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-rw-r--r--src/SMAPI/Constants.cs2
-rw-r--r--src/SMAPI/Events/SaveEvents.cs22
-rw-r--r--src/SMAPI/Framework/Input/InputState.cs163
-rw-r--r--src/SMAPI/Framework/Input/InputStatus.cs29
-rw-r--r--src/SMAPI/Framework/LegacyManifestVersion.cs26
-rw-r--r--src/SMAPI/Framework/ModLoading/AssemblyLoader.cs4
-rw-r--r--src/SMAPI/Framework/Models/Manifest.cs8
-rw-r--r--src/SMAPI/Framework/Models/ModDataRecord.cs6
-rw-r--r--src/SMAPI/Framework/SGame.cs211
-rw-r--r--src/SMAPI/Framework/Serialisation/CrossplatformConverters/ColorConverter.cs46
-rw-r--r--src/SMAPI/Framework/Serialisation/CrossplatformConverters/PointConverter.cs42
-rw-r--r--src/SMAPI/Framework/Serialisation/CrossplatformConverters/RectangleConverter.cs51
-rw-r--r--src/SMAPI/Framework/Serialisation/JsonHelper.cs59
-rw-r--r--src/SMAPI/Framework/Serialisation/SFieldConverter.cs121
-rw-r--r--src/SMAPI/Framework/Serialisation/SimpleReadOnlyConverter.cs77
-rw-r--r--src/SMAPI/Framework/Serialisation/SmapiConverters/ManifestDependencyArrayConverter.cs60
-rw-r--r--src/SMAPI/Framework/Serialisation/SmapiConverters/ModCompatibilityArrayConverter.cs61
-rw-r--r--src/SMAPI/Framework/Serialisation/SmapiConverters/ModDataIdConverter.cs19
-rw-r--r--src/SMAPI/Framework/Serialisation/SmapiConverters/SemanticVersionConverter.cs36
-rw-r--r--src/SMAPI/Framework/Serialisation/SmapiConverters/StringEnumConverter.cs (renamed from src/SMAPI/Framework/Serialisation/StringEnumConverter.cs)2
-rw-r--r--src/SMAPI/SButton.cs15
-rw-r--r--src/SMAPI/StardewModdingAPI.csproj18
-rw-r--r--src/SMAPI/packages.config2
-rw-r--r--src/SMAPI/unix-launcher.sh9
24 files changed, 804 insertions, 285 deletions
diff --git a/src/SMAPI/Constants.cs b/src/SMAPI/Constants.cs
index 786ae32b..515e9870 100644
--- a/src/SMAPI/Constants.cs
+++ b/src/SMAPI/Constants.cs
@@ -29,7 +29,7 @@ namespace StardewModdingAPI
** Public
****/
/// <summary>SMAPI's current semantic version.</summary>
- public static ISemanticVersion ApiVersion { get; } = new SemanticVersion("2.3");
+ public static ISemanticVersion ApiVersion { get; } = new SemanticVersion("2.4.0");
/// <summary>The minimum supported version of Stardew Valley.</summary>
public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.2.30");
diff --git a/src/SMAPI/Events/SaveEvents.cs b/src/SMAPI/Events/SaveEvents.cs
index 50e6d729..99b6c8d2 100644
--- a/src/SMAPI/Events/SaveEvents.cs
+++ b/src/SMAPI/Events/SaveEvents.cs
@@ -1,4 +1,4 @@
-using System;
+using System;
using StardewModdingAPI.Framework;
namespace StardewModdingAPI.Events
@@ -9,6 +9,12 @@ namespace StardewModdingAPI.Events
/*********
** Events
*********/
+ /// <summary>Raised before the game creates the save file.</summary>
+ public static event EventHandler BeforeCreate;
+
+ /// <summary>Raised after the game finishes creating the save file.</summary>
+ public static event EventHandler AfterCreate;
+
/// <summary>Raised before the game begins writes data to the save file.</summary>
public static event EventHandler BeforeSave;
@@ -25,6 +31,20 @@ namespace StardewModdingAPI.Events
/*********
** Internal methods
*********/
+ /// <summary>Raise a <see cref="BeforeCreate"/> event.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ internal static void InvokeBeforeCreate(IMonitor monitor)
+ {
+ monitor.SafelyRaisePlainEvent($"{nameof(SaveEvents)}.{nameof(SaveEvents.BeforeCreate)}", SaveEvents.BeforeCreate?.GetInvocationList(), null, EventArgs.Empty);
+ }
+
+ /// <summary>Raise a <see cref="AfterCreate"/> event.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ internal static void InvokeAfterCreated(IMonitor monitor)
+ {
+ monitor.SafelyRaisePlainEvent($"{nameof(SaveEvents)}.{nameof(SaveEvents.AfterCreate)}", SaveEvents.AfterCreate?.GetInvocationList(), null, EventArgs.Empty);
+ }
+
