1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
|
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using StardewValley;
#pragma warning disable 809 // obsolete override of non-obsolete method (this is deliberate)
namespace StardewModdingAPI.Framework.Input
{
/// <summary>Manages the game's input state.</summary>
internal sealed class SInputState : InputState
{
/*********
** Accessors
*********/
/// <summary>The cursor position on the screen adjusted for the zoom level.</summary>
private CursorPosition CursorPositionImpl;
/// <summary>The player's last known tile position.</summary>
private Vector2? LastPlayerTile;
/// <summary>The buttons to press until the game next handles input.</summary>
private readonly HashSet<SButton> CustomPressedKeys = new();
/// <summary>The buttons to consider released until the actual button is released.</summary>
private readonly HashSet<SButton> CustomReleasedKeys = new();
/// <summary>Whether there are new overrides in <see cref="CustomPressedKeys"/> or <see cref="CustomReleasedKeys"/> that haven't been applied to the previous state.</summary>
private bool HasNewOverrides;
/*********
** Accessors
*********/
/// <summary>The controller state as of the last update, with overrides applied.</summary>
public GamePadState ControllerState { get; private set; }
/// <summary>The keyboard state as of the last update, with overrides applied.</summary>
public KeyboardState KeyboardState { get; private set; }
/// <summary>The mouse state as of the last update, with overrides applied.</summary>
public MouseState MouseState { get; private set; }
/// <summary>The buttons which were pressed, held, or released as of the last update.</summary>
public IDictionary<SButton, SButtonState> ButtonStates { get; private set; } = new Dictionary<SButton, SButtonState>();
/// <summary>The cursor position on the screen adjusted for the zoom level.</summary>
public ICursorPosition CursorPosition => this.CursorPositionImpl;
/*********
** Public methods
*********/
/// <summary>This method is called by the game, and does nothing since SMAPI will already have updated by that point.</summary>
[Obsolete("This method should only be called by the game itself.")]
public override void Update() { }
/// <summary>Update the current button states for the given tick.</summary>
public void TrueUpdate()
{
// update base state
base.Update();
// update SMAPI extended data
// note: Stardew Valley is *not* in UI mode when this code runs
try
{
float zoomMultiplier = (1f / Game1.options.zoomLevel);
// get real values
var controller = new GamePadStateBuilder(base.GetGamePadState());
var keyboard = new KeyboardStateBuilder(base.GetKeyboardState());
var mouse = new MouseStateBuilder(base.GetMouseState());
Vector2 cursorAbsolutePos = new((mouse.X * zoomMultiplier) + Game1.viewport.X, (mouse.Y * zoomMultiplier) + Game1.viewport.Y);
Vector2? playerTilePos = Context.IsPlayerFree ? Game1.player.getTileLocation() : null;
HashSet<SButton> reallyDown = new HashSet<SButton>(this.GetPressedButtons(keyboard, mouse, controller));
// apply overrides
bool hasOverrides = false;
if (this.CustomPressedKeys.Count > 0 || this.CustomReleasedKeys.Count > 0)
{
// reset overrides that no longer apply
this.CustomPressedKeys.RemoveWhere(key => reallyDown.Contains(key));
this.CustomReleasedKeys.RemoveWhere(key => !reallyDown.Contains(key));
// apply overrides
if (this.ApplyOverrides(this.CustomPressedKeys, this.CustomReleasedKeys, controller, keyboard, mouse))
hasOverrides = true;
// remove pressed keys
this.CustomPressedKeys.Clear();
}
// get button states
var pressedButtons = hasOverrides
? new HashSet<SButton>(this.GetPressedButtons(keyboard, mouse, controller))
: reallyDown;
var activeButtons = this.DeriveStates(this.ButtonStates, pressedButtons);
// update
this.HasNewOverrides = false;
this.ControllerState = controller.GetState();
this.KeyboardState = keyboard.GetState();
this.MouseState = mouse.GetState();
this.ButtonStates = activeButtons;
if (cursorAbsolutePos != this.CursorPositionImpl?.AbsolutePixels || playerTilePos != this.LastPlayerTile)
{
this.LastPlayerTile = playerTilePos;
this.CursorPositionImpl = this.GetCursorPosition(this.MouseState, cursorAbsolutePos, zoomMultiplier);
}
}
catch (InvalidOperationException)
{
// GetState() may crash for some players if window doesn't have focus but game1.IsActive == true
}
}
/// <summary>Get the gamepad state visible to the game.</summary>
public override GamePadState GetGamePadState()
{
return this.ControllerState;
}
/// <summary>Get the keyboard state visible to the game.</summary>
public override KeyboardState GetKeyboardState()
{
return this.KeyboardState;
}
/// <summary>Get the keyboard state visible to the game.</summary>
public override MouseState GetMouseState()
{
return this.MouseState;
}
/// <summary>Override the state for a button.</summary>
/// <param name="button">The button to override.</param>
/// <param name="setDown">Whether to mark it pressed; else mark it released.</param>
public void OverrideButton(SButton button, bool setDown)
{
bool changed = setDown
? this.CustomPressedKeys.Add(button) | this.CustomReleasedKeys.Remove(button)
: this.CustomPressedKeys.Remove(button) | this.CustomReleasedKeys.Add(button);
if (changed)
this.HasNewOverrides = true;
}
/// <summary>Get whether a mod has indicated the key was already handled, so the game shouldn't handle it.</summary>
