using System.Collections.Generic;
using Microsoft.Xna.Framework.Input;
namespace StardewModdingAPI.Framework.Input
{
/// Manipulates mouse state.
internal class MouseStateBuilder
{
/*********
** Fields
*********/
/// The current button states.
private readonly IDictionary ButtonStates;
/// The X cursor position.
private readonly int X;
/// The Y cursor position.
private readonly int Y;
/// The mouse wheel scroll value.
private readonly int ScrollWheelValue;
/*********
** Public methods
*********/
/// Construct an instance.
/// The initial state.
public MouseStateBuilder(MouseState state)
{
this.ButtonStates = new Dictionary
{
[SButton.MouseLeft] = state.LeftButton,
[SButton.MouseMiddle] = state.MiddleButton,
[SButton.MouseRight] = state.RightButton,
[SButton.MouseX1] = state.XButton1,
[SButton.MouseX2] = state.XButton2
};
this.X = state.X;
this.Y = state.Y;
this.ScrollWheelValue = state.ScrollWheelValue;
}
/// Override the states for a set of buttons.
/// The button state overrides.
public MouseStateBuilder OverrideButtons(IDictionary overrides)
{
foreach (var pair in overrides)
{
bool isDown = pair.Value.IsDown();
if (this.ButtonStates.ContainsKey(pair.Key))
this.ButtonStates[pair.Key] = isDown ? ButtonState.Pressed : ButtonState.Released;
}
return this;
}
/// Construct an equivalent mouse state.
public MouseState ToMouseState()
{
return new MouseState(
x: this.X,
y: this.Y,
scrollWheel: this.ScrollWheelValue,
leftButton: this.ButtonStates[SButton.MouseLeft],
middleButton: this.ButtonStates[SButton.MouseMiddle],
rightButton: this.ButtonStates[SButton.MouseRight],
xButton1: this.ButtonStates[SButton.MouseX1],
xButton2: this.ButtonStates[SButton.MouseX2]
);
}
}
}