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diff --git a/src/StardewModdingAPI/Events/ControlEvents.cs b/src/StardewModdingAPI/Events/ControlEvents.cs
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+using System;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Input;
+using StardewModdingAPI.Framework;
+
+namespace StardewModdingAPI.Events
+{
+ /// <summary>Events raised when the player uses a controller, keyboard, or mouse.</summary>
+ public static class ControlEvents
+ {
+ /*********
+ ** Events
+ *********/
+ /// <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;
+
+
+ /*********
+ ** Internal methods
+ *********/
+ /// <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)
+ {
+ monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyboardChanged)}", ControlEvents.KeyboardChanged?.GetInvocationList(), null, new EventArgsKeyboardStateChanged(priorState, newState));
+ }
+
+ /// <summary>Raise a <see cref="MouseChanged"/> event.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ /// <param name="priorState">The previous mouse state.</param>
+ /// <param name="newState">The current mouse state.</param>
+ /// <param name="priorPosition">The previous mouse position on the screen adjusted for the zoom level.</param>
+ /// <param name="newPosition">The current mouse position on the screen adjusted for the zoom level.</param>
+ internal static void InvokeMouseChanged(IMonitor monitor, MouseState priorState, MouseState newState, Point priorPosition, Point newPosition)
+ {
+ monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.MouseChanged)}", ControlEvents.MouseChanged?.GetInvocationList(), null, new EventArgsMouseStateChanged(priorState, newState, priorPosition, newPosition));
+ }
+
+ /// <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)
+ {
+ monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyPressed)}", ControlEvents.KeyPressed?.GetInvocationList(), null, new EventArgsKeyPressed(key));
+ }
+
+ /// <summary>Raise a <see cref="KeyReleased"/> event.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ /// <param name="key">The keyboard button that was released.</param>
+ internal static void InvokeKeyReleased(IMonitor monitor, Keys key)
+ {
+ monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyReleased)}", ControlEvents.KeyReleased?.GetInvocationList(), null, new EventArgsKeyPressed(key));
+ }
+
+ /// <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)
+ {
+ monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonPressed)}", ControlEvents.ControllerButtonPressed?.GetInvocationList(), null, new EventArgsControllerButtonPressed(PlayerIndex.One, button));
+ }
+
+ /// <summary>Raise a <see cref="ControllerButtonReleased"/> event.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ /// <param name="button">The controller button that was released.</param>
+ internal static void InvokeButtonReleased(IMonitor monitor, Buttons button)
+ {
+ monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonReleased)}", ControlEvents.ControllerButtonReleased?.GetInvocationList(), null, new EventArgsControllerButtonReleased(PlayerIndex.One, button));
+ }
+
+ /// <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)
+ {
+ monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerPressed)}", ControlEvents.ControllerTriggerPressed?.GetInvocationList(), null, new EventArgsControllerTriggerPressed(PlayerIndex.One, button, value));
+ }
+
+ /// <summary>Raise a <see cref="ControllerTriggerReleased"/> event.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ /// <param name="button">The trigger button that was pressed.</param>
+ /// <param name="value">The current trigger value.</param>
+ internal static void InvokeTriggerReleased(IMonitor monitor, Buttons button, float value)
+ {
+ monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerReleased)}", ControlEvents.ControllerTriggerReleased?.GetInvocationList(), null, new EventArgsControllerTriggerReleased(PlayerIndex.One, button, value));
+ }
+ }
+}