From 3fcf58fcb5abcaf56dd7385fa7ef504ec9e90c5c Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 25 Apr 2018 02:47:07 -0400 Subject: rewrite input suppression again (#453) This uses the new Game1.input in SDV 1.3.0.37 to override the game's input more consistently, though it still doesn't intercept clicks correctly yet. --- src/SMAPI/Framework/Input/SInputState.cs | 359 +++++++++++++++++++++++++++++++ 1 file changed, 359 insertions(+) create mode 100644 src/SMAPI/Framework/Input/SInputState.cs (limited to 'src/SMAPI/Framework/Input/SInputState.cs') diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs new file mode 100644 index 00000000..62defa9f --- /dev/null +++ b/src/SMAPI/Framework/Input/SInputState.cs @@ -0,0 +1,359 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Input; +using StardewValley; + +#pragma warning disable 809 // obsolete override of non-obsolete method (this is deliberate) +namespace StardewModdingAPI.Framework.Input +{ + /// A summary of input changes during an update frame. + internal sealed class SInputState : InputState + { + /********* + ** Accessors + *********/ + /// The maximum amount of direction to ignore for the left thumbstick. + private const float LeftThumbstickDeadZone = 0.2f; + + + /********* + ** Accessors + *********/ + /// The controller state as of the last update. + public GamePadState RealController { get; private set; } + + /// The keyboard state as of the last update. + public KeyboardState RealKeyboard { get; private set; } + + /// The mouse state as of the last update. + public MouseState RealMouse { get; private set; } + + /// A derivative of which suppresses the buttons in . + public GamePadState SuppressedController { get; private set; } + + /// A derivative of which suppresses the buttons in . + public KeyboardState SuppressedKeyboard { get; private set; } + + /// A derivative of which suppresses the buttons in . + public MouseState SuppressedMouse { get; private set; } + + /// The mouse position on the screen adjusted for the zoom level. + public Point MousePosition { get; private set; } + + /// The buttons which were pressed, held, or released. + public IDictionary ActiveButtons { get; private set; } = new Dictionary(); + + /// The buttons to suppress when the game next handles input. Each button is suppressed until it's released. + public HashSet SuppressButtons { get; } = new HashSet(); + + + /********* + ** Public methods + *********/ + /// Get a copy of the current state. + public SInputState Clone() + { + return new SInputState + { + ActiveButtons = this.ActiveButtons, + RealController = this.RealController, + RealKeyboard = this.RealKeyboard, + RealMouse = this.RealMouse, + MousePosition = this.MousePosition + }; + } + + /// This method is called by the game, and does nothing since SMAPI will already have updated by that point. + [Obsolete("This method should only be called by the game itself.")] + public override void Update() { } + + /// Update the current button statuses for the given tick. + public void TrueUpdate() + { + try + { + // get new states + GamePadState realController = GamePad.GetState(PlayerIndex.One); + KeyboardState realKeyboard = Keyboard.GetState(); + MouseState realMouse = Mouse.GetState(); + Point mousePosition = new Point((int)(this.RealMouse.X * (1.0 / Game1.options.zoomLevel)), (int)(this.RealMouse.Y * (1.0 / Game1.options.zoomLevel))); // derived from Game1::getMouseX + var activeButtons = this.DeriveStatuses(this.ActiveButtons, realKeyboard, realMouse, realController); + + // get suppressed states + GamePadState suppressedController = realController; + KeyboardState suppressedKeyboard = realKeyboard; + MouseState suppressedMouse = realMouse; + if (this.SuppressButtons.Count > 0) + this.UpdateSuppression(activeButtons, ref suppressedKeyboard, ref suppressedMouse, ref suppressedController); + + // update + this.ActiveButtons = activeButtons; + this.RealController = realController; + this.RealKeyboard = realKeyboard; + this.RealMouse = realMouse; + this.SuppressedController = suppressedController; + this.SuppressedKeyboard = suppressedKeyboard; + this.SuppressedMouse = suppressedMouse; + this.MousePosition = mousePosition; + } + catch (InvalidOperationException) + { + // GetState() may crash for some players if window doesn't have focus but game1.IsActive == true + } + } + + /// Get the gamepad state visible to the game. + [Obsolete("This method should only be called by the game itself.")] + public override GamePadState GetGamePadState() + { + return this.ShouldSuppressNow() + ? this.SuppressedController + : this.RealController; + } + + /// Get the keyboard state visible to the game. + [Obsolete("This method should only be called by the game itself.")] + public override KeyboardState GetKeyboardState() + { + return this.ShouldSuppressNow() + ? this.SuppressedKeyboard + : this.RealKeyboard; + } + + /// Get the keyboard state visible to the game. + [Obsolete("This method should only be called by the game itself.")] + public override MouseState GetMouseState() + { + return this.ShouldSuppressNow() + ? this.SuppressedMouse + : this.RealMouse; + } + + /// Get whether a given button was pressed or held. + /// The button to check. + public bool IsDown(SButton button) + { + return this.GetStatus(this.ActiveButtons, button).IsDown(); + } + + /// Get whether any of the given buttons were pressed or held. + /// The buttons to check. + public bool IsAnyDown(InputButton[] buttons) + { + return buttons.Any(button => this.IsDown(button.ToSButton())); + } + + /// Apply input suppression for the given input states. + /// The current button states to check. + /// The game's keyboard state for the current tick. + /// The game's mouse state for the current tick. + /// The game's controller state for the current tick. + public void UpdateSuppression(IDictionary activeButtons, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState) + { + // stop suppressing buttons once released + if (this.SuppressButtons.Count != 0) + this.SuppressButtons.RemoveWhere(p => !this.GetStatus(activeButtons, p).IsDown()); + if (this.SuppressButtons.Count == 0) + return; + + // gather info + HashSet keyboardButtons = new HashSet(); + HashSet controllerButtons = new HashSet(); + HashSet mouseButtons = new HashSet(); + foreach (SButton button in this.SuppressButtons) + { + if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2) + mouseButtons.Add(button); + else if (button.TryGetKeyboard(out Keys key)) + keyboardButtons.Add(key); + else if (gamePadState.IsConnected && button.TryGetController(out Buttons _)) + controllerButtons.Add(button); + } + + // suppress keyboard keys + if (keyboardState.GetPressedKeys().Any() && keyboardButtons.Any()) + keyboardState = new KeyboardState(keyboardState.GetPressedKeys().Except(keyboardButtons).ToArray()); + + // suppress controller keys + if (gamePadState.IsConnected && controllerButtons.Any()) + { + GamePadStateBuilder builder = new GamePadStateBuilder(gamePadState); + builder.SuppressButtons(controllerButtons); + gamePadState = builder.ToGamePadState(); + } + + // suppress mouse buttons + if (mouseButtons.Any()) + { + mouseState = new MouseState( + x: mouseState.X, + y: mouseState.Y, + scrollWheel: mouseState.ScrollWheelValue, + leftButton: mouseButtons.Contains(SButton.MouseLeft) ? ButtonState.Pressed : mouseState.LeftButton, + middleButton: mouseButtons.Contains(SButton.MouseMiddle) ? ButtonState.Pressed : mouseState.MiddleButton, + rightButton: mouseButtons.Contains(SButton.MouseRight) ? ButtonState.Pressed : mouseState.RightButton, + xButton1: mouseButtons.Contains(SButton.MouseX1) ? ButtonState.Pressed : mouseState.XButton1, + xButton2: mouseButtons.Contains(SButton.MouseX2) ? ButtonState.Pressed : mouseState.XButton2 + ); + } + } + + + /********* + ** Private methods + *********/ + /// Whether input should be suppressed in the current context. + private bool ShouldSuppressNow() + { + return Game1.chatBox != null && !Game1.chatBox.isActive(); + } + + /// Get the status of all pressed or released buttons relative to their previous status. + /// The previous button statuses. + /// The keyboard state. + /// The