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-rw-r--r--src/StardewModdingAPI/Events/InputEvents.cs43
1 files changed, 0 insertions, 43 deletions
diff --git a/src/StardewModdingAPI/Events/InputEvents.cs b/src/StardewModdingAPI/Events/InputEvents.cs
deleted file mode 100644
index c31eb698..00000000
--- a/src/StardewModdingAPI/Events/InputEvents.cs
+++ /dev/null
@@ -1,43 +0,0 @@
-using System;
-using StardewModdingAPI.Framework;
-using StardewModdingAPI.Utilities;
-
-namespace StardewModdingAPI.Events
-{
- /// <summary>Events raised when the player uses a controller, keyboard, or mouse button.</summary>
- public static class InputEvents
- {
- /*********
- ** Events
- *********/
- /// <summary>Raised when the player presses a button on the keyboard, controller, or mouse.</summary>
- public static event EventHandler<EventArgsInput> ButtonPressed;
-
- /// <summary>Raised when the player releases a keyboard key on the keyboard, controller, or mouse.</summary>
- public static event EventHandler<EventArgsInput> ButtonReleased;
-
-
- /*********
- ** Internal methods
- *********/
- /// <summary>Raise a <see cref="ButtonPressed"/> 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 InvokeButtonPressed(IMonitor monitor, SButton button, ICursorPosition cursor, bool isClick)
- {
- monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonPressed)}", InputEvents.ButtonPressed?.GetInvocationList(), null, new EventArgsInput(button, cursor, isClick));
- }
-
- /// <summary>Raise a <see cref="ButtonReleased"/> event.</summary>
- /// <param name="monitor">Encapsulates monitoring and logging.</param>
- /// <param name="button">The button on the controller, keyboard, or mouse.</param>
- /// <param name="cursor">The cursor position.</param>
- /// <param name="isClick">Whether the input is considered a 'click' by the game for enabling action.</param>
- internal static void InvokeButtonReleased(IMonitor monitor, SButton button, ICursorPosition cursor, bool isClick)
- {
- monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonReleased)}", InputEvents.ButtonReleased?.GetInvocationList(), null, new EventArgsInput(button, cursor, isClick));
- }
- }
-}