using Microsoft.Xna.Framework;
using StardewValley;
namespace StardewModdingAPI.Framework
{
/// Defines a position on a given map at different reference points.
internal class CursorPosition : ICursorPosition
{
/*********
** Accessors
*********/
///
public Vector2 AbsolutePixels { get; }
///
public Vector2 ScreenPixels { get; }
///
public Vector2 Tile { get; }
///
public Vector2 GrabTile { get; }
/*********
** Public methods
*********/
/// Construct an instance.
/// The pixel position relative to the top-left corner of the in-game map, adjusted for zoom but not UI scaling.
/// The pixel position relative to the top-left corner of the visible screen, adjusted for zoom but not UI scaling.
/// The tile position relative to the top-left corner of the map.
/// The tile position that the game considers under the cursor for purposes of clicking actions.
public CursorPosition(Vector2 absolutePixels, Vector2 screenPixels, Vector2 tile, Vector2 grabTile)
{
this.AbsolutePixels = absolutePixels;
this.ScreenPixels = screenPixels;
this.Tile = tile;
this.GrabTile = grabTile;
}
///
public bool Equals(ICursorPosition? other)
{
return other != null && this.AbsolutePixels == other.AbsolutePixels;
}
///
public Vector2 GetScaledAbsolutePixels()
{
return Game1.uiMode
? Utility.ModifyCoordinatesForUIScale(this.AbsolutePixels)
: this.AbsolutePixels;
}
///
public Vector2 GetScaledScreenPixels()
{
return Game1.uiMode
? Utility.ModifyCoordinatesForUIScale(this.ScreenPixels)
: this.ScreenPixels;
}
}
}