From 5e7eaf9f75d72d8cbb338c35b43f2974440b3456 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sun, 22 Apr 2018 19:59:03 -0400 Subject: rewrite input suppression (#453) This lets SMAPI intercept all input using the new Game1.hooks in SDV 1.3.0.32. However, intercepting mouse clicks needs a few more changes in the game code. --- src/SMAPI/Events/EventArgsInput.cs | 109 +++++-------------------------------- 1 file changed, 13 insertions(+), 96 deletions(-) (limited to 'src/SMAPI/Events') 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 @@ -1,14 +1,18 @@ using System; -using System.Linq; -using Microsoft.Xna.Framework; -using Microsoft.Xna.Framework.Input; -using StardewValley; +using System.Collections.Generic; namespace StardewModdingAPI.Events { /// Event arguments when a button is pressed or released. public class EventArgsInput : EventArgs { + /********* + ** Properties + *********/ + /// The buttons to suppress. + private readonly HashSet SuppressButtons; + + /********* ** Accessors *********/ @@ -25,7 +29,7 @@ namespace StardewModdingAPI.Events public bool IsUseToolButton { get; } /// Whether a mod has indicated the key was already handled. - public bool IsSuppressed { get; private set; } + public bool IsSuppressed => this.SuppressButtons.Contains(this.Button); /********* @@ -36,12 +40,14 @@ namespace StardewModdingAPI.Events /// The cursor position. /// Whether the input should trigger actions on the affected tile. /// Whether the input should use tools on the affected tile. - public EventArgsInput(SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton) + /// The buttons to suppress. + public EventArgsInput(SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton, HashSet suppressButtons) { this.Button = button; this.Cursor = cursor; this.IsActionButton = isActionButton; this.IsUseToolButton = isUseToolButton; + this.SuppressButtons = suppressButtons; } /// Prevent the game from handling the current button press. This doesn't prevent other mods from receiving the event. @@ -54,96 +60,7 @@ namespace StardewModdingAPI.Events /// The button to suppress. 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); } } } -- cgit