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using System;
namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Other
{
/// <summary>A command which logs the keys being pressed for 30 seconds once enabled.</summary>
internal class TestInputCommand : ConsoleCommand
{
/*********
** Fields
*********/
/// <summary>The number of seconds for which to log input.</summary>
private readonly int LogSeconds = 30;
/// <summary>When the command should stop printing input, or <c>null</c> if currently disabled.</summary>
private long? ExpiryTicks;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
public TestInputCommand()
: base("test_input", "Prints all input to the console for 30 seconds.", mayNeedUpdate: true, mayNeedInput: true) { }
/// <summary>Handle the command.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
/// <param name="command">The command name.</param>
/// <param name="args">The command arguments.</param>
public override void Handle(IMonitor monitor, string command, ArgumentParser args)
{
this.ExpiryTicks = DateTime.UtcNow.Add(TimeSpan.FromSeconds(this.LogSeconds)).Ticks;
monitor.Log($"OK, logging all player input for {this.LogSeconds} seconds.", LogLevel.Info);
}
/// <summary>Perform any logic needed on update tick.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
public override void OnUpdated(IMonitor monitor)
{
// handle expiry
if (this.ExpiryTicks == null)
return;
if (this.ExpiryTicks <= DateTime.UtcNow.Ticks)
{
monitor.Log("No longer logging input.", LogLevel.Info);
this.ExpiryTicks = null;
return;
}
}
/// <summary>Perform any logic when input is received.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
/// <param name="button">The button that was pressed.</param>
public override void OnButtonPressed(IMonitor monitor, SButton button)
{
if (this.ExpiryTicks != null)
monitor.Log($"Pressed {button}", LogLevel.Info);
}
}
}
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