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-rw-r--r--src/SMAPI.ModBuildConfig/Properties/AssemblyInfo.cs4
-rw-r--r--src/SMAPI.ModBuildConfig/build/smapi.targets1
-rw-r--r--src/SMAPI.ModBuildConfig/package.nuspec2
-rw-r--r--src/SMAPI.sln3
-rw-r--r--src/SMAPI/Events/EventArgsInput.cs109
-rw-r--r--src/SMAPI/Framework/ContentCore.cs52
-rw-r--r--src/SMAPI/Framework/ContentManagerShim.cs5
-rw-r--r--src/SMAPI/Framework/IModMetadata.cs6
-rw-r--r--src/SMAPI/Framework/Input/GamePadStateBuilder.cs153
-rw-r--r--src/SMAPI/Framework/Input/InputState.cs163
-rw-r--r--src/SMAPI/Framework/Input/SInputState.cs359
-rw-r--r--src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs4
-rw-r--r--src/SMAPI/Framework/ModLoading/Finders/ReferenceToMemberWithUnexpectedTypeFinder.cs8
-rw-r--r--src/SMAPI/Framework/ModLoading/ModMetadata.cs16
-rw-r--r--src/SMAPI/Framework/SGame.cs1192
-rw-r--r--src/SMAPI/Framework/StateTracking/Comparers/EquatableComparer.cs32
-rw-r--r--src/SMAPI/Framework/StateTracking/Comparers/ObjectReferenceComparer.cs29
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/BaseDisposableWatcher.cs36
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/ComparableWatcher.cs62
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/NetDictionaryWatcher.cs103
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/NetValueWatcher.cs83
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/ObservableCollectionWatcher.cs86
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/WatcherFactory.cs54
-rw-r--r--src/SMAPI/Framework/StateTracking/ICollectionWatcher.cs17
-rw-r--r--src/SMAPI/Framework/StateTracking/IDictionaryWatcher.cs7
-rw-r--r--src/SMAPI/Framework/StateTracking/IValueWatcher.cs15
-rw-r--r--src/SMAPI/Framework/StateTracking/IWatcher.cs24
-rw-r--r--src/SMAPI/Framework/StateTracking/PlayerTracker.cs202
-rw-r--r--src/SMAPI/Program.cs52
-rw-r--r--src/SMAPI/StardewModdingAPI.csproj16
-rw-r--r--src/SMAPI/StardewModdingAPI.metadata.json272
31 files changed, 2032 insertions, 1135 deletions
diff --git a/src/SMAPI.ModBuildConfig/Properties/AssemblyInfo.cs b/src/SMAPI.ModBuildConfig/Properties/AssemblyInfo.cs
index 96bd29f4..d6f8dd7f 100644
--- a/src/SMAPI.ModBuildConfig/Properties/AssemblyInfo.cs
+++ b/src/SMAPI.ModBuildConfig/Properties/AssemblyInfo.cs
@@ -2,5 +2,5 @@ using System.Reflection;
[assembly: AssemblyTitle("SMAPI.ModBuildConfig")]
[assembly: AssemblyDescription("")]
-[assembly: AssemblyVersion("2.0.2.0")]
-[assembly: AssemblyFileVersion("2.0.2.0")]
+[assembly: AssemblyVersion("2.1.0.0")]
+[assembly: AssemblyFileVersion("2.1.0.0")]
diff --git a/src/SMAPI.ModBuildConfig/build/smapi.targets b/src/SMAPI.ModBuildConfig/build/smapi.targets
index 78afa7da..d33a9637 100644
--- a/src/SMAPI.ModBuildConfig/build/smapi.targets
+++ b/src/SMAPI.ModBuildConfig/build/smapi.targets
@@ -45,6 +45,7 @@
<When Condition="$(OS) == 'Windows_NT'">
<PropertyGroup>
<GamePath Condition="!Exists('$(GamePath)')">C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley</GamePath>
+ <GamePath Condition="!Exists('$(GamePath)')">C:\Program Files (x86)\GOG Galaxy\Games\Stardew Valley</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">$([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\GOG.com\Games\1453375253', 'PATH', null, RegistryView.Registry32))</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">$([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 413150', 'InstallLocation', null, RegistryView.Registry64, RegistryView.Registry32))</GamePath>
diff --git a/src/SMAPI.ModBuildConfig/package.nuspec b/src/SMAPI.ModBuildConfig/package.nuspec
index 2512c4d6..66d02537 100644
--- a/src/SMAPI.ModBuildConfig/package.nuspec
+++ b/src/SMAPI.ModBuildConfig/package.nuspec
