From 8d301162d87558826ed8fc8f2352800bf674ddf0 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 5 Jul 2017 15:41:58 -0400 Subject: add InputEvents which unify keyboard, mouse, and controller input with more metadata (#316) --- src/StardewModdingAPI/Events/EventArgsInput.cs | 38 ++ src/StardewModdingAPI/Events/InputEvents.cs | 45 ++ src/StardewModdingAPI/Framework/CursorPosition.cs | 37 ++ src/StardewModdingAPI/Framework/SGame.cs | 268 ++++----- src/StardewModdingAPI/ICursorPosition.cs | 19 + src/StardewModdingAPI/StardewModdingAPI.csproj | 5 + src/StardewModdingAPI/Utilities/SButton.cs | 659 ++++++++++++++++++++++ 7 files changed, 928 insertions(+), 143 deletions(-) create mode 100644 src/StardewModdingAPI/Events/EventArgsInput.cs create mode 100644 src/StardewModdingAPI/Events/InputEvents.cs create mode 100644 src/StardewModdingAPI/Framework/CursorPosition.cs create mode 100644 src/StardewModdingAPI/ICursorPosition.cs create mode 100644 src/StardewModdingAPI/Utilities/SButton.cs (limited to 'src/StardewModdingAPI') diff --git a/src/StardewModdingAPI/Events/EventArgsInput.cs b/src/StardewModdingAPI/Events/EventArgsInput.cs new file mode 100644 index 00000000..1d5e6fde --- /dev/null +++ b/src/StardewModdingAPI/Events/EventArgsInput.cs @@ -0,0 +1,38 @@ +#if SMAPI_2_0 +using System; +using StardewModdingAPI.Utilities; + +namespace StardewModdingAPI.Events +{ + /// Event arguments when a button is pressed or released. + public class EventArgsInput : EventArgs + { + /********* + ** Accessors + *********/ + /// The button on the controller, keyboard, or mouse. + public SButton Button { get; } + + /// The current cursor position. + public ICursorPosition Cursor { get; set; } + + /// Whether the input is considered a 'click' by the game for enabling action. + public bool IsClick { get; } + + + /********* + ** Public methods + *********/ + /// Construct an instance. + /// The button on the controller, keyboard, or mouse. + /// The cursor position. + /// Whether the input is considered a 'click' by the game for enabling action. + public EventArgsInput(SButton button, ICursorPosition cursor, bool isClick) + { + this.Button = button; + this.Cursor = cursor; + this.IsClick = isClick; + } + } +} +#endif diff --git a/src/StardewModdingAPI/Events/InputEvents.cs b/src/StardewModdingAPI/Events/InputEvents.cs new file mode 100644 index 00000000..285487af --- /dev/null +++ b/src/StardewModdingAPI/Events/InputEvents.cs @@ -0,0 +1,45 @@ +#if SMAPI_2_0 +using System; +using StardewModdingAPI.Framework; +using StardewModdingAPI.Utilities; + +namespace StardewModdingAPI.Events +{ + /// Events raised when the player uses a controller, keyboard, or mouse button. + public static class InputEvents + { + /********* + ** Events + *********/ + /// Raised when the player presses a button on the keyboard, controller, or mouse. + public static event EventHandler ButtonPressed; + + /// Raised when the player releases a keyboard key on the keyboard, controller, or mouse. + public static event EventHandler ButtonReleased; + + + /********* + ** Internal methods + *********/ + /// Raise a event. + /// Encapsulates monitoring and logging. + /// The button on the controller, keyboard, or mouse. + /// The cursor position. + /// Whether the input is considered a 'click' by the game for enabling action. + internal static void InvokeButtonPressed(IMonitor monitor, SButton button, ICursorPosition cursor, bool isClick) + { + monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonPressed)}", InputEvents.ButtonPressed?.GetInvocationList(), null, new EventArgsInput(button, cursor, isClick)); + } + + /// Raise a event. + /// Encapsulates monitoring and logging. + /// The button on the controller, keyboard, or mouse. + /// The cursor position. + /// Whether the input is considered a 'click' by the game for enabling action. + internal static void InvokeButtonReleased(IMonitor monitor, SButton button, ICursorPosition cursor, bool isClick) + { + monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonReleased)}", InputEvents.ButtonReleased?.GetInvocationList(), null, new EventArgsInput(button, cursor, isClick)); + } + } +} +#endif \ No newline at end of file diff --git a/src/StardewModdingAPI/Framework/CursorPosition.cs b/src/StardewModdingAPI/Framework/CursorPosition.cs new file mode 100644 index 00000000..4f256da5 --- /dev/null +++ b/src/StardewModdingAPI/Framework/CursorPosition.cs @@ -0,0 +1,37 @@ +#if SMAPI_2_0 +using Microsoft.Xna.Framework; + +namespace StardewModdingAPI.Framework +{ + /// Defines a position on a given map at different reference points. + internal class CursorPosition : ICursorPosition + { + /********* + ** Accessors + *********/ + /// The pixel position relative to the top-left corner of the visible screen. + public Vector2 ScreenPixels { get; } + + /// The tile position under the cursor relative to the top-left corner