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using System.Collections.Generic;
using Microsoft.Xna.Framework.Input;
namespace StardewModdingAPI.Framework.Input
{
/// <summary>Manipulates mouse state.</summary>
internal class MouseStateBuilder
{
/*********
** Fields
*********/
/// <summary>The current button states.</summary>
private readonly IDictionary<SButton, ButtonState> ButtonStates;
/// <summary>The X cursor position.</summary>
private readonly int X;
/// <summary>The Y cursor position.</summary>
private readonly int Y;
/// <summary>The mouse wheel scroll value.</summary>
private readonly int ScrollWheelValue;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="state">The initial state.</param>
public MouseStateBuilder(MouseState state)
{
this.ButtonStates = new Dictionary<SButton, ButtonState>
{
[SButton.MouseLeft] = state.LeftButton,
[SButton.MouseMiddle] = state.MiddleButton,
[SButton.MouseRight] = state.RightButton,
[SButton.MouseX1] = state.XButton1,
[SButton.MouseX2] = state.XButton2
};
this.X = state.X;
this.Y = state.Y;
this.ScrollWheelValue = state.ScrollWheelValue;
}
/// <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)
{
bool isDown = pair.Value.IsDown();
if (this.ButtonStates.ContainsKey(pair.Key))
this.ButtonStates[pair.Key] = isDown ? ButtonState.Pressed : ButtonState.Released;
}
return this;
}
/// <summary>Construct an equivalent mouse state.</summary>
public MouseState ToMouseState()
{
return 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]
);
}
}
}
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