/// <summary>Raise a <see cref="BeforeSave"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
internal static void InvokeBeforeSave(IMonitor monitor)
diff --git a/src/SMAPI/Framework/Input/InputState.cs b/src/SMAPI/Framework/Input/InputState.cs
new file mode 100644
index 00000000..8b0108ae
--- /dev/null
+++ b/src/SMAPI/Framework/Input/InputState.cs
@@ -0,0 +1,163 @@
+using System.Collections.Generic;
+using System.Linq;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Input;
+using StardewValley;
+
+namespace StardewModdingAPI.Framework.Input
+{
+ /// <summary>A summary of input changes during an update frame.</summary>
+ internal class InputState
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The underlying controller state.</summary>
+ public GamePadState ControllerState { get; }
+
+ /// <summary>The underlying keyboard state.</summary>
+ public KeyboardState KeyboardState { get; }
+
+ /// <summary>The underlying mouse state.</summary>
+ public MouseState MouseState { get; }
+
+ /// <summary>The mouse position on the screen adjusted for the zoom level.</summary>
+ public Point MousePosition { get; }
+
+ /// <summary>The buttons which were pressed, held, or released.</summary>
+ public IDictionary<SButton, InputStatus> ActiveButtons { get; } = new Dictionary<SButton, InputStatus>();
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an empty instance.</summary>
+ public InputState() { }
+
+ /// <summary>Construct an instance.</summary>
+ /// <param name="previousState">The previous input state.</param>
+ /// <param name="controllerState">The current controller state.</param>
+ /// <param name="keyboardState">The current keyboard state.</param>
+ /// <param name="mouseState">The current mouse state.</param>
+ public InputState(InputState previousState, GamePadState controllerState, KeyboardState keyboardState, MouseState mouseState)
+ {
+ // init properties
+ this.ControllerState = controllerState;
+ this.KeyboardState = keyboardState;
+ this.MouseState = mouseState;
+ this.MousePosition = new Point((int)(mouseState.X * (1.0 / Game1.options.zoomLevel)), (int)(mouseState.Y * (1.0 / Game1.options.zoomLevel))); // derived from Game1::getMouseX
+
+ // get button states
+ SButton[] down = InputState.GetPressedButtons(keyboardState, mouseState, controllerState).ToArray();
+ foreach (SButton button in down)
+ this.ActiveButtons[button] = this.GetStatus(previousState.GetStatus(button), isDown: true);
+ foreach (KeyValuePair<SButton, InputStatus> prev in previousState.ActiveButtons)
+ {
+ if (prev.Value.IsDown() && !this.ActiveButtons.ContainsKey(prev.Key))
+ this.ActiveButtons[prev.Key] = InputStatus.Released;
+ }
+ }
+
+ /// <summary>Get the status of a button.</summary>
+ /// <param name="button">The button to check.</param>
+ public InputStatus GetStatus(SButton button)
+ {
+ return this.ActiveButtons.TryGetValue(button, out InputStatus status) ? status : InputStatus.None;
+ }
+
+ /// <summary>Get whether a given button was pressed or held.</summary>
+ /// <param name="button">The button to check.</param>
+ public bool IsDown(SButton button)
+ {
+ return this.GetStatus(button).IsDown();
+ }
+
+ /// <summary>Get the current input state.</summary>
+ /// <param name="previousState">The previous input state.</param>
+ public static InputState GetState(InputState previousState)
+ {
+ GamePadState controllerState = GamePad.GetState(PlayerIndex.One);
+ KeyboardState keyboardState = Keyboard.GetState();
+ MouseState mouseState = Mouse.GetState();
+
+ return new InputState(previousState, controllerState, keyboardState, mouseState);
+ }
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Get the status of a button.</summary>
+ /// <param name="oldStatus">The previous button status.</param>
+ /// <param name="isDown">Whether the button is currently down.</param>
