From 95ad954fa4b761dd32eefa072622cb1168c4d028 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 15 Jan 2021 18:48:30 -0500 Subject: allow get/setting PerScreen values by screen ID --- src/SMAPI/Utilities/PerScreen.cs | 23 +++++++++++------------ 1 file changed, 11 insertions(+), 12 deletions(-) (limited to 'src/SMAPI/Utilities') diff --git a/src/SMAPI/Utilities/PerScreen.cs b/src/SMAPI/Utilities/PerScreen.cs index 89d08e87..1498488b 100644 --- a/src/SMAPI/Utilities/PerScreen.cs +++ b/src/SMAPI/Utilities/PerScreen.cs @@ -49,20 +49,20 @@ namespace StardewModdingAPI.Utilities /// Get the value for a given screen ID, creating it if needed. /// The screen ID to check. - internal T GetValueForScreen(int screenId) + public T GetValueForScreen(int screenId) { - this.RemoveDeadPlayers(); + this.RemoveDeadScreens(); return this.States.TryGetValue(screenId, out T state) ? state : this.States[screenId] = this.CreateNewState(); } - /// Set the value for a given screen ID, creating it if needed. + /// Set the value for a given screen ID. /// The screen ID whose value set. /// The value to set. - internal void SetValueForScreen(int screenId, T value) + public void SetValueForScreen(int screenId, T value) { - this.RemoveDeadPlayers(); + this.RemoveDeadScreens(); this.States[screenId] = value; } @@ -70,18 +70,17 @@ namespace StardewModdingAPI.Utilities /********* ** Private methods *********/ - /// Remove players who are no longer have a split-screen index. - /// Returns whether any players were removed. - private void RemoveDeadPlayers() + /// Remove screens which are no longer active. + private void RemoveDeadScreens() { if (this.LastRemovedScreenId == Context.LastRemovedScreenId) return; - this.LastRemovedScreenId = Context.LastRemovedScreenId; - foreach (int id in this.States.Keys.ToArray()) + + foreach (var pair in this.States.ToArray()) { - if (!Context.HasScreenId(id)) - this.States.Remove(id); + if (!Context.HasScreenId(pair.Key)) + this.States.Remove(pair.Key); } } } -- cgit From a9b99c12069bfabca81a74c83eda7f1325c2522a Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 15 Jan 2021 18:48:31 -0500 Subject: allow resetting a PerScreen field --- src/SMAPI/Utilities/PerScreen.cs | 25 +++++++++++++++++++------ 1 file changed, 19 insertions(+), 6 deletions(-) (limited to 'src/SMAPI/Utilities') diff --git a/src/SMAPI/Utilities/PerScreen.cs b/src/SMAPI/Utilities/PerScreen.cs index 1498488b..60406d6b 100644 --- a/src/SMAPI/Utilities/PerScreen.cs +++ b/src/SMAPI/Utilities/PerScreen.cs @@ -11,10 +11,10 @@ namespace StardewModdingAPI.Utilities /********* ** Fields *********/ - /// Create the initial value for a player. + /// Create the initial value for a screen. private readonly Func CreateNewState; - /// The tracked values for each player. + /// The tracked values for each screen. private readonly IDictionary States = new Dictionary(); /// The last value for which this instance was updated. @@ -24,8 +24,8 @@ namespace StardewModdingAPI.Utilities /********* ** Accessors *********/ - /// The value for the current player. - /// The value is initialized the first time it's requested for that player, unless it's set manually first. + /// The value for the current screen. + /// The value is initialized the first time it's requested for that screen, unless it's set manually first. public T Value { get => this.GetValueForScreen(Context.ScreenId); @@ -41,7 +41,7 @@ namespace StardewModdingAPI.Utilities : this(null) { } /// Construct an instance. - /// Create the initial state for a player screen. + /// Create the initial state for a screen. public PerScreen(Func createNewState) { this.CreateNewState = createNewState ?? (() => default); @@ -66,6 +66,12 @@ namespace StardewModdingAPI.Utilities this.States[screenId] = value; } + /// Remove all active values. + public void ResetAllScreens() + { + this.RemoveScreens(p => true); + } + /********* ** Private methods @@ -77,9 +83,16 @@ namespace StardewModdingAPI.Utilities return; this.LastRemovedScreenId = Context.LastRemovedScreenId; + this.RemoveScreens(id => !Context.HasScreenId(id)); + } + + /// Remove screens matching a condition. + /// Returns whether a screen ID should be removed. + private void RemoveScreens(Func shouldRemove) + { foreach (var pair in this.States.ToArray()) { - if (!Context.HasScreenId(pair.Key)) + if (shouldRemove(pair.Key)) this.States.Remove(pair.Key); } } -- cgit From 812251e7ae532d7a2f10d46ff366bf19e67e88d0 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 15 Jan 2021 18:48:31 -0500 Subject: allow getting all active values from a PerScreen field --- src/SMAPI/Utilities/PerScreen.cs | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'src/SMAPI/Utilities') diff --git a/src/SMAPI/Utilities/PerScreen.cs b/src/SMAPI/Utilities/PerScreen.cs index 60406d6b..20b8fbce 100644 --- a/src/SMAPI/Utilities/PerScreen.cs +++ b/src/SMAPI/Utilities/PerScreen.cs @@ -47,6 +47,13 @@ namespace StardewModdingAPI.Utilities this.CreateNewState = createNewState ?? (() => default); } + /// Get all active values by screen ID. This doesn't initialize the value for a screen ID if it's not created yet. + public IEnumerable> GetActiveValues() + { + this.RemoveDeadScreens(); + return this.States.ToArray(); + } + /// Get the value for a given screen ID, creating it if needed. /// The screen ID to check. public T GetValueForScreen(int screenId) -- cgit From ff16a6567b6137b1aafed3470406d5f5884a5bdc Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Tue, 19 Jan 2021 21:20:25 -0500 Subject: add multi-key binding API (#744) --- src/SMAPI/Utilities/Keybind.cs | 131 ++++++++++++++++++++++++++++++++ src/SMAPI/Utilities/KeybindList.cs | 152 +++++++++++++++++++++++++++++++++++++ 2 files changed, 283 insertions(+) create mode 100644 src/SMAPI/Utilities/Keybind.cs create mode 100644 src/SMAPI/Utilities/KeybindList.cs (limited to 'src/SMAPI/Utilities') 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 +{ + /// A single multi-key binding which can be triggered by the player. + /// NOTE: this is part of , and usually shouldn't be used directly. + public class Keybind + { + /********* + ** Accessors + *********/ + /// The buttons that must be down to activate the keybind. + public SButton[] Buttons { get; } + + /// Whether any keys are bound. + public bool IsBound { get; } + + + /********* + ** Public methods + *********/ + /// Construct an instance. + /// The buttons that must be down to activate the keybind. + public Keybind(params SButton[] buttons) + { + this.Buttons = buttons; + this.IsBound = buttons.Any(p => p != SButton.None); + } + + /// Parse a keybind string, if it's valid. + /// The keybind string. See remarks on for format details. + /// The parsed keybind, if valid. + /// The parse errors, if any. + 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 rawErrors = new List(); + 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; + } + } + + /// Get the keybind state relative to the previous tick. + 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; + } + + /// Get a string representation of the keybind. + /// A keybind is serialized to a string like LeftControl + S, where each key is separated with +. The key order is commutative, so LeftControl + S and S + LeftControl are identical. + 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 +{ + /// A set of multi-key bindings which can be triggered by the player. + public class KeybindList + { + /********* + ** Accessors + *********/ + /// The individual keybinds. + public Keybind[] Keybinds { get; } + + /// Whether any keys are bound. + public bool IsBound { get; } + + + /********* + ** Public methods + *********/ + /// Construct an instance. + /// The underlying keybinds. + /// See or 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. + public KeybindList(params Keybind[] keybinds) + { + this.Keybinds = keybinds.Where(p => p.IsBound).ToArray(); + this.IsBound = this.Keybinds.Any(); + } + + /// Parse a keybind list from a string, and throw an exception if it's not valid. + /// The keybind string. See remarks on for format details. + /// The format is invalid. + 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)}"); + } + + /// Try to parse a keybind list from a string. + /// The keybind string. See remarks on for format details. + /// The parsed keybind list, if valid. + /// The errors that occurred while parsing the input, if any. + 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(); + var keybinds = new List(); + 