@@ -2,7 +2,7 @@
<package xmlns="http://schemas.microsoft.com/packaging/2013/05/nuspec.xsd">
<metadata>
<id>Pathoschild.Stardew.ModBuildConfig</id>
- <version>2.1-alpha20180414</version>
+ <version>2.1</version>
<title>Build package for SMAPI mods</title>
<authors>Pathoschild</authors>
<owners>Pathoschild</owners>
diff --git a/src/SMAPI.sln b/src/SMAPI.sln
index 56898a32..d84ce589 100644
--- a/src/SMAPI.sln
+++ b/src/SMAPI.sln
@@ -6,6 +6,9 @@ MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewModdingAPI.Mods.ConsoleCommands", "SMAPI.Mods.ConsoleCommands\StardewModdingAPI.Mods.ConsoleCommands.csproj", "{28480467-1A48-46A7-99F8-236D95225359}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewModdingAPI", "SMAPI\StardewModdingAPI.csproj", "{F1A573B0-F436-472C-AE29-0B91EA6B9F8F}"
+ ProjectSection(ProjectDependencies) = postProject
+ {80AD8528-AA49-4731-B4A6-C691845815A1} = {80AD8528-AA49-4731-B4A6-C691845815A1}
+ EndProjectSection
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = ".root", ".root", "{86C452BE-D2D8-45B4-B63F-E329EB06CEDA}"
ProjectSection(SolutionItems) = preProject
diff --git a/src/SMAPI/Events/EventArgsInput.cs b/src/SMAPI/Events/EventArgsInput.cs
index 0cf0828b..d60f4017 100644
--- a/src/SMAPI/Events/EventArgsInput.cs
+++ b/src/SMAPI/Events/EventArgsInput.cs
@@ -1,8 +1,5 @@
using System;
-using System.Linq;
-using Microsoft.Xna.Framework;
-using Microsoft.Xna.Framework.Input;
-using StardewValley;
+using System.Collections.Generic;
namespace StardewModdingAPI.Events
{
@@ -10,6 +7,13 @@ namespace StardewModdingAPI.Events
public class EventArgsInput : EventArgs
{
/*********
+ ** Properties
+ *********/
+ /// <summary>The buttons to suppress.</summary>
+ private readonly HashSet<SButton> SuppressButtons;
+
+
+ /*********
** Accessors
*********/
/// <summary>The button on the controller, keyboard, or mouse.</summary>
@@ -25,7 +29,7 @@ namespace StardewModdingAPI.Events
public bool IsUseToolButton { get; }
/// <summary>Whether a mod has indicated the key was already handled.</summary>
- public bool IsSuppressed { get; private set; }
+ public bool IsSuppressed => this.SuppressButtons.Contains(this.Button);
/*********
@@ -36,12 +40,14 @@ namespace StardewModdingAPI.Events
/// <param name="cursor">The cursor position.</param>
/// <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>
- public EventArgsInput(SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton)
+ /// <param name="suppressButtons">The buttons to suppress.</param>
+ public EventArgsInput(SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton, HashSet<SButton> suppressButtons)
{
this.Button = button;
this.Cursor = cursor;
this.IsActionButton = isActionButton;
this.IsUseToolButton = isUseToolButton;
+ this.SuppressButtons = suppressButtons;
}
/// <summary>Prevent the game from handling the current button press. This doesn't prevent other mods from receiving the event.</summary>
@@ -54,96 +60,7 @@ namespace StardewModdingAPI.Events
/// <param name="button">The button to suppress.</param>
public void SuppressButton(SButton button)
{
- if (button == this.Button)
- this.IsSuppressed = true;
-
- // keyboard
- if (button.TryGetKeyboard(out Keys key))
- Game1.oldKBState = new KeyboardState(Game1.oldKBState.GetPressedKeys().Union(new[] { key }).ToArray());
-
- // controller
- else if (button.TryGetController(out Buttons controllerButton))
- {
- var newState = GamePad.GetState(PlayerIndex.One);
- var thumbsticks = Game1.oldPadState.ThumbSticks;
- var triggers = Game1.oldPadState.Triggers;
- var buttons = Game1.oldPadState.Buttons;
- var dpad = Game1.oldPadState.DPad;
-
- switch (controllerButton)
- {
- // d-pad
- case Buttons.DPadDown:
