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using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework.Input;
namespace StardewModdingAPI.Framework.Input
{
/// <summary>Manages keyboard state.</summary>
internal class KeyboardStateBuilder : IInputStateBuilder<KeyboardStateBuilder, KeyboardState>
{
/*********
** Fields
*********/
/// <summary>The underlying keyboard state.</summary>
private KeyboardState? State;
/// <summary>The pressed buttons.</summary>
private readonly HashSet<Keys> PressedButtons = new HashSet<Keys>();
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="state">The initial state, or <c>null</c> to get the latest state.</param>
public KeyboardStateBuilder(KeyboardState? state = null)
{
this.Reset(state);
}
/// <summary>Reset the tracked state.</summary>
/// <param name="state">The state from which to reset, or <c>null</c> to get the latest state.</param>
public KeyboardStateBuilder Reset(KeyboardState? state = null)
{
this.State = state ??= Keyboard.GetState();
this.PressedButtons.Clear();
foreach (var button in state.Value.GetPressedKeys())
this.PressedButtons.Add(button);
return this;
}
/// <summary>Override the states for a set of buttons.</summary>
/// <param name="overrides">The button state overrides.</param>
public KeyboardStateBuilder OverrideButtons(IDictionary<SButton, SButtonState> overrides)
{
foreach (var pair in overrides)
{
if (pair.Key.TryGetKeyboard(out Keys key))
{
this.State = null;
if (pair.Value.IsDown())
this.PressedButtons.Add(key);
else
this.PressedButtons.Remove(key);
}
}
return this;
}
/// <summary>Get the currently pressed buttons.</summary>
public IEnumerable<SButton> GetPressedButtons()
{
foreach (Keys key in this.PressedButtons)
yield return key.ToSButton();
}
/// <summary>Get the equivalent state.</summary>
public KeyboardState GetState()
{
return
this.State
?? (this.State = new KeyboardState(this.PressedButtons.ToArray())).Value;
}
}
}
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