+ public InputStatus GetStatus(InputStatus oldStatus, bool isDown)
+ {
+ if (isDown && oldStatus.IsDown())
+ return InputStatus.Held;
+ if (isDown)
+ return InputStatus.Pressed;
+ return InputStatus.Released;
+ }
+
+ /// <summary>Get the buttons pressed in the given stats.</summary>
+ /// <param name="keyboard">The keyboard state.</param>
+ /// <param name="mouse">The mouse state.</param>
+ /// <param name="controller">The controller state.</param>
+ private static IEnumerable<SButton> GetPressedButtons(KeyboardState keyboard, MouseState mouse, GamePadState controller)
+ {
+ // keyboard
+ foreach (Keys key in keyboard.GetPressedKeys())
+ yield return key.ToSButton();
+
+ // mouse
+ if (mouse.LeftButton == ButtonState.Pressed)
+ yield return SButton.MouseLeft;
+ if (mouse.RightButton == ButtonState.Pressed)
+ yield return SButton.MouseRight;
+ if (mouse.MiddleButton == ButtonState.Pressed)
+ yield return SButton.MouseMiddle;
+ if (mouse.XButton1 == ButtonState.Pressed)
+ yield return SButton.MouseX1;
+ if (mouse.XButton2 == ButtonState.Pressed)
+ yield return SButton.MouseX2;
+
+ // controller
+ if (controller.IsConnected)
+ {
+ if (controller.Buttons.A == ButtonState.Pressed)
+ yield return SButton.ControllerA;
+ if (controller.Buttons.B == ButtonState.Pressed)
+ yield return SButton.ControllerB;
+ if (controller.Buttons.Back == ButtonState.Pressed)
+ yield return SButton.ControllerBack;
+ if (controller.Buttons.BigButton == ButtonState.Pressed)
+ yield return SButton.BigButton;
+ if (controller.Buttons.LeftShoulder == ButtonState.Pressed)
+ yield return SButton.LeftShoulder;
+ if (controller.Buttons.LeftStick == ButtonState.Pressed)
+ yield return SButton.LeftStick;
+ if (controller.Buttons.RightShoulder == ButtonState.Pressed)
+ yield return SButton.RightShoulder;
+ if (controller.Buttons.RightStick == ButtonState.Pressed)
+ yield return SButton.RightStick;
+ if (controller.Buttons.Start == ButtonState.Pressed)
+ yield return SButton.ControllerStart;
+ if (controller.Buttons.X == ButtonState.Pressed)
+ yield return SButton.ControllerX;
+ if (controller.Buttons.Y == ButtonState.Pressed)
+ yield return SButton.ControllerY;
+ if (controller.DPad.Up == ButtonState.Pressed)
+ yield return SButton.DPadUp;
+ if (controller.DPad.Down == ButtonState.Pressed)
+ yield return SButton.DPadDown;
+ if (controller.DPad.Left == ButtonState.Pressed)
+ yield return SButton.DPadLeft;
+ if (controller.DPad.Right == ButtonState.Pressed)
+ yield return SButton.DPadRight;
+ if (controller.Triggers.Left > 0.2f)
+ yield return SButton.LeftTrigger;
+ if (controller.Triggers.Right > 0.2f)
+ yield return SButton.RightTrigger;
+ }
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/Input/InputStatus.cs b/src/SMAPI/Framework/Input/InputStatus.cs
new file mode 100644
index 00000000..99b0006c
--- /dev/null
+++ b/src/SMAPI/Framework/Input/InputStatus.cs
@@ -0,0 +1,29 @@
+namespace StardewModdingAPI.Framework.Input
+{
+ /// <summary>The input status for a button during an update frame.</summary>
+ internal enum InputStatus
+ {
+ /// <summary>The button was neither pressed, held, nor released.</summary>
+ None,
+
+ /// <summary>The button was pressed in this frame.</summary>
+ Pressed,
+
+ /// <summary>The button has been held since the last frame.</summary>
+ Held,
+
+ /// <summary>The button was released in this frame.</summary>
+ Released
+ }
+
+ /// <summary>Extension methods for <see cref="InputStatus"/>.</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)
+ {
+ return status == InputStatus.Held || status == InputStatus.Pressed;
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/LegacyManifestVersion.cs b/src/SMAPI/Framework/LegacyManifestVersion.cs
new file mode 100644
index 00000000..454b9137
--- /dev/null
+++ b/src/SMAPI/Framework/LegacyManifestVersion.cs
@@ -0,0 +1,26 @@
+using Newtonsoft.Json;
+
