diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/SMAPI.Toolkit/Serialization/Converters/SemanticVersionConverter.cs | 4 | ||||
-rw-r--r-- | src/SMAPI.sln.DotSettings | 2 | ||||
-rw-r--r-- | src/SMAPI/Framework/SCore.cs | 1 | ||||
-rw-r--r-- | src/SMAPI/Framework/SGame.cs | 13 | ||||
-rw-r--r-- | src/SMAPI/Framework/Serialization/KeybindConverter.cs | 89 | ||||
-rw-r--r-- | src/SMAPI/Utilities/Keybind.cs | 131 | ||||
-rw-r--r-- | src/SMAPI/Utilities/KeybindList.cs | 152 |
7 files changed, 390 insertions, 2 deletions
diff --git a/src/SMAPI.Toolkit/Serialization/Converters/SemanticVersionConverter.cs b/src/SMAPI.Toolkit/Serialization/Converters/SemanticVersionConverter.cs index 3604956b..cf69104d 100644 --- a/src/SMAPI.Toolkit/Serialization/Converters/SemanticVersionConverter.cs +++ b/src/SMAPI.Toolkit/Serialization/Converters/SemanticVersionConverter.cs @@ -18,10 +18,10 @@ namespace StardewModdingAPI.Toolkit.Serialization.Converters ** Accessors *********/ /// <summary>Get whether this converter can read JSON.</summary> - public override bool CanRead => true; + public override bool CanRead { get; } = true; /// <summary>Get whether this converter can write JSON.</summary> - public override bool CanWrite => true; + public override bool CanWrite { get; } = true; /********* diff --git a/src/SMAPI.sln.DotSettings b/src/SMAPI.sln.DotSettings index 76e863cc..29d4ade5 100644 --- a/src/SMAPI.sln.DotSettings +++ b/src/SMAPI.sln.DotSettings @@ -39,6 +39,8 @@ <s:Boolean x:Key="/Default/UserDictionary/Words/=Hangfire/@EntryIndexedValue">True</s:Boolean> <s:Boolean x:Key="/Default/UserDictionary/Words/=initializers/@EntryIndexedValue">True</s:Boolean> <s:Boolean x:Key="/Default/UserDictionary/Words/=Junimo/@EntryIndexedValue">True</s:Boolean> + <s:Boolean x:Key="/Default/UserDictionary/Words/=Keybind/@EntryIndexedValue">True</s:Boolean> + <s:Boolean x:Key="/Default/UserDictionary/Words/=keybinds/@EntryIndexedValue">True</s:Boolean> <s:Boolean x:Key="/Default/UserDictionary/Words/=modder/@EntryIndexedValue">True</s:Boolean> <s:Boolean x:Key="/Default/UserDictionary/Words/=modders/@EntryIndexedValue">True</s:Boolean> <s:Boolean x:Key="/Default/UserDictionary/Words/=Mongo/@EntryIndexedValue">True</s:Boolean> diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index 1b39065f..0c55164c 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -208,6 +208,7 @@ namespace StardewModdingAPI.Framework { JsonConverter[] converters = { new ColorConverter(), + new KeybindConverter(), new PointConverter(), new Vector2Converter(), new RectangleConverter() diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 634680a0..af7fa387 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -11,6 +11,7 @@ using StardewModdingAPI.Framework.Input; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.StateTracking.Snapshots; using StardewModdingAPI.Framework.Utilities; +using StardewModdingAPI.Utilities; using StardewValley; using StardewValley.BellsAndWhistles; using StardewValley.Locations; @@ -124,6 +125,18 @@ namespace StardewModdingAPI.Framework this.OnUpdating = onUpdating; } + /// <summary>Get the current input state for a button.</summary> + /// <param name="button">The button to check.</param> + /// <remarks>This is intended for use by <see cref="Keybind"/> and shouldn't be used directly in most cases.</remarks> + internal static SButtonState GetInputState(SButton button) + { + SInputState input = Game1.input as SInputState; + if (input == null) + throw new InvalidOperationException("SMAPI's input state is not in a ready state yet."); + + return input.GetState(button); + } + /********* ** Protected methods diff --git a/src/SMAPI/Framework/Serialization/KeybindConverter.cs b/src/SMAPI/Framework/Serialization/KeybindConverter.cs new file mode 100644 index 00000000..1bc146f8 --- /dev/null +++ b/src/SMAPI/Framework/Serialization/KeybindConverter.cs @@ -0,0 +1,89 @@ +using System; +using Newtonsoft.Json; +using Newtonsoft.Json.Linq; +using StardewModdingAPI.Toolkit.Serialization; +using StardewModdingAPI.Utilities; + +namespace StardewModdingAPI.Framework.Serialization +{ + /// <summary>Handles deserialization of <see cref="Keybind"/> and <see cref="KeybindList"/> models.