- dpad = new GamePadDPad(dpad.Up, newState.DPad.Down, dpad.Left, dpad.Right);
- break;
- case Buttons.DPadLeft:
- dpad = new GamePadDPad(dpad.Up, dpad.Down, newState.DPad.Left, dpad.Right);
- break;
- case Buttons.DPadRight:
- dpad = new GamePadDPad(dpad.Up, dpad.Down, dpad.Left, newState.DPad.Right);
- break;
- case Buttons.DPadUp:
- dpad = new GamePadDPad(newState.DPad.Up, dpad.Down, dpad.Left, dpad.Right);
- break;
-
- // trigger
- case Buttons.LeftTrigger:
- triggers = new GamePadTriggers(newState.Triggers.Left, triggers.Right);
- break;
- case Buttons.RightTrigger:
- triggers = new GamePadTriggers(triggers.Left, newState.Triggers.Right);
- break;
-
- // thumbstick
- case Buttons.LeftThumbstickDown:
- case Buttons.LeftThumbstickLeft:
- case Buttons.LeftThumbstickRight:
- case Buttons.LeftThumbstickUp:
- thumbsticks = new GamePadThumbSticks(newState.ThumbSticks.Left, thumbsticks.Right);
- break;
- case Buttons.RightThumbstickDown:
- case Buttons.RightThumbstickLeft:
- case Buttons.RightThumbstickRight:
- case Buttons.RightThumbstickUp:
- thumbsticks = new GamePadThumbSticks(newState.ThumbSticks.Right, thumbsticks.Left);
- break;
-
- // buttons
- default:
- var mask =
- (buttons.A == ButtonState.Pressed ? Buttons.A : 0)
- | (buttons.B == ButtonState.Pressed ? Buttons.B : 0)
- | (buttons.Back == ButtonState.Pressed ? Buttons.Back : 0)
- | (buttons.BigButton == ButtonState.Pressed ? Buttons.BigButton : 0)
- | (buttons.LeftShoulder == ButtonState.Pressed ? Buttons.LeftShoulder : 0)
- | (buttons.LeftStick == ButtonState.Pressed ? Buttons.LeftStick : 0)
- | (buttons.RightShoulder == ButtonState.Pressed ? Buttons.RightShoulder : 0)
- | (buttons.RightStick == ButtonState.Pressed ? Buttons.RightStick : 0)
- | (buttons.Start == ButtonState.Pressed ? Buttons.Start : 0)
- | (buttons.X == ButtonState.Pressed ? Buttons.X : 0)
- | (buttons.Y == ButtonState.Pressed ? Buttons.Y : 0);
- mask = mask ^ controllerButton;
- buttons = new GamePadButtons(mask);
- break;
- }
-
- Game1.oldPadState = new GamePadState(thumbsticks, triggers, buttons, dpad);
- }
-
- // mouse
- else if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2)
- {
- Game1.oldMouseState = new MouseState(
- x: Game1.oldMouseState.X,
- y: Game1.oldMouseState.Y,
- scrollWheel: Game1.oldMouseState.ScrollWheelValue,
- leftButton: button == SButton.MouseLeft ? ButtonState.Pressed : Game1.oldMouseState.LeftButton,
- middleButton: button == SButton.MouseMiddle ? ButtonState.Pressed : Game1.oldMouseState.MiddleButton,
- rightButton: button == SButton.MouseRight ? ButtonState.Pressed : Game1.oldMouseState.RightButton,
- xButton1: button == SButton.MouseX1 ? ButtonState.Pressed : Game1.oldMouseState.XButton1,
- xButton2: button == SButton.MouseX2 ? ButtonState.Pressed : Game1.oldMouseState.XButton2
- );
- }
+ this.SuppressButtons.Add(button);
}
}
}
diff --git a/src/SMAPI/Framework/ContentCore.cs b/src/SMAPI/Framework/ContentCore.cs
index 9da18481..6e915f28 100644
--- a/src/SMAPI/Framework/ContentCore.cs
+++ b/src/SMAPI/Framework/ContentCore.cs
@@ -47,9 +47,6 @@ namespace StardewModdingAPI.Framework
/// <summary>A lookup which indicates whether the asset is localisable (i.e. the filename contains the locale), if previously loaded.</summary>
private readonly IDictionary<string, bool> IsLocalisableLookup;
- /// <summary>The locale codes used in asset keys indexed by enum value.</summary>
- private readonly IDictionary<LocalizedContentManager.LanguageCode, string> Locales;
-
/// <summary>The language enum values indexed by locale code.</summary>
private readonly IDictionary<string, LocalizedContentManager.LanguageCode> LanguageCodes;
@@ -94,21 +91,19 @@ namespace StardewModdingAPI.Framework