mouse state. + /// The controller state. + private IDictionary DeriveStatuses(IDictionary previousStatuses, KeyboardState keyboard, MouseState mouse, GamePadState controller) + { + IDictionary activeButtons = new Dictionary(); + + // handle pressed keys + SButton[] down = this.GetPressedButtons(keyboard, mouse, controller).ToArray(); + foreach (SButton button in down) + activeButtons[button] = this.DeriveStatus(this.GetStatus(previousStatuses, button), isDown: true); + + // handle released keys + foreach (KeyValuePair prev in activeButtons) + { + if (prev.Value.IsDown() && !activeButtons.ContainsKey(prev.Key)) + activeButtons[prev.Key] = InputStatus.Released; + } + + return activeButtons; + } + + /// Get the status of a button relative to its previous status. + /// The previous button status. + /// Whether the button is currently down. + private InputStatus DeriveStatus(InputStatus oldStatus, bool isDown) + { + if (isDown && oldStatus.IsDown()) + return InputStatus.Held; + if (isDown) + return InputStatus.Pressed; + return InputStatus.Released; + } + + /// Get the status of a button. + /// The current button states to check. + /// The button to check. + private InputStatus GetStatus(IDictionary activeButtons, SButton button) + { + return activeButtons.TryGetValue(button, out InputStatus status) ? status : InputStatus.None; + } + + /// Get the buttons pressed in the given stats. + /// The keyboard state. + /// The mouse state. + /// The controller state. + /// Thumbstick direction logic derived from . + private IEnumerable GetPressedButtons(KeyboardState keyboard, MouseState mouse, GamePadState controller) + { + // keyboard + foreach (Keys key in keyboard.GetPressedKeys()) + yield return key.ToSButton(); + + // mouse + if (mouse.LeftButton == ButtonState.Pressed) + yield return SButton.MouseLeft; + if (mouse.RightButton == ButtonState.Pressed) + yield return SButton.MouseRight; + if (mouse.MiddleButton == ButtonState.Pressed) + yield return SButton.MouseMiddle; + if (mouse.XButton1 == ButtonState.Pressed) + yield return SButton.MouseX1; + if (mouse.XButton2 == ButtonState.Pressed) + yield return SButton.MouseX2; + + // controller + if (controller.IsConnected) + { + // main buttons + if (controller.Buttons.A == ButtonState.Pressed) + yield return SButton.ControllerA; + if (controller.Buttons.B == ButtonState.Pressed) + yield return SButton.ControllerB; + if (controller.Buttons.X == ButtonState.Pressed) + yield return SButton.ControllerX; + if (controller.Buttons.Y == ButtonState.Pressed) + yield return SButton.ControllerY; + if (controller.Buttons.LeftStick == ButtonState.Pressed) + yield return SButton.LeftStick; + if (controller.Buttons.RightStick == ButtonState.Pressed) + yield return SButton.RightStick; + if (controller.Buttons.Start == ButtonState.Pressed) + yield return SButton.ControllerStart; + + // directional pad + if (controller.DPad.Up == ButtonState.Pressed) + yield return SButton.DPadUp; + if (controller.DPad.Down == ButtonState.Pressed) + yield return SButton.DPadDown; + if (controller.DPad.Left == ButtonState.Pressed) + yield return SButton.DPadLeft; + if (controller.DPad.Right == ButtonState.Pressed) + yield return SButton.DPadRight; + + // secondary buttons + if (controller.Buttons.Back == ButtonState.Pressed) + yield return SButton.ControllerBack; + if (controller.Buttons.BigButton == ButtonState.Pressed) + yield return SButton.BigButton; + + // shoulders + if (controller.Buttons.LeftShoulder == ButtonState.Pressed) + yield return SButton.LeftShoulder; + if (controller.Buttons.RightShoulder == ButtonState.Pressed) + yield return SButton.RightShoulder; + + // triggers + if (controller.Triggers.Left > 0.2f) + yield return SButton.LeftTrigger; + if (controller.Triggers.Right > 0.2f) + yield return SButton.RightTrigger; + + // left thumbstick direction + if (controller.ThumbSticks.Left.Y > SInputState.LeftThumbstickDeadZone) + yield return SButton.LeftThumbstickUp; + if (controller.ThumbSticks.Left.Y < -SInputState.LeftThumbstickDeadZone) + yield return SButton.LeftThumbstickDown; + if (controller.ThumbSticks.Left.X > SInputState.LeftThumbstickDeadZone) + yield return SButton.LeftThumbstickRight; + if (controller.ThumbSticks.Left.X < -SInputState.LeftThumbstickDeadZone) + yield return SButton.LeftThumbstickLeft; + + // right thumbstick direction + if (this.IsRightThumbstickOutsideDeadZone(controller.ThumbSticks.Right)) + { + if (controller.ThumbSticks.Right.Y > 0) + yield return SButton.RightThumbstickUp; + if (controller.ThumbSticks.Right.Y < 0) + yield return SButton.RightThumbstickDown; + if (controller.ThumbSticks.Right.X > 0) + yield return SButton.RightThumbstickRight; + if (controller.ThumbSticks.Right.X < 0) + yield return SButton.RightThumbstickLeft; + } + } + } + + /// Get whether the right thumbstick should be considered outside the dead zone. + /// The right thumbstick value. + private bool IsRightThumbstickOutsideDeadZone(Vector2 direction) + { + return direction.Length() > 0.9f; + } + } +} -- cgit From 2fcc4d92c4c29951d1c669ffe42ebbb78e9a23d1 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sat, 28 Apr 2018 14:28:48 -0400 Subject: fix released-button detection (#453) --- src/SMAPI/Framework/Input/SInputState.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/SMAPI/Framework/Input/SInputState.cs') diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs index 62defa9f..1b224737 100644 --- a/src/SMAPI/Framework/Input/SInputState.cs +++ b/src/SMAPI/Framework/Input/SInputState.cs @@ -225,7 +225,7 @@ namespace StardewModdingAPI.Framework.Input activeButtons[button] = this.DeriveStatus(this.GetStatus(previousStatuses, button), isDown: true); // handle released keys - foreach (KeyValuePair prev in activeButtons) + foreach (KeyValuePair prev in previousStatuses) { if (prev.Value.IsDown() && !activeButtons.ContainsKey(prev.Key)) activeButtons[prev.Key] = InputStatus.Released; -- cgit From 30bf40ab2b03600b66091a6cbd61515cf0721844 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sat, 5 May 2018 02:27:43 -0400 Subject: fix input suppression not working in some cases --- src/SMAPI/Framework/Input/SInputState.cs | 89 +++++++++++++++++--------------- 1 file changed, 47 insertions(+), 42 deletions(-) (limited to 'src/SMAPI/Framework/Input/SInputState.cs') diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs index 1b224737..5e8efa62 100644 --- a/src/SMAPI/Framework/Input/SInputState.cs +++ b/src/SMAPI/Framework/Input/SInputState.cs @@ -81,22 +81,16 @@ namespace StardewModdingAPI.Framework.Input Point mousePosition = new Point((int)(this.RealMouse.X * (1.0 / Game1.options.zoomLevel)), (int)(this.RealMouse.Y * (1.0 / Game1.options.zoomLevel))); // derived from Game1::getMouseX var activeButtons = this.DeriveStatuses(this.ActiveButtons, realKeyboard, realMouse, realController); - // get suppressed states - GamePadState suppressedController = realController; - KeyboardState suppressedKeyboard = realKeyboard; - MouseState suppressedMouse = realMouse; - if (this.SuppressButtons.Count > 0) - this.UpdateSuppression(activeButtons, ref suppressedKeyboard, ref suppressedMouse, ref suppressedController); - - // update + // update real states this.ActiveButtons = activeButtons; this.RealController = realController; this.RealKeyboard = realKeyboard; this.RealMouse = realMouse; - this.SuppressedController = suppressedController; - this.SuppressedKeyboard = suppressedKeyboard; - this.SuppressedMouse = suppressedMouse; this.MousePosition = mousePosition; + + // update suppressed states + this.SuppressButtons.RemoveWhere(p => !this.GetStatus(activeButtons, p).IsDown()); + this.UpdateSuppression(); } catch (InvalidOperationException) { @@ -104,6 +98,20 @@ namespace StardewModdingAPI.Framework.Input } } + /// Apply input suppression to current input. + public void UpdateSuppression() + { + GamePadState suppressedController = this.RealController; + KeyboardState suppressedKeyboard = this.RealKeyboard; + MouseState suppressedMouse = this.RealMouse; + + this.SuppressGivenStates(this.ActiveButtons, ref suppressedKeyboard, ref suppressedMouse, ref suppressedController); + + this.SuppressedController = suppressedController; + this.SuppressedKeyboard = suppressedKeyboard; + this.SuppressedMouse = suppressedMouse; + } + /// Get the gamepad state visible to the game. [Obsolete("This method should only be called by the game itself.")] public override GamePadState GetGamePadState() @@ -145,71 +153,68 @@ namespace StardewModdingAPI.Framework.Input return buttons.Any(button => this.IsDown(button.ToSButton())); } - /// Apply input suppression for the given input states. + + /********* + ** Private methods + *********/ + /// Whether input should be suppressed in the current context. + private bool ShouldSuppressNow() + { + return Game1.chatBox != null && !Game1.chatBox.isActive(); + } + + /// Apply input suppression to the given input states. /// The current button states to check. /// The game's keyboard state for the current tick. /// The game's mouse state for the current tick. /// The game's controller state for the current tick. - public void UpdateSuppression(IDictionary activeButtons, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState) + private void SuppressGivenStates(IDictionary activeButtons, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState) { - // stop suppressing buttons once released - if (this.SuppressButtons.Count != 0) - this.SuppressButtons.RemoveWhere(p => !this.GetStatus(activeButtons, p).IsDown()); if (this.SuppressButtons.Count == 0) return; // gather info - HashSet keyboardButtons = new HashSet(); - HashSet controllerButtons = new HashSet(); - HashSet mouseButtons = new HashSet(); + HashSet suppressKeys = new HashSet(); + HashSet suppressButtons = new HashSet(); + HashSet suppressMouse = new HashSet(); foreach (SButton button in this.SuppressButtons) { if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2) - mouseButtons.Add(button); + suppressMouse.Add(button); else if (button.TryGetKeyboard(out Keys key)) - keyboardButtons.Add(key); + suppressKeys.Add(key); else if (gamePadState.IsConnected && button.TryGetController(out Buttons _)) - controllerButtons.Add(button); + suppressButtons.Add(button); } // suppress keyboard keys - if (keyboardState.GetPressedKeys().Any() && keyboardButtons.Any()) - keyboardState = new KeyboardState(keyboardState.GetPressedKeys().Except(keyboardButtons).ToArray()); + if (keyboardState.GetPressedKeys().Any() && suppressKeys.Any()) + keyboardState = new KeyboardState(keyboardState.GetPressedKeys().Except(suppressKeys).ToArray()); // suppress controller keys - if (gamePadState.IsConnected && controllerButtons.Any()) + if (gamePadState.IsConnected && suppressButtons.Any()) { GamePadStateBuilder builder = new GamePadStateBuilder(gamePadState); - builder.SuppressButtons(controllerButtons); + builder.SuppressButtons(suppressButtons); gamePadState = builder.ToGamePadState(); } // suppress mouse buttons - if (mouseButtons.Any()) + if (suppressMouse.Any()) { mouseState = new MouseState( x: mouseState.X, y: mouseState.Y, scrollWheel: mouseState.ScrollWheelValue, - leftButton: mouseButtons.Contains(SButton.MouseLeft) ? ButtonState.Pressed : mouseState.LeftButton, - middleButton: mouseButtons.Contains(SButton.MouseMiddle) ? ButtonState.Pressed : mouseState.MiddleButton, - rightButton: mouseButtons.Contains(SButton.MouseRight) ? ButtonState.Pressed : mouseState.RightButton, - xButton1: mouseButtons.Contains(SButton.MouseX1) ? ButtonState.Pressed : mouseState.XButton1, - xButton2: mouseButtons.Contains(SButton.MouseX2) ? ButtonState.Pressed : mouseState.XButton2 + leftButton: suppressMouse.Contains(SButton.MouseLeft) ? ButtonState.Released : mouseState.LeftButton, + middleButton: suppressMouse.Contains(SButton.MouseMiddle) ? ButtonState.Released : mouseState.MiddleButton, + rightButton: suppressMouse.Contains(SButton.MouseRight) ? ButtonState.Released : mouseState.RightButton, + xButton1: suppressMouse.Contains(SButton.MouseX1) ? ButtonState.Released : mouseState.XButton1, + xButton2: suppressMouse.Contains(SButton.MouseX2) ? ButtonState.Released : mouseState.XButton2 ); } } - - /********* - ** Private methods - *********/ - /// Whether input should be suppressed in the current context. - private bool ShouldSuppressNow() - { - return Game1.chatBox != null && !Game1.chatBox.isActive(); - } - /// Get the status of all pressed or released buttons relative to their previous status. /// The previous button statuses. /// The keyboard state. -- cgit From a059da747a4ebf5cc4257b449a85031f7842c291 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Thu, 24 May 2018 19:57:00 -0400 Subject: fix input suppression not working on the title menu (#527) --- src/SMAPI/Framework/Input/SInputState.