of the map. + public Vector2 Tile { get; } + + /// The tile position that the game considers under the cursor for purposes of clicking actions. This may be different than if that's too far from the player. + public Vector2 GrabTile { get; } + + + /********* + ** Public methods + *********/ + /// Construct an instance. + /// The pixel position relative to the top-left corner of the visible screen. + /// The tile position relative to the top-left corner of the map. + /// The tile position that the game considers under the cursor for purposes of clicking actions. + public CursorPosition(Vector2 screenPixels, Vector2 tile, Vector2 grabTile) + { + this.ScreenPixels = screenPixels; + this.Tile = tile; + this.GrabTile = grabTile; + } + } +} +#endif diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs index 678dcf3a..f2c5c0c9 100644 --- a/src/StardewModdingAPI/Framework/SGame.cs +++ b/src/StardewModdingAPI/Framework/SGame.cs @@ -10,6 +10,7 @@ using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using StardewModdingAPI.Events; +using StardewModdingAPI.Utilities; using StardewValley; using StardewValley.BellsAndWhistles; using StardewValley.Locations; @@ -59,12 +60,15 @@ namespace StardewModdingAPI.Framework /**** ** Game state ****/ - /// Arrays of pressed controller buttons indexed by . - private Buttons[] PreviousPressedButtons = new Buttons[0]; + /// A record of the buttons pressed as of the previous tick. + private SButton[] PreviousPressedButtons = new SButton[0]; /// A record of the keyboard state (i.e. the up/down state for each button) as of the previous tick. private KeyboardState PreviousKeyState; + /// A record of the controller state (i.e. the up/down state for each button) as of the previous tick. + private GamePadState PreviousControllerState; + /// A record of the mouse state (i.e. the cursor position, scroll amount, and the up/down state for each button) as of the previous tick. private MouseState PreviousMouseState; @@ -351,64 +355,95 @@ namespace StardewModdingAPI.Framework { // get latest state KeyboardState keyState; + GamePadState controllerState; MouseState mouseState; Point mousePosition; try { keyState = Keyboard.GetState(); + controllerState = GamePad.GetState(PlayerIndex.One); mouseState = Mouse.GetState(); mousePosition = new Point(Game1.getMouseX(), Game1.getMouseY()); } catch (InvalidOperationException) // GetState() may crash for some players if window doesn't have focus but game1.IsActive == true { keyState = this.PreviousKeyState; + controllerState = this.PreviousControllerState; mouseState = this.PreviousMouseState; mousePosition = this.PreviousMousePosition; } // analyse state - Keys[] currentlyPressedKeys = keyState.GetPressedKeys(); - Keys[] previousPressedKeys = this.PreviousKeyState.GetPressedKeys(); - Keys[] framePressedKeys = currentlyPressedKeys.Except(previousPressedKeys).ToArray(); - Keys[] frameReleasedKeys = previousPressedKeys.Except(currentlyPressedKeys).ToArray(); - - // raise key pressed - foreach (Keys key in framePressedKeys) - ControlEvents.InvokeKeyPressed(this.Monitor, key); - - // raise key released - foreach (Keys key in frameReleasedKeys) - ControlEvents.InvokeKeyReleased(this.Monitor, key); + SButton[] currentlyPressedKeys = this.GetPressedButtons(keyState, mouseState, controllerState).ToArray(); + SButton[] previousPressedKeys = this.PreviousPressedButtons; + SButton[] framePressedKeys = currentlyPressedKeys.Except(previousPressedKeys).ToArray(); + SButton[] frameReleasedKeys = previousPressedKeys.Except(currentlyPressedKeys).ToArray(); + bool isClick = framePressedKeys.Contains(SButton.MouseLeft) || (framePressedKeys.Contains(SButton.ControllerA) && !currentlyPressedKeys.Contains(SButton.ControllerX)); + + // get cursor position +#if SMAPI_2_0 + ICursorPosition cursor; + { + // cursor position + Vector2 screenPixels = new Vector2(Game1.getMouseX(), Game1.getMouseY()); + Vector2 tile = new Vector2((Game1.viewport.X + screenPixels.X) / Game1.tileSize, (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(); + cursor = new CursorPosition(screenPixels, tile, grabTile); + } +#endif - // raise controller button pressed - foreach (Buttons button in this.GetFramePressedButtons()) + // raise button pressed + foreach (SButton button in framePressedKeys) { - if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger) +#if SMAPI_2_0 + InputEvents.InvokeButtonPressed(this.Monitor, button, cursor, isClick); +#endif + + // legacy events + if (button.TryGetKeyboard(out Keys key)) { - var triggers = GamePad.GetState(PlayerIndex.One).Triggers; - ControlEvents.InvokeTriggerPressed(this.Monitor, button, button == Buttons.LeftTrigger ? triggers.Left : triggers.Right); + if (key != Keys.None) + ControlEvents.InvokeKeyPressed(this.Monitor, key); + } + else if (button.TryGetController(out Buttons