/// <param name="serviceProvider">The service provider to use to locate services.</param>
/// <param name="rootDirectory">The root directory to search for content.</param>
/// <param name="currentCulture">The current culture for which to localise content.</param>
- /// <param name="languageCodeOverride">The current language code for which to localise content.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="reflection">Simplifies access to private code.</param>
- public ContentCore(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor, Reflector reflection)
+ public ContentCore(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection)
{
// init
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
- this.Content = new LocalizedContentManager(serviceProvider, rootDirectory, currentCulture, languageCodeOverride);
+ this.Content = new LocalizedContentManager(serviceProvider, rootDirectory, currentCulture);
this.Cache = new ContentCache(this.Content, reflection);
this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath);
// get asset data
this.CoreAssets = new CoreAssetPropagator(this.NormaliseAssetName, reflection);
- this.Locales = this.GetKeyLocales(reflection);
- this.LanguageCodes = this.Locales.ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase);
+ this.LanguageCodes = this.GetKeyLocales().ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase);
this.IsLocalisableLookup = reflection.GetField<IDictionary<string, bool>>(this.Content, "_localizedAsset").GetValue();
}
@@ -117,7 +112,7 @@ namespace StardewModdingAPI.Framework
/// <param name="rootDirectory">The root directory to search for content (or <c>null</c>. for the default)</param>
public ContentManagerShim CreateContentManager(string name, string rootDirectory = null)
{
- return new ContentManagerShim(this, name, this.Content.ServiceProvider, rootDirectory ?? this.Content.RootDirectory, this.Content.CurrentCulture, this.Content.LanguageCodeOverride);
+ return new ContentManagerShim(this, name, this.Content.ServiceProvider, rootDirectory ?? this.Content.RootDirectory, this.Content.CurrentCulture);
}
/****
@@ -177,7 +172,7 @@ namespace StardewModdingAPI.Framework
/// <param name="language">The language.</param>
public string GetLocale(LocalizedContentManager.LanguageCode language)
{
- return this.Locales[language];
+ return this.Content.LanguageCodeString(language);
}
/// <summary>Get whether the content manager has already loaded and cached the given asset.</summary>
@@ -413,31 +408,14 @@ namespace StardewModdingAPI.Framework
}
/// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary>
- /// <param name="reflection">Simplifies access to private game code.</param>
- private IDictionary<LocalizedContentManager.LanguageCode, string> GetKeyLocales(Reflector reflection)
+ private IDictionary<LocalizedContentManager.LanguageCode, string> GetKeyLocales()
{
- string previousOverride = this.Content.LanguageCodeOverride;
-
- try
- {
- // temporarily disable language override
- this.Content.LanguageCodeOverride = null;
-
- // create locale => code map
- IReflectedMethod languageCodeString = reflection.GetMethod(this.Content, "languageCodeString");
- IDictionary<LocalizedContentManager.LanguageCode, string> map = new Dictionary<LocalizedContentManager.LanguageCode, string>();
- foreach (LocalizedContentManager.LanguageCode code in Enum.GetValues(typeof(LocalizedContentManager.LanguageCode)))
- {
- map[code] = languageCodeString.Invoke<string>(code);
- }
+ // create locale => code map
+ IDictionary<LocalizedContentManager.LanguageCode, string> map = new Dictionary<LocalizedContentManager.LanguageCode, string>();