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/SMAPI/Framework/Input/SInputState.cs') diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs index 5e8efa62..27e40ab4 100644 --- a/src/SMAPI/Framework/Input/SInputState.cs +++ b/src/SMAPI/Framework/Input/SInputState.cs @@ -160,7 +160,7 @@ namespace StardewModdingAPI.Framework.Input /// Whether input should be suppressed in the current context. private bool ShouldSuppressNow() { - return Game1.chatBox != null && !Game1.chatBox.isActive(); + return Game1.chatBox == null || !Game1.chatBox.isActive(); } /// Apply input suppression to the given input states. -- cgit From d41fe6ff88b569f991f219c5f348d3688fba956f Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sat, 2 Jun 2018 16:00:16 -0400 Subject: add input API --- src/SMAPI/Framework/Input/SInputState.cs | 28 ++++++++++++++++++++++------ 1 file changed, 22 insertions(+), 6 deletions(-) (limited to 'src/SMAPI/Framework/Input/SInputState.cs') diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs index 27e40ab4..44fd0618 100644 --- a/src/SMAPI/Framework/Input/SInputState.cs +++ b/src/SMAPI/Framework/Input/SInputState.cs @@ -8,7 +8,7 @@ using StardewValley; #pragma warning disable 809 // obsolete override of non-obsolete method (this is deliberate) namespace StardewModdingAPI.Framework.Input { - /// A summary of input changes during an update frame. + /// Manages the game's input state. internal sealed class SInputState : InputState { /********* @@ -17,6 +17,9 @@ namespace StardewModdingAPI.Framework.Input /// The maximum amount of direction to ignore for the left thumbstick. private const float LeftThumbstickDeadZone = 0.2f; + /// The cursor position on the screen adjusted for the zoom level. + private CursorPosition CursorPositionImpl; + /********* ** Accessors @@ -39,8 +42,8 @@ namespace StardewModdingAPI.Framework.Input /// A derivative of which suppresses the buttons in . public MouseState SuppressedMouse { get; private set; } - /// The mouse position on the screen adjusted for the zoom level. - public Point MousePosition { get; private set; } + /// The cursor position on the screen adjusted for the zoom level. + public ICursorPosition CursorPosition => this.CursorPositionImpl; /// The buttons which were pressed, held, or released. public IDictionary ActiveButtons { get; private set; } = new Dictionary(); @@ -61,7 +64,7 @@ namespace StardewModdingAPI.Framework.Input RealController = this.RealController, RealKeyboard = this.RealKeyboard, RealMouse = this.RealMouse, - MousePosition = this.MousePosition + CursorPositionImpl = this.CursorPositionImpl }; } @@ -78,15 +81,16 @@ namespace StardewModdingAPI.Framework.Input GamePadState realController = GamePad.GetState(PlayerIndex.One); KeyboardState realKeyboard = Keyboard.GetState(); MouseState realMouse = Mouse.GetState(); - Point mousePosition = new Point((int)(this.RealMouse.X * (1.0 / Game1.options.zoomLevel)), (int)(this.RealMouse.Y * (1.0 / Game1.options.zoomLevel))); // derived from Game1::getMouseX var activeButtons = this.DeriveStatuses(this.ActiveButtons, realKeyboard, realMouse, realController); + Vector2 cursorRawPixelPos = new Vector2(this.RealMouse.X, this.RealMouse.Y); // update real states this.ActiveButtons = activeButtons; this.RealController = realController; this.RealKeyboard = realKeyboard; this.RealMouse = realMouse; - this.MousePosition = mousePosition; + if (this.CursorPositionImpl?.RawPixels != cursorRawPixelPos) + this.CursorPositionImpl = this.GetCursorPosition(cursorRawPixelPos); // update