controllerButton)) + { + if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger) + ControlEvents.InvokeTriggerPressed(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? controllerState.Triggers.Left : controllerState.Triggers.Right); + else + ControlEvents.InvokeButtonPressed(this.Monitor, controllerButton); } - else - ControlEvents.InvokeButtonPressed(this.Monitor, button); } - // raise controller button released - foreach (Buttons button in this.GetFrameReleasedButtons()) + // raise button released + foreach (SButton button in frameReleasedKeys) { - if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger) +#if SMAPI_2_0 + bool wasClick = + (button == SButton.MouseLeft && previousPressedKeys.Contains(SButton.MouseLeft)) // released left click + || (button == SButton.ControllerA && previousPressedKeys.Contains(SButton.ControllerA) && !previousPressedKeys.Contains(SButton.ControllerX)); + InputEvents.InvokeButtonReleased(this.Monitor, button, cursor, wasClick); +#endif + + // legacy events + if (button.TryGetKeyboard(out Keys key)) { - var triggers = GamePad.GetState(PlayerIndex.One).Triggers; - ControlEvents.InvokeTriggerReleased(this.Monitor, button, button == Buttons.LeftTrigger ? triggers.Left : triggers.Right); + if (key != Keys.None) + ControlEvents.InvokeKeyReleased(this.Monitor, key); + } + else if (button.TryGetController(out Buttons controllerButton)) + { + if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger) + ControlEvents.InvokeTriggerReleased(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? controllerState.Triggers.Left : controllerState.Triggers.Right); + else + ControlEvents.InvokeButtonReleased(this.Monitor, controllerButton); } - else - ControlEvents.InvokeButtonReleased(this.Monitor, button); } - // raise keyboard state changed + // raise legacy state-changed events if (keyState != this.PreviousKeyState) ControlEvents.InvokeKeyboardChanged(this.Monitor, this.PreviousKeyState, keyState); - - // raise mouse state changed if (mouseState != this.PreviousMouseState) ControlEvents.InvokeMouseChanged(this.Monitor, this.PreviousMouseState, mouseState, this.PreviousMousePosition, mousePosition); @@ -416,7 +451,8 @@ namespace StardewModdingAPI.Framework this.PreviousMouseState = mouseState; this.PreviousMousePosition = mousePosition; this.PreviousKeyState = keyState; - this.PreviousPressedButtons = this.GetButtonsDown(); + this.PreviousControllerState = controllerState; + this.PreviousPressedButtons = currentlyPressedKeys; } /********* @@ -1308,120 +1344,66 @@ namespace StardewModdingAPI.Framework this.PreviousSaveID = 0; } - /// Get the controller buttons which are currently pressed. - private Buttons[] GetButtonsDown() + /// Get the buttons pressed in the given stats. + /// The keyboard state. + /// The mouse state. + /// The controller state. + private IEnumerable GetPressedButtons(KeyboardState keyboard, MouseState mouse, GamePadState controller) { - var state = GamePad.GetState(PlayerIndex.One); - var buttons = new List(); - if (state.IsConnected) + // 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) { - if (state.Buttons.A == ButtonState.Pressed) buttons.Add(Buttons.A); - if (state.Buttons.B == ButtonState.Pressed) buttons.Add(Buttons.B); - if (state.Buttons.Back == ButtonState.Pressed) buttons.Add(Buttons.Back); - if (state.Buttons.BigButton == ButtonState.Pressed) buttons.Add(Buttons.BigButton); - if (state.Buttons.LeftShoulder == ButtonState.Pressed) buttons.Add(Buttons.LeftShoulder); - if (state.Buttons.LeftStick == ButtonState.Pressed) buttons.Add(Buttons.LeftStick); - if (state.Buttons.RightShoulder == ButtonState.Pressed) buttons.Add(Buttons.RightShoulder); - if (state.Buttons.RightStick == ButtonState.Pressed) buttons.Add(Buttons.RightStick); - if (state.Buttons.Start == ButtonState.Pressed) buttons.Add(Buttons.Start); - if (state.Buttons.X == ButtonState.Pressed) buttons.Add(Buttons.X); - if (state.Buttons.Y == ButtonState.Pressed) buttons.Add(Buttons.Y); - if (state.DPad.Up == ButtonState.Pressed) buttons.Add(Buttons.DPadUp); - if (state.DPad.Down == ButtonState.Pressed) buttons.Add(Buttons.DPadDown); - if (state.DPad.Left == ButtonState.Pressed) buttons.Add(Buttons.DPadLeft); - if (state.DPad.Right == ButtonState.Pressed) buttons.Add(Buttons.DPadRight); - if (state.Triggers.Left > 0.2f) buttons.Add(Buttons.LeftTrigger); - if (state.Triggers.Right > 0.2f) buttons.Add(Buttons.RightTrigger); + if (controller.Buttons.A == ButtonState.Pressed) + yield return SButton.ControllerA; + if (controller.Buttons.B == ButtonState.Pressed) + yield return SButton.ControllerB; + if (controller.Buttons.Back == ButtonState.Pressed) + yield return SButton.ControllerBack; + if (controller.Buttons.BigButton == ButtonState.Pressed) + yield return SButton.BigButton; + if (controller.Buttons.LeftShoulder == ButtonState.Pressed) + yield return SButton.LeftShoulder; + if (controller.Buttons.LeftStick == ButtonState.Pressed) + yield return