+ foreach (LocalizedContentManager.LanguageCode code in Enum.GetValues(typeof(LocalizedContentManager.LanguageCode)))
+ map[code] = this.Content.LanguageCodeString(code);
- return map;
- }
- finally
- {
- // restore previous settings
- this.Content.LanguageCodeOverride = previousOverride;
- }
+ return map;
}
/// <summary>Get the asset name from a cache key.</summary>
@@ -482,11 +460,15 @@ namespace StardewModdingAPI.Framework
/// <param name="normalisedAssetName">The normalised asset name.</param>
private bool IsNormalisedKeyLoaded(string normalisedAssetName)
{
+ // default English
+ if (this.Language == LocalizedContentManager.LanguageCode.en)
+ return this.Cache.ContainsKey(normalisedAssetName);
+
+ // translated
if (!this.IsLocalisableLookup.TryGetValue(normalisedAssetName, out bool localisable))
return false;
-
return localisable
- ? this.Cache.ContainsKey($"{normalisedAssetName}.{this.Locales[this.Content.GetCurrentLanguage()]}")
+ ? this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetLocale(this.Content.GetCurrentLanguage())}")
: this.Cache.ContainsKey(normalisedAssetName);
}
diff --git a/src/SMAPI/Framework/ContentManagerShim.cs b/src/SMAPI/Framework/ContentManagerShim.cs
index 2791eb78..66754fd7 100644
--- a/src/SMAPI/Framework/ContentManagerShim.cs
+++ b/src/SMAPI/Framework/ContentManagerShim.cs
@@ -30,9 +30,8 @@ namespace StardewModdingAPI.Framework
/// <param name="serviceProvider">The service provider to use to locate services.</param>
/// <param name="rootDirectory">The root directory to search for content.</param>
/// <param name="currentCulture">The current culture for which to localise content.</param>
- /// <param name="languageCodeOverride">The current language code for which to localise content.</param>
- public ContentManagerShim(ContentCore contentCore, string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride)
- : base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride)
+ public ContentManagerShim(ContentCore contentCore, string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture)
+ : base(serviceProvider, rootDirectory, currentCulture)
{
this.ContentCore = contentCore;
this.Name = name;
diff --git a/src/SMAPI/Framework/IModMetadata.cs b/src/SMAPI/Framework/IModMetadata.cs
index d1e8eb7d..b7972fe1 100644
--- a/src/SMAPI/Framework/IModMetadata.cs
+++ b/src/SMAPI/Framework/IModMetadata.cs
@@ -64,5 +64,11 @@ namespace StardewModdingAPI.Framework
/// <summary>Set the mod-provided API instance.</summary>
/// <param name="api">The mod-provided API.</param>
IModMetadata SetApi(object api);
+
+ /// <summary>Whether the mod manifest was loaded (regardless of whether the mod itself was loaded).</summary>
+ bool HasManifest();
+
+ /// <summary>Whether the mod has at least one update key set.</summary>
+ bool HasUpdateKeys();
}
}
diff --git a/src/SMAPI/Framework/Input/GamePadStateBuilder.cs b/src/SMAPI/Framework/Input/GamePadStateBuilder.cs
new file mode 100644
index 00000000..5eeb7ef6
--- /dev/null
+++ b/src/SMAPI/Framework/Input/GamePadStateBuilder.cs
@@ -0,0 +1,153 @@
+using System.Collections.Generic;
+using System.Linq;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Input;
+
+namespace StardewModdingAPI.Framework.Input
+{
+ /// <summary>An abstraction for manipulating controller state.</summary>
+ internal class GamePadStateBuilder
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The current button states.</summary>
+ private readonly IDictionary<SButton, ButtonState> ButtonStates;
+
+ /// <summary>The left trigger value.</summary>
+ private float LeftTrigger;
+
+ /// <summary>The right trigger value.</summary>
+ private float RightTrigger;
+
+ /// <summary>The left thumbstick position.</summary>
+ private Vector2 LeftStickPos;
+
