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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 readonly IDictionary<SButton, ButtonState> ButtonStates;
/// <summary>The mouse wheel scroll value.</summary>
private readonly int ScrollWheelValue;
/*********
** Accessors
*********/
/// <summary>The X cursor position.</summary>
public int X { get; }
/// <summary>The Y cursor position.</summary>
public int Y { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="state">The initial state.</param>
public MouseStateBuilder(MouseState state)
{
this.State = 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;
}
/// <inheritdoc />
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;
}
/// <inheritdoc />
public IEnumerable<SButton> GetPressedButtons()
{
foreach (var pair in this.ButtonStates)
{
if (pair.Value == ButtonState.Pressed)
yield return pair.Key;
}
}
/// <inheritdoc />
public MouseState GetState()
{
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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