using System; using System.Collections.Generic; using System.Linq; using StardewModdingAPI.Framework.Input; namespace StardewModdingAPI.Events { /// <summary>Event arguments when any buttons were pressed or released.</summary> public class ButtonsChangedEventArgs : EventArgs { /********* ** Fields *********/ /// <summary>The buttons that were pressed, held, or released since the previous tick.</summary> private readonly Lazy<Dictionary<SButtonState, SButton[]>> ButtonsByState; /********* ** Accessors *********/ /// <summary>The current cursor position.</summary> public ICursorPosition Cursor { get; } /// <summary>The buttons which were pressed since the previous tick.</summary> public IEnumerable<SButton> Pressed => this.ButtonsByState.Value[SButtonState.Pressed]; /// <summary>The buttons which were held since the previous tick.</summary> public IEnumerable<SButton> Held => this.ButtonsByState.Value[SButtonState.Held]; /// <summary>The buttons which were released since the previous tick.</summary> public IEnumerable<SButton> Released => this.ButtonsByState.Value[SButtonState.Released]; /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="cursor">The cursor position.</param> /// <param name="inputState">The game's current input state.</param> internal ButtonsChangedEventArgs(ICursorPosition cursor, SInputState inputState) { this.Cursor = cursor; this.ButtonsByState = new Lazy<Dictionary<SButtonState, SButton[]>>(() => this.GetButtonsByState(inputState)); } /********* ** Private methods *********/ /// <summary>Get the buttons that were pressed, held, or released since the previous tick.</summary> /// <param name="inputState">The game's current input state.</param> private Dictionary<SButtonState, SButton[]> GetButtonsByState(SInputState inputState) { Dictionary<SButtonState, SButton[]> 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; } } }