+namespace StardewModdingAPI.Framework
+{
+ /// <summary>An implementation of <see cref="ISemanticVersion"/> that hamdles the legacy <see cref="IManifest"/> version format.</summary>
+ internal class LegacyManifestVersion : SemanticVersion
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="majorVersion">The major version incremented for major API changes.</param>
+ /// <param name="minorVersion">The minor version incremented for backwards-compatible changes.</param>
+ /// <param name="patchVersion">The patch version for backwards-compatible bug fixes.</param>
+ /// <param name="build">An optional build tag.</param>
+ [JsonConstructor]
+ public LegacyManifestVersion(int majorVersion, int minorVersion, int patchVersion, string build = null)
+ : base(
+ majorVersion,
+ minorVersion,
+ patchVersion,
+ build != "0" ? build : null // '0' from incorrect examples in old SMAPI documentation
+ )
+ { }
+ }
+}
diff --git a/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs b/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs
index 1e3c4a05..3a7b214a 100644
--- a/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs
+++ b/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs
@@ -162,7 +162,11 @@ namespace StardewModdingAPI.Framework.ModLoading
// skip if already visited
if (visitedAssemblyNames.Contains(assembly.Name.Name))
+ {
yield return new AssemblyParseResult(file, null, AssemblyLoadStatus.AlreadyLoaded);
+ yield break;
+ }
+
visitedAssemblyNames.Add(assembly.Name.Name);
// yield referenced assemblies
diff --git a/src/SMAPI/Framework/Models/Manifest.cs b/src/SMAPI/Framework/Models/Manifest.cs
index b85787e5..f9762406 100644
--- a/src/SMAPI/Framework/Models/Manifest.cs
+++ b/src/SMAPI/Framework/Models/Manifest.cs
@@ -1,6 +1,6 @@
using System.Collections.Generic;
using Newtonsoft.Json;
-using StardewModdingAPI.Framework.Serialisation;
+using StardewModdingAPI.Framework.Serialisation.SmapiConverters;
namespace StardewModdingAPI.Framework.Models
{
@@ -20,18 +20,18 @@ namespace StardewModdingAPI.Framework.Models
public string Author { get; set; }
/// <summary>The mod version.</summary>
- [JsonConverter(typeof(SFieldConverter))]
+ [JsonConverter(typeof(SemanticVersionConverter))]
public ISemanticVersion Version { get; set; }
/// <summary>The minimum SMAPI version required by this mod, if any.</summary>
- [JsonConverter(typeof(SFieldConverter))]
+ [JsonConverter(typeof(SemanticVersionConverter))]
public ISemanticVersion MinimumApiVersion { get; set; }
/// <summary>The name of the DLL in the directory that has the <see cref="IMod.Entry"/> method.</summary>
public string EntryDll { get; set; }
/// <summary>The other mods that must be loaded before this mod.</summary>
- [JsonConverter(typeof(SFieldConverter))]
+ [JsonConverter(typeof(ManifestDependencyArrayConverter))]
public IManifestDependency[] Dependencies { get; set; }
/// <summary>The namespaced mod IDs to query for updates (like <c>Nexus:541</c>).</summary>
diff --git a/src/SMAPI/Framework/Models/ModDataRecord.cs b/src/SMAPI/Framework/Models/ModDataRecord.cs
index c6a12188..580acb70 100644
--- a/src/SMAPI/Framework/Models/ModDataRecord.cs
+++ b/src/SMAPI/Framework/Models/ModDataRecord.cs
@@ -1,7 +1,7 @@
using System.Collections.Generic;
using System.Linq;
using Newtonsoft.Json;
-using StardewModdingAPI.Framework.Serialisation;
+using StardewModdingAPI.Framework.Serialisation.SmapiConverters;
namespace StardewModdingAPI.Framework.Models
{
@@ -12,7 +12,7 @@ namespace StardewModdingAPI.Framework.Models
** Accessors
*********/
/// <summary>The unique mod identifier.</summary>
- [JsonConverter(typeof(SFieldConverter))]
+ [JsonConverter(typeof(ModDataIdConverter))]
public ModDataID ID { get; set; }
/// <summary>A value to inject into <see cref="IManifest.UpdateKeys"/> field if it's not already set.</summary>