suppressed states this.SuppressButtons.RemoveWhere(p => !this.GetStatus(activeButtons, p).IsDown()); @@ -157,6 +161,18 @@ namespace StardewModdingAPI.Framework.Input /********* ** Private methods *********/ + /// Get the current cursor position. + /// The raw pixel position from the mouse state. + private CursorPosition GetCursorPosition(Vector2 rawPixelPos) + { + Vector2 screenPixels = new Vector2((int)(rawPixelPos.X * (1.0 / Game1.options.zoomLevel)), (int)(rawPixelPos.Y * (1.0 / Game1.options.zoomLevel))); // derived from Game1::getMouseX + Vector2 tile = new Vector2((int)((Game1.viewport.X + screenPixels.X) / Game1.tileSize), (int)((Game1.viewport.Y + screenPixels.Y) / Game1.tileSize)); + Vector2 grabTile = (Game1.mouseCursorTransparency > 0 && Utility.tileWithinRadiusOfPlayer((int)tile.X, (int)tile.Y, 1, Game1.player)) // derived from Game1.pressActionButton + ? tile + : Game1.player.GetGrabTile(); + return new CursorPosition(rawPixelPos, screenPixels, tile, grabTile); + } + /// Whether input should be suppressed in the current context. private bool ShouldSuppressNow() { -- cgit From 08e9c7e7d36cbf0720c93b395e688aeb5c86b1dc Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Tue, 19 Jun 2018 22:59:38 -0400 Subject: add absolute pixels to ICursorPosition, fix tile not updated if screen-relative pos didn't change (#546) --- src/SMAPI/Framework/Input/SInputState.cs | 16 +++++++++------- 1 file changed, 9 insertions(+), 7 deletions(-) (limited to 'src/SMAPI/Framework/Input/SInputState.cs') diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs index 44fd0618..0228db0d 100644 --- a/src/SMAPI/Framework/Input/SInputState.cs +++ b/src/SMAPI/Framework/Input/SInputState.cs @@ -82,15 +82,15 @@ namespace StardewModdingAPI.Framework.Input KeyboardState realKeyboard = Keyboard.GetState(); MouseState realMouse = Mouse.GetState(); var activeButtons = this.DeriveStatuses(this.ActiveButtons, realKeyboard, realMouse, realController); - Vector2 cursorRawPixelPos = new Vector2(this.RealMouse.X, this.RealMouse.Y); + Vector2 cursorAbsolutePos = new Vector2(realMouse.X + Game1.viewport.X, realMouse.Y + Game1.viewport.Y); // update real states this.ActiveButtons = activeButtons; this.RealController = realController; this.RealKeyboard = realKeyboard; this.RealMouse = realMouse; - if (this.CursorPositionImpl?.RawPixels != cursorRawPixelPos) - this.CursorPositionImpl = this.GetCursorPosition(cursorRawPixelPos); + if (this.CursorPositionImpl?.AbsolutePixels != cursorAbsolutePos) + this.CursorPositionImpl = this.GetCursorPosition(realMouse, cursorAbsolutePos); // update suppressed states this.SuppressButtons.RemoveWhere(p => !this.GetStatus(activeButtons, p).IsDown()); @@ -162,15 +162,17 @@ namespace StardewModdingAPI.Framework.Input ** Private methods *********/ /// Get the current cursor position. - /// The raw pixel position from the mouse state. - private CursorPosition GetCursorPosition(Vector2 rawPixelPos) + /// The current mouse state. + /// The absolute pixel position relative to the map. + private CursorPosition GetCursorPosition(MouseState mouseState, Vector2 absolutePixels) { - Vector2 screenPixels = new Vector2((int)(rawPixelPos.X * (1.0 / Game1.options.zoomLevel)), (int)(rawPixelPos.Y * (1.0 / Game1.options.zoomLevel))); // derived from Game1::getMouseX + Vector2 rawPixels = new Vector2(mouseState.X, mouseState.Y); + Vector2 screenPixels = rawPixels * new Vector2((float)1.0 / Game1.options.zoomLevel); // derived from Game1::getMouseX Vector2 tile = new Vector2((int)((Game1.viewport.X + screenPixels.X) / Game1.tileSize), (int)((Game1.viewport.Y + screenPixels.Y) / Game1.tileSize)); Vector2 grabTile = (Game1.mouseCursorTransparency > 0 && Utility.tileWithinRadiusOfPlayer((int)tile.X, (int)tile.Y, 1, Game1.player)) // derived from Game1.pressActionButton ? tile : Game1.player.GetGrabTile(); - return new CursorPosition(rawPixelPos, screenPixels, tile, grabTile); + return new CursorPosition(absolutePixels, screenPixels, tile, grabTile); } /// Whether input should be suppressed in the current context. -- cgit