SButton.LeftStick; + if (controller.Buttons.RightShoulder == ButtonState.Pressed) + yield return SButton.RightShoulder; + if (controller.Buttons.RightStick == ButtonState.Pressed) + yield return SButton.RightStick; + if (controller.Buttons.Start == ButtonState.Pressed) + yield return SButton.ControllerStart; + if (controller.Buttons.X == ButtonState.Pressed) + yield return SButton.ControllerX; + if (controller.Buttons.Y == ButtonState.Pressed) + yield return SButton.ControllerY; + 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; + if (controller.Triggers.Left > 0.2f) + yield return SButton.LeftTrigger; + if (controller.Triggers.Right > 0.2f) + yield return SButton.RightTrigger; } - return buttons.ToArray(); - } - - /// Get the controller buttons which were pressed after the last update. - private Buttons[] GetFramePressedButtons() - { - var state = GamePad.GetState(PlayerIndex.One); - var buttons = new List(); - if (state.IsConnected) - { - if (this.WasButtonJustPressed(Buttons.A, state.Buttons.A)) buttons.Add(Buttons.A); - if (this.WasButtonJustPressed(Buttons.B, state.Buttons.B)) buttons.Add(Buttons.B); - if (this.WasButtonJustPressed(Buttons.Back, state.Buttons.Back)) buttons.Add(Buttons.Back); - if (this.WasButtonJustPressed(Buttons.BigButton, state.Buttons.BigButton)) buttons.Add(Buttons.BigButton); - if (this.WasButtonJustPressed(Buttons.LeftShoulder, state.Buttons.LeftShoulder)) buttons.Add(Buttons.LeftShoulder); - if (this.WasButtonJustPressed(Buttons.LeftStick, state.Buttons.LeftStick)) buttons.Add(Buttons.LeftStick); - if (this.WasButtonJustPressed(Buttons.RightShoulder, state.Buttons.RightShoulder)) buttons.Add(Buttons.RightShoulder); - if (this.WasButtonJustPressed(Buttons.RightStick, state.Buttons.RightStick)) buttons.Add(Buttons.RightStick); - if (this.WasButtonJustPressed(Buttons.Start, state.Buttons.Start)) buttons.Add(Buttons.Start); - if (this.WasButtonJustPressed(Buttons.X, state.Buttons.X)) buttons.Add(Buttons.X); - if (this.WasButtonJustPressed(Buttons.Y, state.Buttons.Y)) buttons.Add(Buttons.Y); - if (this.WasButtonJustPressed(Buttons.DPadUp, state.DPad.Up)) buttons.Add(Buttons.DPadUp); - if (this.WasButtonJustPressed(Buttons.DPadDown, state.DPad.Down)) buttons.Add(Buttons.DPadDown); - if (this.WasButtonJustPressed(Buttons.DPadLeft, state.DPad.Left)) buttons.Add(Buttons.DPadLeft); - if (this.WasButtonJustPressed(Buttons.DPadRight, state.DPad.Right)) buttons.Add(Buttons.DPadRight); - if (this.WasButtonJustPressed(Buttons.LeftTrigger, state.Triggers.Left)) buttons.Add(Buttons.LeftTrigger); - if (this.WasButtonJustPressed(Buttons.RightTrigger, state.Triggers.Right)) buttons.Add(Buttons.RightTrigger); - } - return buttons.ToArray(); - } - - /// Get the controller buttons which were released after the last update. - private Buttons[] GetFrameReleasedButtons() - { - var state = GamePad.GetState(PlayerIndex.One); - var buttons = new List(); - if (state.IsConnected) - { - if (this.WasButtonJustReleased(Buttons.A, state.Buttons.A)) buttons.Add(Buttons.A); - if (this.WasButtonJustReleased(Buttons.B, state.Buttons.B)) buttons.Add(Buttons.B); - if (this.WasButtonJustReleased(Buttons.Back, state.Buttons.Back)) buttons.Add(Buttons.Back); - if (this.WasButtonJustReleased(Buttons.BigButton, state.Buttons.BigButton)) buttons.Add(Buttons.BigButton); - if (this.WasButtonJustReleased(Buttons.LeftShoulder, state.Buttons.LeftShoulder)) buttons.Add(Buttons.LeftShoulder); - if (this.WasButtonJustReleased(Buttons.LeftStick, state.Buttons.LeftStick)) buttons.Add(Buttons.LeftStick); - if (this.WasButtonJustReleased(Buttons.RightShoulder, state.Buttons.RightShoulder)) buttons.Add(Buttons.RightShoulder); - if (this.WasButtonJustReleased(Buttons.RightStick, state.Buttons.RightStick)) buttons.Add(Buttons.RightStick); - if (this.WasButtonJustReleased(Buttons.Start, state.Buttons.Start)) buttons.Add(Buttons.Start); - if (this.WasButtonJustReleased(Buttons.X, state.Buttons.X)) buttons.Add(Buttons.X); - if (this.WasButtonJustReleased(Buttons.Y, state.Buttons.Y)) buttons.Add(Buttons.Y); - if (this.WasButtonJustReleased(Buttons.DPadUp, state.DPad.Up)) buttons.Add(Buttons.DPadUp); - if (this.WasButtonJustReleased(Buttons.DPadDown, state.DPad.Down)) buttons.Add(Buttons.DPadDown); - if (this.WasButtonJustReleased(Buttons.DPadLeft, state.DPad.Left)) buttons.Add(Buttons.DPadLeft); - if (this.WasButtonJustReleased(Buttons.DPadRight, state.DPad.Right)) buttons.Add(Buttons.DPadRight); - if (this.WasButtonJustReleased(Buttons.LeftTrigger, state.Triggers.Left)) buttons.Add(Buttons.LeftTrigger); - if (this.WasButtonJustReleased(Buttons.RightTrigger, state.Triggers.Right)) buttons.Add(Buttons.RightTrigger); - } - return buttons.ToArray(); - } - - /// Get whether a controller button was pressed since the last check. - /// The controller button to check. - /// The last known state. - private bool WasButtonJustPressed(Buttons