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using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Framework.Input;
namespace StardewModdingAPI.Events
{
/// <summary>Event arguments when any buttons were pressed or released.</summary>
public class ButtonsChangedEventArgs : EventArgs
{
/*********
** Fields
*********/
/// <summary>The buttons that were pressed, held, or released since the previous tick.</summary>
private readonly Lazy<Dictionary<SButtonState, SButton[]>> ButtonsByState;
/*********
** Accessors
*********/
/// <summary>The current cursor position.</summary>
public ICursorPosition Cursor { get; }
/// <summary>The buttons which were pressed since the previous tick.</summary>
public IEnumerable<SButton> Pressed => this.ButtonsByState.Value[SButtonState.Pressed];
/// <summary>The buttons which were held since the previous tick.</summary>
public IEnumerable<SButton> Held => this.ButtonsByState.Value[SButtonState.Held];
/// <summary>The buttons which were released since the previous tick.</summary>
public IEnumerable<SButton> Released => this.ButtonsByState.Value[SButtonState.Released];
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="cursor">The cursor position.</param>
/// <param name="inputState">The game's current input state.</param>
internal ButtonsChangedEventArgs(ICursorPosition cursor, SInputState inputState)
{
this.Cursor = cursor;
this.ButtonsByState = new Lazy<Dictionary<SButtonState, SButton[]>>(() => this.GetButtonsByState(inputState));
}
/*********
** Private methods
*********/
/// <summary>Get the buttons that were pressed, held, or released since the previous tick.</summary>
/// <param name="inputState">The game's current input state.</param>
private Dictionary<SButtonState, SButton[]> GetButtonsByState(SInputState inputState)
{
Dictionary<SButtonState, SButton[]> lookup = inputState.ButtonStates
.GroupBy(p => p.Value)
.ToDictionary(p => p.Key, p => p.Select(p => p.Key).ToArray());
foreach (var state in new[] { SButtonState.Pressed, SButtonState.Held, SButtonState.Released })
{
if (!lookup.ContainsKey(state))
lookup[state] = Array.Empty<SButton>();
}
return lookup;
}
}
}
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