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using System;
using StardewModdingAPI.Framework.Input;
namespace StardewModdingAPI.Events
{
/// <summary>Event arguments when a button is released.</summary>
public class ButtonReleasedEventArgs : EventArgs
{
/*********
** Fields
*********/
/// <summary>The game's current input state.</summary>
private readonly SInputState InputState;
/*********
** Accessors
*********/
/// <summary>The button on the controller, keyboard, or mouse.</summary>
public SButton Button { get; }
/// <summary>The current cursor position.</summary>
public ICursorPosition Cursor { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="button">The button on the controller, keyboard, or mouse.</param>
/// <param name="cursor">The cursor position.</param>
/// <param name="inputState">The game's current input state.</param>
internal ButtonReleasedEventArgs(SButton button, ICursorPosition cursor, SInputState inputState)
{
this.Button = button;
this.Cursor = cursor;
this.InputState = inputState;
}
/// <summary>Get whether a mod has indicated the key was already handled, so the game shouldn't handle it.</summary>
public bool IsSuppressed()
{
return this.IsSuppressed(this.Button);
}
/// <summary>Get whether a mod has indicated the key was already handled, so the game shouldn't handle it.</summary>
/// <param name="button">The button to check.</param>
public bool IsSuppressed(SButton button)
{
return this.InputState.IsSuppressed(button);
}
/// <summary>Get whether a given button was pressed or held.</summary>
/// <param name="button">The button to check.</param>
public bool IsDown(SButton button)
{
return this.InputState.IsDown(button);
}
}
}
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