button, ButtonState buttonState) - { - return buttonState == ButtonState.Pressed && !this.PreviousPressedButtons.Contains(button); - } - - /// Get whether a controller button was released since the last check. - /// The controller button to check. - /// The last known state. - private bool WasButtonJustReleased(Buttons button, ButtonState buttonState) - { - return buttonState == ButtonState.Released && this.PreviousPressedButtons.Contains(button); - } - - /// Get whether an analogue controller button was pressed since the last check. - /// The controller button to check. - /// The last known value. - private bool WasButtonJustPressed(Buttons button, float value) - { - return this.WasButtonJustPressed(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released); - } - - /// Get whether an analogue controller button was released since the last check. - /// The controller button to check. - /// The last known value. - private bool WasButtonJustReleased(Buttons button, float value) - { - return this.WasButtonJustReleased(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released); } /// Get the player inventory changes between two states. diff --git a/src/StardewModdingAPI/ICursorPosition.cs b/src/StardewModdingAPI/ICursorPosition.cs new file mode 100644 index 00000000..d03cda71 --- /dev/null +++ b/src/StardewModdingAPI/ICursorPosition.cs @@ -0,0 +1,19 @@ +#if SMAPI_2_0 +using Microsoft.Xna.Framework; + +namespace StardewModdingAPI +{ + /// Represents a cursor position in the different coordinate systems. + public interface ICursorPosition + { + /// The pixel position relative to the top-left corner of the visible screen. + Vector2 ScreenPixels { get; } + + /// The tile position under the cursor relative to the top-left corner of the map. + Vector2 Tile { get; } + + /// The tile position that the game considers under the cursor for purposes of clicking actions. This may be different than if that's too far from the player. + Vector2 GrabTile { get; } + } +} +#endif diff --git a/src/StardewModdingAPI/StardewModdingAPI.csproj b/src/StardewModdingAPI/StardewModdingAPI.csproj index bf1c43d1..c442cc8a 100644 --- a/src/StardewModdingAPI/StardewModdingAPI.csproj +++ b/src/StardewModdingAPI/StardewModdingAPI.csproj @@ -93,7 +93,9 @@ + + @@ -207,7 +209,10 @@ + + + diff --git a/src/StardewModdingAPI/Utilities/SButton.cs b/src/StardewModdingAPI/Utilities/SButton.cs new file mode 100644 index 00000000..f4fccfff --- /dev/null +++ b/src/StardewModdingAPI/Utilities/SButton.cs @@ -0,0 +1,659 @@ +using System; +using Microsoft.Xna.Framework.Input; + +namespace StardewModdingAPI.Utilities +{ + /// A unified button constant which includes all controller, keyboard, and mouse buttons. + /// Derived from , , and . +#if SMAPI_2_0 + public +#else + internal +#endif + enum SButton + { + /// No valid key. + None = 0, + + /********* + ** Mouse + *********/ + /// The left mouse button. + MouseLeft = 1000, + + /// The right mouse button. + MouseRight = 1001, + + /// The middle mouse button. + MouseMiddle = 1002, + + /// The first mouse XButton. + MouseX1 = 1003, + + /// The second mouse XButton. + MouseX2 = 1004, + + /********* + ** Controller + *********/ + /// The 'A' button on a controller. + ControllerA = SButtonExtensions.ControllerOffset + Buttons.A, + + /// The 'B' button on a controller. + ControllerB = SButtonExtensions.ControllerOffset + Buttons.B, + + /// The 'X' button on a controller. + ControllerX = SButtonExtensions.ControllerOffset + Buttons.X, + + /// The 'Y' button on a controller. + ControllerY = SButtonExtensions.ControllerOffset + Buttons.Y, + + /// The back button on a controller. + ControllerBack = SButtonExtensions.ControllerOffset + Buttons.Back, + + /// The start button on a controller. + ControllerStart = SButtonExtensions.ControllerOffset + Buttons.Start, + + /// The up button on the directional pad of a controller. + DPadUp = SButtonExtensions.ControllerOffset + Buttons.DPadUp, + + /// The down button on the directional pad of a controller. + DPadDown = SButtonExtensions.ControllerOffset + Buttons.DPadDown, + + /// The left button on the directional pad of a controller. + DPadLeft = SButtonExtensions.ControllerOffset + Buttons.DPadLeft, + + /// The right button on the directional pad of a controller. + DPadRight = SButtonExtensions.ControllerOffset + Buttons.DPadRight, + + /// The left bumper (shoulder) button on a controller. + LeftShoulder = SButtonExtensions.ControllerOffset + Buttons.LeftShoulder, + + /// The right bumper (shoulder) button on a controller. + RightShoulder = SButtonExtensions.ControllerOffset + Buttons.RightShoulder, + + /// The left trigger on a controller. + LeftTrigger = SButtonExtensions.ControllerOffset + Buttons.LeftTrigger, + + /// The right trigger on a controller. + RightTrigger = SButtonExtensions.ControllerOffset + Buttons.RightTrigger, + + /// The left analog stick