using System; using System.Collections.Generic; using System.Linq; namespace StardewModdingAPI.Utilities { /// Manages a separate value for each player in split-screen mode. This can safely be used in non-split-screen mode too, it'll just have a single state in that case. /// The state class. public class PerScreen { /********* ** Fields *********/ /// Create the initial value for a player. private readonly Func CreateNewState; /// The tracked values for each player. private readonly IDictionary States = new Dictionary(); /// The last value for which this instance was updated. private int LastRemovedScreenId; /********* ** Accessors *********/ /// The value for the current player. /// The value is initialized the first time it's requested for that player, unless it's set manually first. public T Value { get { this.RemoveDeadPlayers(); return this.States.TryGetValue(Context.ScreenId, out T state) ? state : this.States[Context.ScreenId] = this.CreateNewState(); } set { this.RemoveDeadPlayers(); this.States[Context.ScreenId] = value; } } /********* ** Public methods *********/ /// Construct an instance. public PerScreen() : this(null) { } /// Construct an instance. /// Create the initial state for a player screen. public PerScreen(Func createNewState) { this.CreateNewState = createNewState ?? (() => default); } /********* ** Private methods *********/ /// Remove players who are no longer have a split-screen index. /// Returns whether any players were removed. private void RemoveDeadPlayers() { if (this.LastRemovedScreenId == Context.LastRemovedScreenId) return; this.LastRemovedScreenId = Context.LastRemovedScreenId; foreach (int id in this.States.Keys.ToArray()) { if (!Context.HasScreenId(id)) this.States.Remove(id); } } } }