using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; using StardewModdingAPI.Framework; namespace StardewModdingAPI.Events { /// <summary>Events raised when the player uses a controller, keyboard, or mouse.</summary> public static class ControlEvents { /********* ** Events *********/ /// <summary>Raised when the <see cref="KeyboardState"/> changes. That happens when the player presses or releases a key.</summary> public static event EventHandler<EventArgsKeyboardStateChanged> KeyboardChanged; /// <summary>Raised when the player presses a keyboard key.</summary> public static event EventHandler<EventArgsKeyPressed> KeyPressed; /// <summary>Raised when the player releases a keyboard key.</summary> public static event EventHandler<EventArgsKeyPressed> KeyReleased; /// <summary>Raised when the <see cref="MouseState"/> changes. That happens when the player moves the mouse, scrolls the mouse wheel, or presses/releases a button.</summary> public static event EventHandler<EventArgsMouseStateChanged> MouseChanged; /// <summary>The player pressed a controller button. This event isn't raised for trigger buttons.</summary> public static event EventHandler<EventArgsControllerButtonPressed> ControllerButtonPressed; /// <summary>The player released a controller button. This event isn't raised for trigger buttons.</summary> public static event EventHandler<EventArgsControllerButtonReleased> ControllerButtonReleased; /// <summary>The player pressed a controller trigger button.</summary> public static event EventHandler<EventArgsControllerTriggerPressed> ControllerTriggerPressed; /// <summary>The player released a controller trigger button.</summary> public static event EventHandler<EventArgsControllerTriggerReleased> ControllerTriggerReleased; /********* ** Internal methods *********/ /// <summary>Raise a <see cref="KeyboardChanged"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="priorState">The previous keyboard state.</param> /// <param name="newState">The current keyboard state.</param> internal static void InvokeKeyboardChanged(IMonitor monitor, KeyboardState priorState, KeyboardState newState) { monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyboardChanged)}", ControlEvents.KeyboardChanged?.GetInvocationList(), null, new EventArgsKeyboardStateChanged(priorState, newState)); } /// <summary>Raise a <see cref="MouseChanged"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="priorState">The previous mouse state.</param> /// <param name="newState">The current mouse state.</param> /// <param name="priorPosition">The previous mouse position on the screen adjusted for the zoom level.</param> /// <param name="newPosition">The current mouse position on the screen adjusted for the zoom level.</param> internal static void InvokeMouseChanged(IMonitor monitor, MouseState priorState, MouseState newState, Point priorPosition, Point newPosition) { monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.MouseChanged)}", ControlEvents.MouseChanged?.GetInvocationList(), null, new EventArgsMouseStateChanged(priorState, newState, priorPosition, newPosition)); } /// <summary>Raise a <see cref="KeyPressed"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="key">The keyboard button that was pressed.</param> internal static void InvokeKeyPressed(IMonitor monitor, Keys key) { monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyPressed)}", ControlEvents.KeyPressed?.GetInvocationList(), null, new EventArgsKeyPressed(key)); } /// <summary>Raise a <see cref="KeyReleased"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="key">The keyboard button that was released.</param> internal static void InvokeKeyReleased(IMonitor monitor, Keys key) { monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyReleased)}", ControlEvents.KeyReleased?.GetInvocationList(), null, new EventArgsKeyPressed(key)); } /// <summary>Raise a <see cref="ControllerButtonPressed"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="playerIndex">The player who pressed the button.</param> /// <param name="button">The controller button that was pressed.</param> internal static void InvokeButtonPressed(IMonitor monitor, PlayerIndex playerIndex, Buttons button) { monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonPressed)}", ControlEvents.ControllerButtonPressed?.GetInvocationList(), null, new EventArgsControllerButtonPressed(playerIndex, button)); } /// <summary>Raise a <see cref="ControllerButtonReleased"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="playerIndex">The player who released the button.</param> /// <param name="button">The controller button that was released.</param> internal static void InvokeButtonReleased(IMonitor monitor, PlayerIndex playerIndex, Buttons button) { monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonReleased)}", ControlEvents.ControllerButtonReleased?.GetInvocationList(), null, new EventArgsControllerButtonReleased(playerIndex, button)); } /// <summary>Raise a <see cref="ControllerTriggerPressed"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="playerIndex">The player who pressed the trigger button.</param> /// <param name="button">The trigger button that was pressed.</param> /// <param name="value">The current trigger value.</param> internal static void InvokeTriggerPressed(IMonitor monitor, PlayerIndex playerIndex, Buttons button, float value) { monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerPressed)}", ControlEvents.ControllerTriggerPressed?.GetInvocationList(), null, new EventArgsControllerTriggerPressed(playerIndex, button, value)); } /// <summary>Raise a <see cref="ControllerTriggerReleased"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="playerIndex">The player who pressed the trigger button.</param> /// <param name="button">The trigger button that was pressed.</param> /// <param name="value">The current trigger value.</param> internal static void InvokeTriggerReleased(IMonitor monitor, PlayerIndex playerIndex, Buttons button, float value) { monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerReleased)}", ControlEvents.ControllerTriggerReleased?.GetInvocationList(), null, new EventArgsControllerTriggerReleased(playerIndex, button, value)); } } }