on a controller (when pressed). + LeftStick = SButtonExtensions.ControllerOffset + Buttons.LeftStick, + + /// The right analog stick on a controller (when pressed). + RightStick = SButtonExtensions.ControllerOffset + Buttons.RightStick, + + /// The 'big button' on a controller. + BigButton = SButtonExtensions.ControllerOffset + Buttons.BigButton, + + /// The left analog stick on a controller (when pushed left). + LeftThumbstickLeft = SButtonExtensions.ControllerOffset + Buttons.LeftThumbstickLeft, + + /// The left analog stick on a controller (when pushed right). + LeftThumbstickRight = SButtonExtensions.ControllerOffset + Buttons.LeftThumbstickRight, + + /// The left analog stick on a controller (when pushed down). + LeftThumbstickDown = SButtonExtensions.ControllerOffset + Buttons.LeftThumbstickDown, + + /// The left analog stick on a controller (when pushed up). + LeftThumbstickUp = SButtonExtensions.ControllerOffset + Buttons.LeftThumbstickUp, + + /// The right analog stick on a controller (when pushed left). + RightThumbstickLeft = SButtonExtensions.ControllerOffset + Buttons.RightThumbstickLeft, + + /// The right analog stick on a controller (when pushed right). + RightThumbstickRight = SButtonExtensions.ControllerOffset + Buttons.RightThumbstickRight, + + /// The right analog stick on a controller (when pushed down). + RightThumbstickDown = SButtonExtensions.ControllerOffset + Buttons.RightThumbstickDown, + + /// The right analog stick on a controller (when pushed up). + RightThumbstickUp = SButtonExtensions.ControllerOffset + Buttons.RightThumbstickUp, + + /********* + ** Keyboard + *********/ + /// The A button on a keyboard. + A = Keys.A, + + /// The Add button on a keyboard. + Add = Keys.Add, + + /// The Applications button on a keyboard. + Apps = Keys.Apps, + + /// The Attn button on a keyboard. + Attn = Keys.Attn, + + /// The B button on a keyboard. + B = Keys.B, + + /// The Backspace button on a keyboard. + Back = Keys.Back, + + /// The Browser Back button on a keyboard in Windows 2000/XP. + BrowserBack = Keys.BrowserBack, + + /// The Browser Favorites button on a keyboard in Windows 2000/XP. + BrowserFavorites = Keys.BrowserFavorites, + + /// The Browser Favorites button on a keyboard in Windows 2000/XP. + BrowserForward = Keys.BrowserForward, + + /// The Browser Home button on a keyboard in Windows 2000/XP. + BrowserHome = Keys.BrowserHome, + + /// The Browser Refresh button on a keyboard in Windows 2000/XP. + BrowserRefresh = Keys.BrowserRefresh, + + /// The Browser Search button on a keyboard in Windows 2000/XP. + BrowserSearch = Keys.BrowserSearch, + + /// The Browser Stop button on a keyboard in Windows 2000/XP. + BrowserStop = Keys.BrowserStop, + + /// The C button on a keyboard. + C = Keys.C, + + /// The Caps Lock button on a keyboard. + CapsLock = Keys.CapsLock, + + /// The Green ChatPad button on a keyboard. + ChatPadGreen = Keys.ChatPadGreen, + + /// The Orange ChatPad button on a keyboard. + ChatPadOrange = Keys.ChatPadOrange, + + /// The CrSel button on a keyboard. + Crsel = Keys.Crsel, + + /// The D button on a keyboard. + D = Keys.D, + + /// A miscellaneous button on a keyboard; can vary by keyboard. + D0 = Keys.D0, + + /// A miscellaneous button on a keyboard; can vary by keyboard. + D1 = Keys.D1, + + /// A miscellaneous button on a keyboard; can vary by keyboard. + D2 = Keys.D2, + + /// A miscellaneous button on a keyboard; can vary by keyboard. + D3 = Keys.D3, + + /// A miscellaneous button on a keyboard; can vary by keyboard. + D4 = Keys.D4, + + /// A miscellaneous button on a keyboard; can vary by keyboard. + D5 = Keys.D5, + + /// A miscellaneous button on a keyboard; can vary by keyboard. + D6 = Keys.D6, + + /// A miscellaneous button on a keyboard; can vary by keyboard. + D7 = Keys.D7, + + /// A miscellaneous button on a keyboard; can vary by keyboard. + D8 = Keys.D8, + + /// A miscellaneous button on a keyboard; can vary by keyboard. + D9 = Keys.D9, + + /// The Decimal button on a keyboard. + Decimal = Keys.Decimal, + + /// The Delete button on a keyboard. + Delete = Keys.Delete, + + /// The Divide button on a keyboard. + Divide = Keys.Divide, + + /// The Down arrow button on a keyboard. + Down = Keys.Down, + + /// The E button on a keyboard. + E = Keys.E, + + /// The End button on a keyboard. + End = Keys.End, + + /// The Enter button on a keyboard. + Enter = Keys.Enter, + + /// The Erase EOF button on a keyboard. + EraseEof = Keys.EraseEof, + + /// The Escape button on a keyboard. + Escape = Keys.Escape, + + /// The Execute button on a keyboard. + Execute = Keys.Execute, + + /// The ExSel button on a keyboard. + Exsel = Keys.Exsel, + + /// The F button on a keyboard. + F = Keys.F, + + /// The F1 button on a keyboard. + F1 = Keys.F1, + + /// The F10 button on a keyboard. + F10 = Keys.F10, + + /// The F11 button on a keyboard. + F11 = Keys.F11, + + /// The F12 