</summary> + internal class KeybindConverter : JsonConverter + { + /********* + ** Accessors + *********/ + /// <inheritdoc /> + public override bool CanRead { get; } = true; + + /// <inheritdoc /> + public override bool CanWrite { get; } = true; + + + /********* + ** Public methods + *********/ + /// <summary>Get whether this instance can convert the specified object type.</summary> + /// <param name="objectType">The object type.</param> + public override bool CanConvert(Type objectType) + { + return + typeof(Keybind).IsAssignableFrom(objectType) + || typeof(KeybindList).IsAssignableFrom(objectType); + } + + /// <summary>Reads the JSON representation of the object.</summary> + /// <param name="reader">The JSON reader.</param> + /// <param name="objectType">The object type.</param> + /// <param name="existingValue">The object being read.</param> + /// <param name="serializer">The calling serializer.</param> + public override object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer) + { + string path = reader.Path; + + // validate JSON type + if (reader.TokenType != JsonToken.String) + throw new SParseException($"Can't parse {nameof(KeybindList)} from {reader.TokenType} node (path: {reader.Path})."); + + // parse raw value + string str = JToken.Load(reader).Value<string>(); + if (objectType == typeof(Keybind)) + { + return Keybind.TryParse(str, out Keybind parsed, out string[] errors) + ? parsed + : throw new SParseException($"Can't parse {nameof(Keybind)} from invalid value '{str}' (path: {path}).\n{string.Join("\n", errors)}"); + } + + if (objectType == typeof(KeybindList)) + { + return KeybindList.TryParse(str, out KeybindList parsed, out string[] errors) + ? parsed + : throw new SParseException($"Can't parse {nameof(KeybindList)} from invalid value '{str}' (path: {path}).\n{string.Join("\n", errors)}"); + } + + throw new SParseException($"Can't parse unexpected type {objectType} from {reader.TokenType} node (path: {reader.Path})."); + } + + /// <summary>Writes the JSON representation of the object.</summary> + /// <param name="writer">The JSON writer.</param> + /// <param name="value">The value.</param> + /// <param name="serializer">The calling serializer.</param> + public override void WriteJson(JsonWriter writer, object value, JsonSerializer serializer) + { + writer.WriteValue(value?.ToString()); + } + + + /********* + ** Private methods + *********/ + /// <summary>Read a JSON string.</summary> + /// <param name="str">The JSON string value.</param> + /// <param name="path">The path to the current JSON node.</param> + protected KeybindList ReadString(string str, string path) + { + return KeybindList.TryParse(str, out KeybindList parsed, out string[] errors) + ? parsed + : throw new SParseException($"Can't parse {nameof(KeybindList)} from invalid value '{str}' (path: {path}).\n{string.Join("\n", errors)}"); + } + } +} diff --git a/src/SMAPI/Utilities/Keybind.cs b/src/SMAPI/Utilities/Keybind.cs new file mode 100644 index 00000000..9d6cd6ee --- /dev/null +++ b/src/SMAPI/Utilities/Keybind.cs @@ -0,0 +1,131 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using StardewModdingAPI.Framework; + +namespace StardewModdingAPI.Utilities +{ + /// <summary>A single multi-key binding which can be triggered by the player.</summary> + /// <remarks>NOTE: this is part of <see cref="KeybindList"/>, and usually shouldn't be used directly.</remarks> + public class Keybind + { + /********* + ** Accessors + *********/ + /// <summary>The buttons that must be down to activate the keybind.</summary> + public SButton[] Buttons { get; } + + /// <summary>Whether any keys are bound.</summary> + public bool IsBound { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="buttons">The buttons that must be down to activate the keybind.