using System; using System.Collections.Generic; using System.Linq; using StardewModdingAPI.Framework.Input; namespace StardewModdingAPI.Events { /// Event arguments when any buttons were pressed or released. public class ButtonsChangedEventArgs : EventArgs { /********* ** Fields *********/ /// The buttons that were pressed, held, or released since the previous tick. private readonly Lazy> ButtonsByState; /********* ** Accessors *********/ /// The current cursor position. public ICursorPosition Cursor { get; } /// The buttons which were pressed since the previous tick. public IEnumerable Pressed => this.ButtonsByState.Value[SButtonState.Pressed]; /// The buttons which were held since the previous tick. public IEnumerable Held => this.ButtonsByState.Value[SButtonState.Held]; /// The buttons which were released since the previous tick. public IEnumerable Released => this.ButtonsByState.Value[SButtonState.Released]; /********* ** Public methods *********/ /// Construct an instance. /// The cursor position. /// The game's current input state. internal ButtonsChangedEventArgs(ICursorPosition cursor, SInputState inputState) { this.Cursor = cursor; this.ButtonsByState = new Lazy>(() => this.GetButtonsByState(inputState)); } /********* ** Private methods *********/ /// Get the buttons that were pressed, held, or released since the previous tick. /// The game's current input state. private Dictionary GetButtonsByState(SInputState inputState) { Dictionary lookup = inputState.ButtonStates .GroupBy(p => p.Value) .ToDictionary(p => p.Key, p => p.Select(p => p.Key).ToArray()); foreach (var state in new[] { SButtonState.Pressed, SButtonState.Held, SButtonState.Released }) { if (!lookup.ContainsKey(state)) lookup[state] = new SButton[0]; } return lookup; } } }