button on a keyboard. + F12 = Keys.F12, + + /// The F13 button on a keyboard. + F13 = Keys.F13, + + /// The F14 button on a keyboard. + F14 = Keys.F14, + + /// The F15 button on a keyboard. + F15 = Keys.F15, + + /// The F16 button on a keyboard. + F16 = Keys.F16, + + /// The F17 button on a keyboard. + F17 = Keys.F17, + + /// The F18 button on a keyboard. + F18 = Keys.F18, + + /// The F19 button on a keyboard. + F19 = Keys.F19, + + /// The F2 button on a keyboard. + F2 = Keys.F2, + + /// The F20 button on a keyboard. + F20 = Keys.F20, + + /// The F21 button on a keyboard. + F21 = Keys.F21, + + /// The F22 button on a keyboard. + F22 = Keys.F22, + + /// The F23 button on a keyboard. + F23 = Keys.F23, + + /// The F24 button on a keyboard. + F24 = Keys.F24, + + /// The F3 button on a keyboard. + F3 = Keys.F3, + + /// The F4 button on a keyboard. + F4 = Keys.F4, + + /// The F5 button on a keyboard. + F5 = Keys.F5, + + /// The F6 button on a keyboard. + F6 = Keys.F6, + + /// The F7 button on a keyboard. + F7 = Keys.F7, + + /// The F8 button on a keyboard. + F8 = Keys.F8, + + /// The F9 button on a keyboard. + F9 = Keys.F9, + + /// The G button on a keyboard. + G = Keys.G, + + /// The H button on a keyboard. + H = Keys.H, + + /// The Help button on a keyboard. + Help = Keys.Help, + + /// The Home button on a keyboard. + Home = Keys.Home, + + /// The I button on a keyboard. + I = Keys.I, + + /// The IME Convert button on a keyboard. + ImeConvert = Keys.ImeConvert, + + /// The IME NoConvert button on a keyboard. + ImeNoConvert = Keys.ImeNoConvert, + + /// The INS button on a keyboard. + Insert = Keys.Insert, + + /// The J button on a keyboard. + J = Keys.J, + + /// The K button on a keyboard. + K = Keys.K, + + /// The Kana button on a Japanese keyboard. + Kana = Keys.Kana, + + /// The Kanji button on a Japanese keyboard. + Kanji = Keys.Kanji, + + /// The L button on a keyboard. + L = Keys.L, + + /// The Start Applications 1 button on a keyboard in Windows 2000/XP. + LaunchApplication1 = Keys.LaunchApplication1, + + /// The Start Applications 2 button on a keyboard in Windows 2000/XP. + LaunchApplication2 = Keys.LaunchApplication2, + + /// The Start Mail button on a keyboard in Windows 2000/XP. + LaunchMail = Keys.LaunchMail, + + /// The Left arrow button on a keyboard. + Left = Keys.Left, + + /// The Left Alt button on a keyboard. + LeftAlt = Keys.LeftAlt, + + /// The Left Control button on a keyboard. + LeftControl = Keys.LeftControl, + + /// The Left Shift button on a keyboard. + LeftShift = Keys.LeftShift, + + /// The Left Windows button on a keyboard. + LeftWindows = Keys.LeftWindows, + + /// The M button on a keyboard. + M = Keys.M, + + /// The MediaNextTrack button on a keyboard in Windows 2000/XP. + MediaNextTrack = Keys.MediaNextTrack, + + /// The MediaPlayPause button on a keyboard in Windows 2000/XP. + MediaPlayPause = Keys.MediaPlayPause, + + /// The MediaPreviousTrack button on a keyboard in Windows 2000/XP. + MediaPreviousTrack = Keys.MediaPreviousTrack, + + /// The MediaStop button on a keyboard in Windows 2000/XP. + MediaStop = Keys.MediaStop, + + /// The Multiply button on a keyboard. + Multiply = Keys.Multiply, + + /// The N button on a keyboard. + N = Keys.N, + + /// The Num Lock button on a keyboard. + NumLock = Keys.NumLock, + + /// The Numeric keypad 0 button on a keyboard. + NumPad0 = Keys.NumPad0, + + /// The Numeric keypad 1 button on a keyboard. + NumPad1 = Keys.NumPad1, + + /// The Numeric keypad 2 button on a keyboard. + NumPad2 = Keys.NumPad2, + + /// The Numeric keypad 3 button on a keyboard. + NumPad3 = Keys.NumPad3, + + /// The Numeric keypad 4 button on a keyboard. + NumPad4 = Keys.NumPad4, + + /// The Numeric keypad 5 button on a keyboard. + NumPad5 = Keys.NumPad5, + + /// The Numeric keypad 6 button on a keyboard. + NumPad6 = Keys.NumPad6, + + /// The Numeric keypad 7 button on a keyboard. + NumPad7 = Keys.NumPad7, + + /// The Numeric keypad 8 button on a keyboard. + NumPad8 = Keys.NumPad8, + + /// The Numeric keypad 9 button on a keyboard. + NumPad9 = Keys.NumPad9, + + /// The O button on a keyboard. + O = Keys.O, + + /// A miscellaneous button on a keyboard; can vary by keyboard. + Oem8 = Keys.Oem8, + + /// The OEM Auto button on a keyboard. + OemAuto = Keys.OemAuto, + + /// The OEM Angle Bracket or Backslash button on the RT 102 keyboard in Windows 2000/XP. + OemBackslash = Keys.OemBackslash, + + /// The Clear button on a keyboard. + OemClear = Keys.OemClear, + + /// The OEM Close Bracket button on a US standard keyboard in Windows 2000/XP. + OemCloseBrackets = Keys.OemCloseBrackets, + + /// The ',' button on a keyboard in any country/region in Windows 2000/XP. + OemComma = Keys.OemComma, + + /// The OEM Copy button on a keyboard. + OemCopy = Keys.OemCopy, + + /// The OEM Enlarge Window button on a keyboard. + OemEnlW = Keys.OemEnlW, + + /// The '-' button on a keyboard in