticks sticks = state.Value.ThumbSticks;
+ GamePadDPad pad = state.DPad;
+ GamePadButtons buttons = state.Buttons;
+ GamePadTriggers triggers = state.Triggers;
+ GamePadThumbSticks sticks = state.ThumbSticks;
this.ButtonStates = new Dictionary<SButton, ButtonState>
{
[SButton.DPadUp] = pad.Up,
@@ -89,8 +82,6 @@ namespace StardewModdingAPI.Framework.Input
this.RightTrigger = triggers.Right;
this.LeftStickPos = sticks.Left;
this.RightStickPos = sticks.Right;
-
- return this;
}
/// <summary>Override the states for a set of buttons.</summary>