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using System.Collections.Generic;
using Microsoft.Xna.Framework.Input;
namespace StardewModdingAPI.Framework.Input
{
/// <summary>Manages mouse state.</summary>
internal class MouseStateBuilder : IInputStateBuilder<MouseStateBuilder, MouseState>
{
/*********
** Fields
*********/
/// <summary>The underlying mouse state.</summary>
private MouseState? State;
/// <summary>The current button states.</summary>
private IDictionary<SButton, ButtonState> ButtonStates;
/// <summary>The mouse wheel scroll value.</summary>
private int ScrollWheelValue;
/*********
** Accessors
*********/
/// <summary>The X cursor position.</summary>
public int X { get; private set; }
/// <summary>The Y cursor position.</summary>
public int Y { get; private set; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="state">The initial state, or <c>null</c> to get the latest state.</param>
public MouseStateBuilder(MouseState? 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 MouseStateBuilder Reset(MouseState? state = null)
{
this.State = state ??= Mouse.GetState();
this.ButtonStates = new Dictionary<SButton, ButtonState>
{
[SButton.MouseLeft] = state.Value.LeftButton,
[SButton.MouseMiddle] = state.Value.MiddleButton,
[SButton.MouseRight] = state.Value.RightButton,
[SButton.MouseX1] = state.Value.XButton1,
[SButton.MouseX2] = state.Value.XButton2
};
this.X = state.Value.X;
this.Y = state.Value.Y;
this.ScrollWheelValue = state.Value.ScrollWheelValue;
return this;
}
/// <summary>Override the states for a set of buttons.</summary>
/// <param name="overrides">The button state overrides.</param>
public MouseStateBuilder OverrideButtons(IDictionary<SButton, SButtonState> overrides)
{
foreach (var pair in overrides)
{
if (this.ButtonStates.ContainsKey(pair.Key))
{
this.State = null;
this.ButtonStates[pair.Key] = pair.Value.IsDown() ? ButtonState.Pressed : ButtonState.Released;
}
}
return this;
}
/// <summary>Get the currently pressed buttons.</summary>
public IEnumerable<SButton> GetPressedButtons()
{
foreach (var pair in this.ButtonStates)
{
if (pair.Value == ButtonState.Pressed)
yield return pair.Key;
}
}
/// <summary>Get the equivalent state.</summary>
public MouseState GetState()
{
if (this.State == null)
{
this.State = new MouseState(
x: this.X,
y: this.Y,
scrollWheel: this.ScrollWheelValue,
leftButton: this.ButtonStates[SButton.MouseLeft],
middleButton: this.ButtonStates[SButton.MouseMiddle],
rightButton: this.ButtonStates[SButton.MouseRight],
xButton1: this.ButtonStates[SButton.MouseX1],
xButton2: this.ButtonStates[SButton.MouseX2]
);
}
return this.State.Value;
}
}
}
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