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; + } + } + + /// Get the overall keybind list state relative to the previous tick. + /// States are transitive across keybind. For example, if one keybind is 'released' and another is 'pressed', the state of the keybind list is 'held'. + 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; + } + + /// Get whether any of the button sets are pressed. + public bool IsDown() + { + SButtonState state = this.GetState(); + return state == SButtonState.Pressed || state == SButtonState.Held; + } + + /// Get whether the input binding was just pressed this tick. + public bool JustPressed() + { + return this.GetState() == SButtonState.Pressed; + } + + /// Get the keybind which is currently down, if any. If there are multiple keybinds down, the first one is returned. + public Keybind GetKeybindCurrentlyDown() + { + return this.Keybinds.FirstOrDefault(p => p.GetState().IsDown()); + } + + /// Get a string representation of the input binding. + /// A keybind list is serialized to a string like LeftControl + S, LeftAlt + S, where each multi-key binding is separated with , and the keys within each keybind are separated with +. The key order is commutative, so LeftControl + S and S + LeftControl are identical. + public override string ToString() + { + return this.Keybinds.Length > 0 + ? string.Join(", ", this.Keybinds.Select(p => p.ToString())) + : SButton.None.ToString(); + } + } +} -- cgit From 7e90b1c60aa12d8c552a56738711500cab783be0 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Tue, 19 Jan 2021 21:47:31 -0500 Subject: add shortcut method to create a keybind list for a single default keybind (#744) --- src/SMAPI/Utilities/KeybindList.cs | 9 +++++++++ 1 file changed, 9 insertions(+) (limited to 'src/SMAPI/Utilities') diff --git a/src/SMAPI/Utilities/KeybindList.cs b/src/SMAPI/Utilities/KeybindList.cs index f6933af3..4ae66ab7 100644 --- a/src/SMAPI/Utilities/KeybindList.cs +++ b/src/SMAPI/Utilities/KeybindList.cs @@ -83,6 +83,15 @@ namespace StardewModdingAPI.Utilities } } + /// Get a keybind list for a single keybind. + /// The buttons that must be down to activate the keybind. + public static KeybindList ForSingle(params SButton[] buttons) + { + return new KeybindList( + new Keybind(buttons) + ); + } + /// Get the overall keybind list state relative to the previous tick. /// States are transitive across keybind. For example, if one keybind is 'released' and another is 'pressed', the state of the keybind list is 'held'. public SButtonState GetState() -- cgit From 587d60495e01b1bdacc31acc7e15a87d7f441839 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 20 Jan 2021 01:02:49 -0500 Subject: add unit tests for KeybindList (#744) --- src/SMAPI/Utilities/Keybind.cs | 10 +++++++++- src/SMAPI/Utilities/KeybindList.cs | 2 +- 2 files changed, 10 insertions(+), 2 deletions(-) (limited to 'src/SMAPI/Utilities') diff --git a/src/SMAPI/Utilities/Keybind.cs b/src/SMAPI/Utilities/Keybind.cs index 9d6cd6ee..dd8d2861 100644 --- a/src/SMAPI/Utilities/Keybind.cs +++ b/src/SMAPI/Utilities/Keybind.cs @@ -9,6 +9,14 @@ namespace StardewModdingAPI.Utilities /// NOTE: this is part of , and usually shouldn't be used directly. public class Keybind { + /********* + ** Fields + *********/ + /// Get the current input state for a button. + [Obsolete("This property should only be used for unit tests.")] + internal Func GetButtonState { get; set; } = SGame.GetInputState; + + /********* ** Accessors *********/ @@ -97,7 +105,7 @@ namespace StardewModdingAPI.Utilities /// Get the keybind state relative to the previous tick. public SButtonState GetState() { - SButtonState[] states = this.Buttons.Select(SGame.GetInputState).Distinct().ToArray(); + SButtonState[] states = this.Buttons.Select(this.GetButtonState).Distinct().ToArray(); // single state if (states.Length == 1) diff --git a/src/SMAPI/Utilities/KeybindList.cs b/src/SMAPI/Utilities/KeybindList.cs index 4ae66ab7..1845285a 100644 --- a/src/SMAPI/Utilities/KeybindList.cs +++ b/src/SMAPI/Utilities/KeybindList.cs @@ -72,7 +72,7 @@ namespace StardewModdingAPI.Utilities if (rawErrors.Any()) { parsed = null; - errors = rawErrors.ToArray(); + errors = rawErrors.Distinct().ToArray(); return false; } else -- cgit