@@ -22,7 +22,7 @@ namespace StardewModdingAPI.Framework.Models
public string AlternativeUrl { get; set; }
/// <summary>The compatibility of given mod versions (if any).</summary>
- [JsonConverter(typeof(SFieldConverter))]
+ [JsonConverter(typeof(ModCompatibilityArrayConverter))]
public ModCompatibility[] Compatibility { get; set; } = new ModCompatibility[0];
/// <summary>Map local versions to a semantic version for update checks.</summary>
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 0a614f17..e82ee778 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -10,6 +10,7 @@ using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using StardewModdingAPI.Events;
+using StardewModdingAPI.Framework.Input;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Utilities;
using StardewValley;
@@ -50,23 +51,14 @@ namespace StardewModdingAPI.Framework
/// <summary>Whether the game is saving and SMAPI has already raised <see cref="SaveEvents.BeforeSave"/>.</summary>
private bool IsBetweenSaveEvents;
+ /// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="SaveEvents.BeforeCreate"/>.</summary>
+ private bool IsBetweenCreateEvents;
+
/****
** Game state
****/
- /// <summary>A record of the buttons pressed as of the previous tick.</summary>
- private SButton[] PreviousPressedButtons = new SButton[0];
-
- /// <summary>A record of the keyboard state (i.e. the up/down state for each button) as of the previous tick.</summary>
- private KeyboardState PreviousKeyState;
-
- /// <summary>A record of the controller state (i.e. the up/down state for each button) as of the previous tick.</summary>
- private GamePadState PreviousControllerState;
-
- /// <summary>A record of the mouse state (i.e. the cursor position, scroll amount, and the up/down state for each button) as of the previous tick.</summary>
- private MouseState PreviousMouseState;
-
- /// <summary>The previous mouse position on the screen adjusted for the zoom level.</summary>
- private Point PreviousMousePosition;
+ /// <summary>The player input as of the previous tick.</summary>
+ private InputState PreviousInput = new InputState();
/// <summary>The window size value at last check.</summary>
private Point PreviousWindowSize;
@@ -240,6 +232,13 @@ namespace StardewModdingAPI.Framework
return;
}
+ // game is asynchronously loading a save, block mod events to avoid conflicts
+ if (Game1.gameMode == Game1.loadingMode)
+ {
+ base.Update(gameTime);
+ return;
+ }
+
/*********
** Save events + suppress events during save
*********/
@@ -250,6 +249,14 @@ namespace StardewModdingAPI.Framework
// opened (since the save hasn't started yet), but all other events should be suppressed.
if (Context.IsSaving)
{
+ // raise before-create
+ if (!Context.IsWorldReady && !this.IsBetweenCreateEvents)
+ {
+ this.IsBetweenCreateEvents = true;
+ this.Monitor.Log("Context: before save creation.", LogLevel.Trace);
+ SaveEvents.InvokeBeforeCreate(this.Monitor);
+ }
+
// raise before-save
if (Context.IsWorldReady && !this.IsBetweenSaveEvents)
{
@@ -262,6 +269,13 @@ namespace StardewModdingAPI.Framework
base.Update(gameTime);
return;
}
+ if (this.IsBetweenCreateEvents)
+ {
+ // raise after-create
+ this.IsBetweenCreateEvents = false;
+ this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
+ SaveEvents.InvokeAfterCreated(this.Monitor);
+ }
if (this.IsBetweenSaveEvents)
{
// raise after-save
@@ -348,34 +362,17 @@ namespace StardewModdingAPI.Framework
*********/
if (Game1.game1.IsActive)
{
- // get latest state
- KeyboardState keyState;
- GamePadState controllerState;
- MouseState mouseState;
- Point mousePosition;
+ // get input state
+ InputState inputState;
try
{
- keyState = Keyboard.GetState();
- controllerState = GamePad.GetState(PlayerIndex.One);
- mouseState = Mouse.GetState();
- mousePosition = new Point(Game1.getMouseX(), Game1.getMouseY());