</param> + public Keybind(params SButton[] buttons) + { + this.Buttons = buttons; + this.IsBound = buttons.Any(p => p != SButton.None); + } + + /// <summary>Parse a keybind string, if it's valid.</summary> + /// <param name="input">The keybind string. See remarks on <see cref="ToString"/> for format details.</param> + /// <param name="parsed">The parsed keybind, if valid.</param> + /// <param name="errors">The parse errors, if any.</param> + public static bool TryParse(string input, out Keybind parsed, out string[] errors) + { + // empty input + if (string.IsNullOrWhiteSpace(input)) + { + parsed = new Keybind(SButton.None); + errors = new string[0]; + return true; + } + + // parse buttons + string[] rawButtons = input.Split('+'); + SButton[] buttons = new SButton[rawButtons.Length]; + List<string> rawErrors = new List<string>(); + for (int i = 0; i < buttons.Length; i++) + { + string rawButton = rawButtons[i].Trim(); + if (string.IsNullOrWhiteSpace(rawButton)) + rawErrors.Add("Invalid empty button value"); + else if (!Enum.TryParse(rawButton, ignoreCase: true, out SButton button)) + { + string error = $"Invalid button value '{rawButton}'"; + + switch (rawButton.ToLower()) + { + case "shift": + error += $" (did you mean {SButton.LeftShift}?)"; + break; + + case "ctrl": + case "control": + error += $" (did you mean {SButton.LeftControl}?)"; + break; + + case "alt": + error += $" (did you mean {SButton.LeftAlt}?)"; + break; + } + + rawErrors.Add(error); + } + else + buttons[i] = button; + } + + // build result + if (rawErrors.Any()) + { + parsed = null; + errors = rawErrors.ToArray(); + return false; + } + else + { + parsed = new Keybind(buttons); + errors = new string[0]; + return true; + } + } + + /// <summary>Get the keybind state relative to the previous tick.</summary> + public SButtonState GetState() + { + SButtonState[] states = this.Buttons.Select(SGame.GetInputState).Distinct().ToArray(); + + // single state + if (states.Length == 1) + return states[0]; + + // if any key has no state, the whole set wasn't enabled last tick + if (states.Contains(SButtonState.None)) + return SButtonState.None; + + // mix of held + pressed => pressed + if (states.All(p => p == SButtonState.Pressed || p == SButtonState.Held)) + return SButtonState.Pressed; + + // mix of held + released => released + if (states.All(p => p == SButtonState.Held || p == SButtonState.Released)) + return SButtonState.Released; + + // not down last tick or now + return SButtonState.None; + } + + /// <summary>Get a string representation of the keybind.</summary> + /// <remarks>A keybind is serialized to a string like <c>LeftControl + S</c>, where each key is separated with <c>+</c>. The key order is commutative, so <c>LeftControl + S</c> and <c>S + LeftControl</c> are identical.</remarks> + public override string ToString() + { + return this.Buttons.Length > 0 + ? string.Join(" + ", this.Buttons) + : SButton.None.ToString(); + } + } +} diff --git a/src/SMAPI/Utilities/KeybindList.cs b/src/SMAPI/Utilities/KeybindList.cs new file mode 100644 index 00000000..f6933af3 --- /dev/null +++ b/src/SMAPI/Utilities/KeybindList.cs @@ -0,0 +1,152 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using StardewModdingAPI.Toolkit.Serialization; + +namespace StardewModdingAPI.Utilities +{ + /// <summary>A set of multi-key bindings which can be triggered by the player.</summary> + public class KeybindList + { + /********* + ** Accessors + *********/ + /// <summary>The individual keybinds.</summary> + public Keybind[] Keybinds { get; } + + /// <summary>Whether any keys are bound.</summary> + public bool IsBound { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="keybinds">The underlying keybinds.</param> + /// <remarks>See <see cref="Parse"/> or <see cref="TryParse"/> to parse it from a string representation. You can also use this type directly in your config or JSON data models, and it'll be parsed by SMAPI.