using System;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using StardewModdingAPI.Utilities;
using StardewValley;
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;
}
/// Prevent the game from handling the vurrent button press. This doesn't prevent other mods from receiving the event.
public void SuppressButton()
{
this.SuppressButton(this.Button);
}
/// Prevent the game from handling a button press. This doesn't prevent other mods from receiving the event.
/// The button to suppress.
public void SuppressButton(SButton button)
{
// keyboard
if (this.Button.TryGetKeyboard(out Keys key))
Game1.oldKBState = new KeyboardState(Game1.oldKBState.GetPressedKeys().Except(new[] { key }).ToArray());
// controller
else if (this.Button.TryGetController(out Buttons controllerButton))
{
var newState = GamePad.GetState(PlayerIndex.One);
var thumbsticks = Game1.oldPadState.ThumbSticks;
var triggers = Game1.oldPadState.Triggers;
var buttons = Game1.oldPadState.Buttons;
var dpad = Game1.oldPadState.DPad;
switch (controllerButton)
{
// d-pad
case Buttons.DPadDown:
dpad = new GamePadDPad(dpad.Up, newState.DPad.Down, dpad.Left, dpad.Right);
break;
case Buttons.DPadLeft:
dpad = new GamePadDPad(dpad.Up, dpad.Down, newState.DPad.Left, dpad.Right);
break;
case Buttons.DPadRight:
dpad = new GamePadDPad(dpad.Up, dpad.Down, dpad.Left, newState.DPad.Right);
break;
case Buttons.DPadUp:
dpad = new GamePadDPad(newState.DPad.Up, dpad.Down, dpad.Left, dpad.Right);
break;
// trigger
case Buttons.LeftTrigger:
triggers = new GamePadTriggers(newState.Triggers.Left, triggers.Right);
break;
case Buttons.RightTrigger:
triggers = new GamePadTriggers(triggers.Left, newState.Triggers.Right);
break;
// thumbstick
case Buttons.LeftThumbstickDown:
case Buttons.LeftThumbstickLeft:
case Buttons.LeftThumbstickRight:
case Buttons.LeftThumbstickUp:
thumbsticks = new GamePadThumbSticks(newState.ThumbSticks.Left, thumbsticks.Right);
break;
case Buttons.RightThumbstickDown:
case Buttons.RightThumbstickLeft:
case Buttons.RightThumbstickRight:
case Buttons.RightThumbstickUp:
thumbsticks = new GamePadThumbSticks(newState.ThumbSticks.Right, thumbsticks.Left);
break;
// buttons
default:
var mask =
(buttons.A == ButtonState.Pressed ? Buttons.A : 0)
| (buttons.B == ButtonState.Pressed ? Buttons.B : 0)
| (buttons.Back == ButtonState.Pressed ? Buttons.Back : 0)
| (buttons.BigButton == ButtonState.Pressed ? Buttons.BigButton : 0)
| (buttons.LeftShoulder == ButtonState.Pressed ? Buttons.LeftShoulder : 0)
| (buttons.LeftStick == ButtonState.Pressed ? Buttons.LeftStick : 0)
| (buttons.RightShoulder == ButtonState.Pressed ? Buttons.RightShoulder : 0)
| (buttons.RightStick == ButtonState.Pressed ? Buttons.RightStick : 0)
| (buttons.Start == ButtonState.Pressed ? Buttons.Start : 0)
| (buttons.X == ButtonState.Pressed ? Buttons.X : 0)
| (buttons.Y == ButtonState.Pressed ? Buttons.Y : 0);
mask = mask ^ controllerButton;
buttons = new GamePadButtons(mask);
break;
}
Game1.oldPadState = new GamePadState(thumbsticks, triggers, buttons, dpad);
}
}
}
}