using System; namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Other { /// A command which logs the keys being pressed for 30 seconds once enabled. internal class TestInputCommand : ConsoleCommand { /********* ** Fields *********/ /// The number of seconds for which to log input. private readonly int LogSeconds = 30; /// When the command should stop printing input, or null if currently disabled. private long? ExpiryTicks; /********* ** Public methods *********/ /// Construct an instance. public TestInputCommand() : base("test_input", "Prints all input to the console for 30 seconds.", mayNeedUpdate: true, mayNeedInput: true) { } /// Handle the command. /// Writes messages to the console and log file. /// The command name. /// The command arguments. public override void Handle(IMonitor monitor, string command, ArgumentParser args) { this.ExpiryTicks = DateTime.UtcNow.Add(TimeSpan.FromSeconds(this.LogSeconds)).Ticks; monitor.Log($"OK, logging all player input for {this.LogSeconds} seconds.", LogLevel.Info); } /// Perform any logic needed on update tick. /// Writes messages to the console and log file. public override void OnUpdated(IMonitor monitor) { // handle expiry if (this.ExpiryTicks == null) return; if (this.ExpiryTicks <= DateTime.UtcNow.Ticks) { monitor.Log("No longer logging input.", LogLevel.Info); this.ExpiryTicks = null; return; } } /// Perform any logic when input is received. /// Writes messages to the console and log file. /// The button that was pressed. public override void OnButtonPressed(IMonitor monitor, SButton button) { if (this.ExpiryTicks != null) monitor.Log($"Pressed {button}", LogLevel.Info); } } }