any country/region in Windows 2000/XP. + OemMinus = Keys.OemMinus, + + /// The OEM Open Bracket button on a US standard keyboard in Windows 2000/XP. + OemOpenBrackets = Keys.OemOpenBrackets, + + /// The '.' button on a keyboard in any country/region. + OemPeriod = Keys.OemPeriod, + + /// The OEM Pipe button on a US standard keyboard. + OemPipe = Keys.OemPipe, + + /// The '+' button on a keyboard in Windows 2000/XP. + OemPlus = Keys.OemPlus, + + /// The OEM Question Mark button on a US standard keyboard. + OemQuestion = Keys.OemQuestion, + + /// The OEM Single/Double Quote button on a US standard keyboard. + OemQuotes = Keys.OemQuotes, + + /// The OEM Semicolon button on a US standard keyboard. + OemSemicolon = Keys.OemSemicolon, + + /// The OEM Tilde button on a US standard keyboard. + OemTilde = Keys.OemTilde, + + /// The P button on a keyboard. + P = Keys.P, + + /// The PA1 button on a keyboard. + Pa1 = Keys.Pa1, + + /// The Page Down button on a keyboard. + PageDown = Keys.PageDown, + + /// The Page Up button on a keyboard. + PageUp = Keys.PageUp, + + /// The Pause button on a keyboard. + Pause = Keys.Pause, + + /// The Play button on a keyboard. + Play = Keys.Play, + + /// The Print button on a keyboard. + Print = Keys.Print, + + /// The Print Screen button on a keyboard. + PrintScreen = Keys.PrintScreen, + + /// The IME Process button on a keyboard in Windows 95/98/ME/NT 4.0/2000/XP. + ProcessKey = Keys.ProcessKey, + + /// The Q button on a keyboard. + Q = Keys.Q, + + /// The R button on a keyboard. + R = Keys.R, + + /// The Right Arrow button on a keyboard. + Right = Keys.Right, + + /// The Right Alt button on a keyboard. + RightAlt = Keys.RightAlt, + + /// The Right Control button on a keyboard. + RightControl = Keys.RightControl, + + /// The Right Shift button on a keyboard. + RightShift = Keys.RightShift, + + /// The Right Windows button on a keyboard. + RightWindows = Keys.RightWindows, + + /// The S button on a keyboard. + S = Keys.S, + + /// The Scroll Lock button on a keyboard. + Scroll = Keys.Scroll, + + /// The Select button on a keyboard. + Select = Keys.Select, + + /// The Select Media button on a keyboard in Windows 2000/XP. + SelectMedia = Keys.SelectMedia, + + /// The Separator button on a keyboard. + Separator = Keys.Separator, + + /// The Computer Sleep button on a keyboard. + Sleep = Keys.Sleep, + + /// The Space bar on a keyboard. + Space = Keys.Space, + + /// The Subtract button on a keyboard. + Subtract = Keys.Subtract, + + /// The T button on a keyboard. + T = Keys.T, + + /// The Tab button on a keyboard. + Tab = Keys.Tab, + + /// The U button on a keyboard. + U = Keys.U, + + /// The Up Arrow button on a keyboard. + Up = Keys.Up, + + /// The V button on a keyboard. + V = Keys.V, + + /// The Volume Down button on a keyboard in Windows 2000/XP. + VolumeDown = Keys.VolumeDown, + + /// The Volume Mute button on a keyboard in Windows 2000/XP. + VolumeMute = Keys.VolumeMute, + + /// The Volume Up button on a keyboard in Windows 2000/XP. + VolumeUp = Keys.VolumeUp, + + /// The W button on a keyboard. + W = Keys.W, + + /// The X button on a keyboard. + X = Keys.X, + + /// The Y button on a keyboard. + Y = Keys.Y, + + /// The Z button on a keyboard. + Z = Keys.Z, + + /// The Zoom button on a keyboard. + Zoom = Keys.Zoom + } + + /// Provides extension methods for . +#if SMAPI_2_0 + public +#else + internal +#endif + static class SButtonExtensions + { + /********* + ** Accessors + *********/ + /// The offset added to values when converting them to to avoid collisions with values. + internal const int ControllerOffset = 2000; + + + /********* + ** Public methods + *********/ + /// Get the equivalent for the given button. + /// The keyboard button to convert. + internal static SButton ToSButton(this Keys key) + { + return (SButton)key; + } + + /// Get the equivalent for the given button. + /// The controller button to convert. + internal static SButton ToSButton(this Buttons key) + { + return (SButton)(SButtonExtensions.ControllerOffset + key); + } + + /// Get the equivalent for the given button. + /// The button to convert. + /// The keyboard equivalent. + /// Returns whether the value was converted successfully. + public static bool TryGetKeyboard(this SButton input, out Keys key) + { + if (Enum.IsDefined(typeof(Keys), (int)input)) + { + key = (Keys)input; + return true; + } + + key = Keys.None; + return false; + } + + /// Get the equivalent for the given button. + /// The button to convert. + /// The controller equivalent. + /// Returns whether the value was converted successfully. + public static bool TryGetController(this SButton input, out Buttons button) + { + if (Enum.IsDefined(typeof(Keys), (int)input - SButtonExtensions.ControllerOffset)) + { + button = (Buttons)(input - SButtonExtensions.ControllerOffset); + return true; + } + + button = 0; + return false; + } + } +} -- cgit