using System; using StardewModdingAPI.Framework.Input; namespace StardewModdingAPI.Events { /// <summary>Event arguments when a button is released.</summary> public class InputButtonReleasedEventArgs : EventArgs { /********* ** Properties *********/ /// <summary>The game's current input state.</summary> private readonly SInputState InputState; /********* ** Accessors *********/ /// <summary>The button on the controller, keyboard, or mouse.</summary> public SButton Button { get; } /// <summary>The current cursor position.</summary> public ICursorPosition Cursor { get; } /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="button">The button on the controller, keyboard, or mouse.</param> /// <param name="cursor">The cursor position.</param> /// <param name="inputState">The game's current input state.</param> internal InputButtonReleasedEventArgs(SButton button, ICursorPosition cursor, SInputState inputState) { this.Button = button; this.Cursor = cursor; this.InputState = inputState; } /// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary> public bool IsSuppressed() { return this.IsSuppressed(this.Button); } /// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary> /// <param name="button">The button to check.</param> public bool IsSuppressed(SButton button) { return this.InputState.SuppressButtons.Contains(button); } /// <summary>Get whether a given button was pressed or held.</summary> /// <param name="button">The button to check.</param> public bool IsDown(SButton button) { return this.InputState.IsDown(button); } } }