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using System;
using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.Events
{
/// <summary>Events raised when the player provides input using a controller, keyboard, or mouse.</summary>
internal class ModInputEvents : ModEventsBase, IInputEvents
{
/*********
** Accessors
*********/
/// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary>
public event EventHandler<ButtonPressedEventArgs> ButtonPressed
{
add => this.EventManager.ButtonPressed.Add(value, this.Mod);
remove => this.EventManager.ButtonPressed.Remove(value);
}
/// <summary>Raised after the player releases a button on the keyboard, controller, or mouse.</summary>
public event EventHandler<ButtonReleasedEventArgs> ButtonReleased
{
add => this.EventManager.ButtonReleased.Add(value, this.Mod);
remove => this.EventManager.ButtonReleased.Remove(value);
}
/// <summary>Raised after the player moves the in-game cursor.</summary>
public event EventHandler<CursorMovedEventArgs> CursorMoved
{
add => this.EventManager.CursorMoved.Add(value, this.Mod);
remove => this.EventManager.CursorMoved.Remove(value);
}
/// <summary>Raised after the player scrolls the mouse wheel.</summary>
public event EventHandler<MouseWheelScrolledEventArgs> MouseWheelScrolled
{
add => this.EventManager.MouseWheelScrolled.Add(value, this.Mod);
remove => this.EventManager.MouseWheelScrolled.Remove(value);
}
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="mod">The mod which uses this instance.</param>
/// <param name="eventManager">The underlying event manager.</param>
internal ModInputEvents(IModMetadata mod, EventManager eventManager)
: base(mod, eventManager) { }
}
}
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