+ inputState = InputState.GetState(this.PreviousInput);
}
catch (InvalidOperationException) // GetState() may crash for some players if window doesn't have focus but game1.IsActive == true
{
- keyState = this.PreviousKeyState;
- controllerState = this.PreviousControllerState;
- mouseState = this.PreviousMouseState;
- mousePosition = this.PreviousMousePosition;
+ inputState = this.PreviousInput;
}
- // analyse state
- SButton[] currentlyPressedKeys = this.GetPressedButtons(keyState, mouseState, controllerState).ToArray();
- SButton[] previousPressedKeys = this.PreviousPressedButtons;
- SButton[] framePressedKeys = currentlyPressedKeys.Except(previousPressedKeys).ToArray();
- SButton[] frameReleasedKeys = previousPressedKeys.Except(currentlyPressedKeys).ToArray();
- bool isUseToolButton = Game1.options.useToolButton.Any(p => framePressedKeys.Contains(p.ToSButton()));
- bool isActionButton = !isUseToolButton && Game1.options.actionButton.Any(p => framePressedKeys.Contains(p.ToSButton()));
-
// get cursor position
ICursorPosition cursor;
{
@@ -388,60 +385,58 @@ namespace StardewModdingAPI.Framework
cursor = new CursorPosition(screenPixels, tile, grabTile);
}
- // raise button pressed
- foreach (SButton button in framePressedKeys)
+ // raise input events
+ foreach (var pair in inputState.ActiveButtons)
{
- InputEvents.InvokeButtonPressed(this.Monitor, button, cursor, isActionButton, isUseToolButton);
+ SButton button = pair.Key;
+ InputStatus status = pair.Value;
- // legacy events
- if (button.TryGetKeyboard(out Keys key))
+ if (status == InputStatus.Pressed)
{
- if (key != Keys.None)
- ControlEvents.InvokeKeyPressed(this.Monitor, key);
- }
- else if (button.TryGetController(out Buttons controllerButton))
- {
- if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
- ControlEvents.InvokeTriggerPressed(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? controllerState.Triggers.Left : controllerState.Triggers.Right);
- else
- ControlEvents.InvokeButtonPressed(this.Monitor, controllerButton);
- }
- }
-
- // raise button released
- foreach (SButton button in frameReleasedKeys)
- {
- bool wasUseToolButton = (from opt in Game1.options.useToolButton let optButton = opt.ToSButton() where optButton == button && framePressedKeys.Contains(optButton) select optButton).Any();
- bool wasActionButton = !wasUseToolButton && (from opt in Game1.options.actionButton let optButton = opt.ToSButton() where optButton == button && framePressedKeys.Contains(optButton) select optButton).Any();
- InputEvents.InvokeButtonReleased(this.Monitor, button, cursor, wasActionButton, wasUseToolButton);
+ InputEvents.InvokeButtonPressed(this.Monitor, button, cursor, button.IsActionButton(), button.IsUseToolButton());
- // legacy events
- if (button.TryGetKeyboard(out Keys key))
- {
- if (key != Keys.None)
- ControlEvents.InvokeKeyReleased(this.Monitor, key);
+ // legacy events
+ if (button.TryGetKeyboard(out Keys key))
+ {
+ if (key != Keys.None)
+ ControlEvents.InvokeKeyPressed(this.Monitor, key);
+ }
+ else if (button.TryGetController(out Buttons controllerButton))
+ {
+ if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
+ ControlEvents.InvokeTriggerPressed(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.ControllerState.Triggers.Left : inputState.ControllerState.Triggers.Right);
+ else
+ ControlEvents.InvokeButtonPressed(this.Monitor, controllerButton);
+ }
}
- else if (button.TryGetController(out Buttons controllerButton))
+ else if (status == InputStatus.Released)
{
- if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
- ControlEvents.InvokeTriggerReleased(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? controllerState.Triggers.Left : controllerState.Triggers.Right);
- else
- ControlEvents.InvokeButtonReleased(this.Monitor, controllerButton);
