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.GetValueForScreen(Context.ScreenId); set => this.SetValueForScreen(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); } /// Get the value for a given screen ID, creating it if needed. /// The screen ID to check. public T GetValueForScreen(int screenId) { this.RemoveDeadScreens(); return this.States.TryGetValue(screenId, out T state) ? state : this.States[screenId] = this.CreateNewState(); } /// Set the value for a given screen ID. /// The screen ID whose value set. /// The value to set. public void SetValueForScreen(int screenId, T value) { this.RemoveDeadScreens(); this.States[screenId] = value; } /********* ** Private methods *********/ /// Remove screens which are no longer active. private void RemoveDeadScreens() { if (this.LastRemovedScreenId == Context.LastRemovedScreenId) return; this.LastRemovedScreenId = Context.LastRemovedScreenId; foreach (var pair in this.States.ToArray()) { if (!Context.HasScreenId(pair.Key)) this.States.Remove(pair.Key); } } } }