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using System;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using StardewValley;
namespace StardewModdingAPI.Events
{
/// <summary>Event arguments when a button is pressed or released.</summary>
public class EventArgsInput : EventArgs
{
/*********
** 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; }
/// <summary>Whether the input is considered a 'click' by the game for enabling action.</summary>
[Obsolete("Use " + nameof(EventArgsInput.IsActionButton) + " or " + nameof(EventArgsInput.IsUseToolButton) + " instead")] // deprecated in SMAPI 2.1
public bool IsClick => this.IsActionButton;
/// <summary>Whether the input should trigger actions on the affected tile.</summary>
public bool IsActionButton { get; }
/// <summary>Whether the input should use tools on the affected tile.</summary>
public bool IsUseToolButton { get; }
/// <summary>Whether a mod has indicated the key was already handled.</summary>
public bool IsSuppressed { get; private set; }
/*********
** 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="isActionButton">Whether the input should trigger actions on the affected tile.</param>
/// <param name="isUseToolButton">Whether the input should use tools on the affected tile.</param>
public EventArgsInput(SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton)
{
this.Button = button;
this.Cursor = cursor;
this.IsActionButton = isActionButton;
this.IsUseToolButton = isUseToolButton;
}
/// <summary>Prevent the game from handling the vurrent button press. This doesn't prevent other mods from receiving the event.</summary>
public void SuppressButton()
{
this.SuppressButton(this.Button);
}
/// <summary>Prevent the game from handling a button press. This doesn't prevent other mods from receiving the event.</summary>
/// <param name="button">The button to suppress.</param>
public void SuppressButton(SButton button)
{
if (button == this.Button)
this.IsSuppressed = true;
// keyboard
if (button.TryGetKeyboard(out Keys key))
Game1.oldKBState = new KeyboardState(Game1.oldKBState.GetPressedKeys().Union(new[] { key }).ToArray());
// controller
else if (button.TryGetController(out Buttons controllerButton))
{
var newState = GamePad.GetState(PlayerIndex.One);
var thumbsticks = Game1.oldPadState.ThumbSticks;
var triggers = Game1.oldPadState.Triggers;
var buttons = Game1.oldPadState.Buttons;
var dpad = Game1.oldPadState.DPad;
switch (controllerButton)
{
// d-pad
case Buttons.DPadDown:
dpad = new GamePadDPad(dpad.Up, newState.DPad.Down, dpad.Left, dpad.Right);
break;
case Buttons.DPadLeft:
dpad = new GamePadDPad(dpad.Up, dpad.Down, newState.DPad.Left, dpad.Right);
break;
case Buttons.DPadRight:
dpad = new GamePadDPad(dpad.Up, dpad.Down, dpad.Left, newState.DPad.Right);
break;
case Buttons.DPadUp:
dpad = new GamePadDPad(newState.DPad.Up, dpad.Down, dpad.Left, dpad.Right);
break;
// trigger
case Buttons.LeftTrigger:
triggers = new GamePadTriggers(newState.Triggers.Left, triggers.Right);
break;
case Buttons.RightTrigger:
triggers = new GamePadTriggers(triggers.Left, newState.Triggers.Right);
break;
// thumbstick
case Buttons.LeftThumbstickDown:
case Buttons.LeftThumbstickLeft:
case Buttons.LeftThumbstickRight:
case Buttons.LeftThumbstickUp:
thumbsticks = new GamePadThumbSticks(newState.ThumbSticks.Left, thumbsticks.Right);
break;
case Buttons.RightThumbstickDown:
case Buttons.RightThumbstickLeft:
case Buttons.RightThumbstickRight:
case Buttons.RightThumbstickUp:
thumbsticks = new GamePadThumbSticks(newState.ThumbSticks.Right, thumbsticks.Left);
break;
// buttons
default:
var mask =
(buttons.A == ButtonState.Pressed ? Buttons.A : 0)
| (buttons.B == ButtonState.Pressed ? Buttons.B : 0)
| (buttons.Back == ButtonState.Pressed ? Buttons.Back : 0)
| (buttons.BigButton == ButtonState.Pressed ? Buttons.BigButton : 0)
| (buttons.LeftShoulder == ButtonState.Pressed ? Buttons.LeftShoulder : 0)
| (buttons.LeftStick == ButtonState.Pressed ? Buttons.LeftStick : 0)
| (buttons.RightShoulder == ButtonState.Pressed ? Buttons.RightShoulder : 0)
| (buttons.RightStick == ButtonState.Pressed ? Buttons.RightStick : 0)
| (buttons.Start == ButtonState.Pressed ? Buttons.Start : 0)
| (buttons.X == ButtonState.Pressed ? Buttons.X : 0)
| (buttons.Y == ButtonState.Pressed ? Buttons.Y : 0);
mask = mask ^ controllerButton;
buttons = new GamePadButtons(mask);
break;
}
Game1.oldPadState = new GamePadState(thumbsticks, triggers, buttons, dpad);
}
// mouse
else if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2)
{
Game1.oldMouseState = new MouseState(
x: Game1.oldMouseState.X,
y: Game1.oldMouseState.Y,
scrollWheel: Game1.oldMouseState.ScrollWheelValue,
leftButton: button == SButton.MouseLeft ? ButtonState.Pressed : Game1.oldMouseState.LeftButton,
middleButton: button == SButton.MouseMiddle ? ButtonState.Pressed : Game1.oldMouseState.MiddleButton,
rightButton: button == SButton.MouseRight ? ButtonState.Pressed : Game1.oldMouseState.RightButton,
xButton1: button == SButton.MouseX1 ? ButtonState.Pressed : Game1.oldMouseState.XButton1,
xButton2: button == SButton.MouseX2 ? ButtonState.Pressed : Game1.oldMouseState.XButton2
);
}
}
}
}
|