+ InputEvents.InvokeButtonReleased(this.Monitor, button, cursor, button.IsActionButton(), button.IsUseToolButton());
+
+ // legacy events
+ if (button.TryGetKeyboard(out Keys key))
+ {
+ if (key != Keys.None)
+ ControlEvents.InvokeKeyReleased(this.Monitor, key);
+ }
+ else if (button.TryGetController(out Buttons controllerButton))
+ {
+ if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
+ ControlEvents.InvokeTriggerReleased(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.ControllerState.Triggers.Left : inputState.ControllerState.Triggers.Right);
+ else
+ ControlEvents.InvokeButtonReleased(this.Monitor, controllerButton);
+ }
}
}
// raise legacy state-changed events
- if (keyState != this.PreviousKeyState)
- ControlEvents.InvokeKeyboardChanged(this.Monitor, this.PreviousKeyState, keyState);
- if (mouseState != this.PreviousMouseState)
- ControlEvents.InvokeMouseChanged(this.Monitor, this.PreviousMouseState, mouseState, this.PreviousMousePosition, mousePosition);
+ if (inputState.KeyboardState != this.PreviousInput.KeyboardState)
+ ControlEvents.InvokeKeyboardChanged(this.Monitor, this.PreviousInput.KeyboardState, inputState.KeyboardState);
+ if (inputState.MouseState != this.PreviousInput.MouseState)
+ ControlEvents.InvokeMouseChanged(this.Monitor, this.PreviousInput.MouseState, inputState.MouseState, this.PreviousInput.MousePosition, inputState.MousePosition);
// track state
- this.PreviousMouseState = mouseState;
- this.PreviousMousePosition = mousePosition;
- this.PreviousKeyState = keyState;
- this.PreviousControllerState = controllerState;
- this.PreviousPressedButtons = currentlyPressedKeys;
+ this.PreviousInput = inputState;
}
/*********
@@ -1304,67 +1299,7 @@ namespace StardewModdingAPI.Framework
this.PreviousSaveID = 0;
}
- /// <summary>Get the buttons pressed in the given stats.</summary>
- /// <param name="keyboard">The keyboard state.</param>
- /// <param name="mouse">The mouse state.</param>
- /// <param name="controller">The controller state.</param>
- private IEnumerable<SButton> GetPressedButtons(KeyboardState keyboard, MouseState mouse, GamePadState controller)
- {
- // keyboard
- foreach (Keys key in keyboard.GetPressedKeys())
- yield return key.ToSButton();
-
- // mouse
- if (mouse.LeftButton == ButtonState.Pressed)
- yield return SButton.MouseLeft;
- if (mouse.RightButton == ButtonState.Pressed)
- yield return SButton.MouseRight;
- if (mouse.MiddleButton == ButtonState.Pressed)
- yield return SButton.MouseMiddle;
- if (mouse.XButton1 == ButtonState.Pressed)
- yield return SButton.MouseX1;
- if (mouse.XButton2 == ButtonState.Pressed)
- yield return SButton.MouseX2;
-
- // controller
- if (controller.IsConnected)
- {
- if (controller.Buttons.A == ButtonState.Pressed)
- yield return SButton.ControllerA;
- if (controller.Buttons.B == ButtonState.Pressed)
- yield return SButton.ControllerB;
- if (controller.Buttons.Back == ButtonState.Pressed)
- yield return SButton.ControllerBack;
- if (controller.Buttons.BigButton == ButtonState.Pressed)
- yield return SButton.BigButton;
- if (controller.Buttons.LeftShoulder == ButtonState.Pressed)
- yield return SButton.LeftShoulder;
- if (controller.Buttons.LeftStick == ButtonState.Pressed)
- yield return SButton.LeftStick;
- if (controller.Buttons.RightShoulder == ButtonState.Pressed)
- yield return SButton.RightShoulder;
- if (controller.Buttons.RightStick == ButtonState.Pressed)
- yield return SButton.RightStick;
- if (controller.Buttons.Start == ButtonState.Pressed)
- yield return SButton.ControllerStart;
- if (controller.Buttons.X == ButtonState.Pressed)
- yield return SButton.ControllerX;
- if (controller.Buttons.Y == ButtonState.Pressed)
- yield return SButton.ControllerY;
- if (controller.DPad.Up == ButtonState.Pressed)
- yield return SButton.DPadUp;
- if (controller.DPad.Down == ButtonState.Pressed)
- yield return SButton.DPadDow