</remarks> + public KeybindList(params Keybind[] keybinds) + { + this.Keybinds = keybinds.Where(p => p.IsBound).ToArray(); + this.IsBound = this.Keybinds.Any(); + } + + /// <summary>Parse a keybind list from a string, and throw an exception if it's not valid.</summary> + /// <param name="input">The keybind string. See remarks on <see cref="ToString"/> for format details.</param> + /// <exception cref="FormatException">The <paramref name="input"/> format is invalid.</exception> + public static KeybindList Parse(string input) + { + return KeybindList.TryParse(input, out KeybindList parsed, out string[] errors) + ? parsed + : throw new SParseException($"Can't parse {nameof(Keybind)} from invalid value '{input}'.\n{string.Join("\n", errors)}"); + } + + /// <summary>Try to parse a keybind list from a string.</summary> + /// <param name="input">The keybind string. See remarks on <see cref="ToString"/> for format details.</param> + /// <param name="parsed">The parsed keybind list, if valid.</param> + /// <param name="errors">The errors that occurred while parsing the input, if any.</param> + public static bool TryParse(string input, out KeybindList parsed, out string[] errors) + { + // empty input + if (string.IsNullOrWhiteSpace(input)) + { + parsed = new KeybindList(); + errors = new string[0]; + return true; + } + + // parse buttons + var rawErrors = new List<string>(); + var keybinds = new List<Keybind>(); + foreach (string rawSet in input.Split(',')) + { + if (string.IsNullOrWhiteSpace(rawSet)) + continue; + + if (!Keybind.TryParse(rawSet, out Keybind keybind, out string[] curErrors)) + rawErrors.AddRange(curErrors); + else + keybinds.Add(keybind); + } + + // build result + if (rawErrors.Any()) + { + parsed = null; + errors = rawErrors.ToArray(); + return false; + } + else + { + parsed = new KeybindList(keybinds.ToArray()); + errors = new string[0]; + return true; + } + } + + /// <summary>Get the overall keybind list state relative to the previous tick.</summary> + /// <remarks>States are transitive across keybind. For example, if one keybind is 'released' and another is 'pressed', the state of the keybind list is 'held'.</remarks> + public SButtonState GetState() + { + bool wasPressed = false; + bool isPressed = false; + + foreach (Keybind keybind in this.Keybinds) + { + switch (keybind.GetState()) + { + case SButtonState.Pressed: + isPressed = true; + break; + + case SButtonState.Held: + wasPressed = true; + isPressed = true; + break; + + case SButtonState.Released: + wasPressed = true; + break; + } + } + + if (wasPressed == isPressed) + { + return wasPressed + ? SButtonState.Held + : SButtonState.None; + } + + return wasPressed + ? SButtonState.Released + : SButtonState.Pressed; + } + + /// <summary>Get whether any of the button sets are pressed.</summary> + public bool IsDown() + { + SButtonState state = this.GetState(); + return state == SButtonState.Pressed || state == SButtonState.Held; + } + + /// <summary>Get whether the input binding was just pressed this tick.</summary> + public bool JustPressed() + { + return this.GetState() == SButtonState.Pressed; + } + + /// <summary>Get the keybind which is currently down, if any. If there are multiple keybinds down, the first one is returned.</summary> + public Keybind GetKeybindCurrentlyDown() + { + return this.Keybinds.FirstOrDefault(p => p.GetState().IsDown()); + } + + /// <summary>Get a string representation of the input binding.</summary> + /// <remarks>A keybind list is serialized to a string like <c>LeftControl + S, LeftAlt + S</c>, where each multi-key binding is separated with <c>,</c> and the keys within each keybind are separated with <c>+</c>. The key order is commutative, so <c>LeftControl + S</c> and <c>S + LeftControl</c> are identical.</remarks> + public override string ToString() + { + return this.Keybinds.Length > 0 + ? string.Join(", ", this.Keybinds.Select(p => p.ToString())) + : SButton.None.ToString(); + } + } +} |