+ /// <summary>The left thumbstick position.</summary>
+ private Vector2 RightStickPos;
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="state">The initial controller state.</param>
+ public GamePadStateBuilder(GamePadState state)
+ {
+ this.ButtonStates = new Dictionary<SButton, ButtonState>
+ {
+ [SButton.DPadUp] = state.DPad.Up,
+ [SButton.DPadDown] = state.DPad.Down,
+ [SButton.DPadLeft] = state.DPad.Left,
+ [SButton.DPadRight] = state.DPad.Right,
+
+ [SButton.ControllerA] = state.Buttons.A,
+ [SButton.ControllerB] = state.Buttons.B,
+ [SButton.ControllerX] = state.Buttons.X,
+ [SButton.ControllerY] = state.Buttons.Y,
+ [SButton.LeftStick] = state.Buttons.LeftStick,
+ [SButton.RightStick] = state.Buttons.RightStick,
+ [SButton.LeftShoulder] = state.Buttons.LeftShoulder,
+ [SButton.RightShoulder] = state.Buttons.RightShoulder,
+ [SButton.ControllerBack] = state.Buttons.Back,
+ [SButton.ControllerStart] = state.Buttons.Start,
+ [SButton.BigButton] = state.Buttons.BigButton
+ };
+ this.LeftTrigger = state.Triggers.Left;
+ this.RightTrigger = state.Triggers.Right;
+ this.LeftStickPos = state.ThumbSticks.Left;
+ this.RightStickPos = state.ThumbSticks.Right;
+ }
+
+ /// <summary>Mark all matching buttons unpressed.</summary>
+ /// <param name="buttons">The buttons.</param>
+ public void SuppressButtons(IEnumerable<SButton> buttons)
+ {
+ foreach (SButton button in buttons)
+ this.SuppressButton(button);
+ }
+
+ /// <summary>Mark a button unpressed.</summary>
+ /// <param name="button">The button.</param>
+ public void SuppressButton(SButton button)
+ {
+ switch (button)
+ {
+ // left thumbstick
+ case SButton.LeftThumbstickUp:
+ if (this.LeftStickPos.Y > 0)
+ this.LeftStickPos.Y = 0;
+ break;
+ case SButton.LeftThumbstickDown:
+ if (this.LeftStickPos.Y < 0)
+ this.LeftStickPos.Y = 0;
+ break;
+ case SButton.LeftThumbstickLeft:
+ if (this.LeftStickPos.X < 0)
+ this.LeftStickPos.X = 0;
+ break;
+ case SButton.LeftThumbstickRight:
+ if (this.LeftStickPos.X > 0)
+ this.LeftStickPos.X = 0;
+ break;
+
+ // right thumbstick
+ case SButton.RightThumbstickUp:
+ if (this.RightStickPos.Y > 0)
+ this.RightStickPos.Y = 0;
+ break;
+ case SButton.RightThumbstickDown:
+ if (this.RightStickPos.Y < 0)
+ this.RightStickPos.Y = 0;
+ break;
+ case SButton.RightThumbstickLeft:
+ if (this.RightStickPos.X < 0)
+ this.RightStickPos.X = 0;
+ break;
+ case SButton.RightThumbstickRight:
+ if (this.RightStickPos.X > 0)
+ this.RightStickPos.X = 0;
+ break;
+
+ // triggers
+ case SButton.LeftTrigger:
+ this.LeftTrigger = 0;
+ break;
+ case SButton.RightTrigger:
+ this.RightTrigger = 0;
+ break;
+
+ // buttons
+ default:
+ if (this.ButtonStates.ContainsKey(button))
+ this.ButtonStates[button] = ButtonState.Released;
+ break;
+ }
+ }
+
+ /// <summary>Construct an equivalent gamepad state.</summary>
+ public GamePadState ToGamePadState()
+ {
+ return new GamePadState(
+ leftThumbStick: this.LeftStickPos,
+ rightThumbStick: this.RightStickPos,
+ leftTrigger: this.LeftTrigger,
+ rightTrigger: this.RightTrigger,
+ buttons: this.GetPressedButtons().ToArray()
+ );
+ }
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Get all pressed buttons.</summary>
+ private IEnumerable<Buttons> GetPressedButtons()
+ {
+ foreach (var pair in this.ButtonStates)
+ {
+ if (pair.Value == ButtonState.Pressed && pair.Key.TryGetController(out Buttons button))
+ yield return button;
+ }
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/Input/InputState.cs b/src/SMAPI/Framework/Input/InputState.cs
deleted file mode 100644
index 8b0108ae..00000000
--- a/src/SMAPI/Framework/Input/InputState.cs
+++ /dev/null
@@ -1,163 +0,0 @@
-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)
- {