using System; using Microsoft.Xna.Framework.Input; namespace StardewModdingAPI.Events { /// <summary>Event arguments for a <see cref="ControlEvents.KeyboardChanged"/> event.</summary> public class EventArgsKeyboardStateChanged : EventArgs { /********* ** Accessors *********/ /// <summary>The previous keyboard state.</summary> public KeyboardState NewState { get; } /// <summary>The current keyboard state.</summary> public KeyboardState PriorState { get; } /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="priorState">The previous keyboard state.</param> /// <param name="newState">The current keyboard state.</param> public EventArgsKeyboardStateChanged(KeyboardState priorState, KeyboardState newState) { this.PriorState = priorState; this.NewState = newState; } } }