/// <param name="button">The button to check.</param>
public bool IsSuppressed(SButton button)
{
return this.CustomReleasedKeys.Contains(button);
}
/// <summary>Apply input overrides to the current state.</summary>
public void ApplyOverrides()
{
if (this.HasNewOverrides)
{
var controller = new GamePadStateBuilder(this.ControllerState);
var keyboard = new KeyboardStateBuilder(this.KeyboardState);
var mouse = new MouseStateBuilder(this.MouseState);
if (this.ApplyOverrides(pressed: this.CustomPressedKeys, released: this.CustomReleasedKeys, controller, keyboard, mouse))
{
this.ControllerState = controller.GetState();
this.KeyboardState = keyboard.GetState();
this.MouseState = mouse.GetState();
}
}
}
/// <summary>Get whether a given button was pressed or held.</summary>
/// <param name="button">The button to check.</param>
public bool IsDown(SButton button)
{
return this.GetState(this.ButtonStates, button).IsDown();
}
/// <summary>Get whether any of the given buttons were pressed or held.</summary>
/// <param name="buttons">The buttons to check.</param>
public bool IsAnyDown(InputButton[] buttons)
{
return buttons.Any(button => this.IsDown(button.ToSButton()));
}
/// <summary>Get the state of a button.</summary>
/// <param name="button">The button to check.</param>
public SButtonState GetState(SButton button)
{
return this.GetState(this.ButtonStates, button);
}
/*********
** Private methods
*********/
/// <summary>Get the current cursor position.</summary>
/// <param name="mouseState">The current mouse state.</param>
/// <param name="absolutePixels">The absolute pixel position relative to the map, adjusted for pixel zoom.</param>
/// <param name="zoomMultiplier">The multiplier applied to pixel coordinates to adjust them for pixel zoom.</param>
private CursorPosition GetCursorPosition(MouseState mouseState, Vector2 absolutePixels, float zoomMultiplier)
{
Vector2 screenPixels = new(mouseState.X * zoomMultiplier, mouseState.Y * zoomMultiplier);
Vector2 tile = new((int)((Game1.viewport.X + screenPixels.X) / Game1.tileSize), (int)((Game1.viewport.Y + screenPixels.Y) / Game1.tileSize));
Vector2 grabTile = (Game1.mouseCursorTransparency > 0 && Utility.tileWithinRadiusOfPlayer((int)tile.X, (int)tile.Y, 1, Game1.player)) // derived from Game1.pressActionButton
? tile
: Game1.player.GetGrabTile();
return new CursorPosition(absolutePixels, screenPixels, tile, grabTile);
}
/// <summary>Apply input overrides to the given states.</summary>
/// <param name="pressed">The buttons to mark pressed.</param>
/// <param name="released">The buttons to mark released.</param>
/// <param name="controller">The game's controller state for the current tick.</param>
/// <param name="keyboard">The game's keyboard state for the current tick.</param>
/// <param name="mouse">The game's mouse state for the current tick.</param>
/// <returns>Returns whether any overrides were applied.</returns>
private bool ApplyOverrides(ISet<SButton> pressed, ISet<SButton> released, GamePadStateBuilder controller, KeyboardStateBuilder keyboard, MouseStateBuilder mouse)
{
if (pressed.Count == 0 && released.Count == 0)
return false;
// group keys by type
IDictionary<SButton, SButtonState> keyboardOverrides = new Dictionary<SButton, SButtonState>();
IDictionary<SButton, SButtonState> controllerOverrides = new Dictionary<SButton, SButtonState>();
IDictionary<SButton, SButtonState> mouseOverrides = new Dictionary<SButton, SButtonState>();
foreach (var button in pressed.Concat(released))
{
var newState = this.DeriveState(
oldState: this.GetState(button),
isDown: pressed.Contains(button)
);
if (button is SButton.MouseLeft or SButton.MouseMiddle or SButton.MouseRight or SButton.MouseX1 or SButton.MouseX2)
mouseOverrides[button] = newState;
else if (button.TryGetKeyboard(out Keys _))
keyboardOverrides[button] = newState;
else if (controller.IsConnected && button.TryGetController(out Buttons _))
controllerOverrides[button] = newState;
}
// override states
if (keyboardOverrides.Any())
keyboard.OverrideButtons(keyboardOverrides);
if (controller.IsConnected && controllerOverrides.Any())
controller.OverrideButtons(controllerOverrides);
if (mouseOverrides.Any())
mouse.OverrideButtons(mouseOverrides);
return true;
}
/// <summary>Get the state of all pressed or released buttons relative to their previous state.</summary>
/// <param name="previousStates">The previous button states.</param>
/// <param name="pressedButtons">The currently pressed buttons.</param>
private IDictionary<SButton, SButtonState> DeriveStates(IDictionary<SButton, SButtonState> previousStates, HashSet<SButton> pressedButtons)
{
IDictionary<SButton, SButtonState> activeButtons = new Dictionary<SButton, SButtonState>();
// handle pressed keys
foreach (SButton button in pressedButtons)
activeButtons[button] = this.DeriveState(this.GetState(previousStates, button), isDown: true);
// handle released keys
foreach (KeyValuePair<SButton, SButtonState> prev in previousStates)
{
if (prev.Value.IsDown() && !activeButtons.ContainsKey(prev.Key))
activeButtons[prev.Key] = SButtonState.Released;
}
return activeButtons;
}
/// <summary>Get the state of a button relative to its previous state.</summary>
/// <param name="oldState">The previous button state.</param>
/// <param name="isDown">Whether the button is currently down.</param>
private SButtonState DeriveState(SButtonState oldState, bool isDown)
{
if (isDown && oldState.IsDown())
return SButtonState.Held;
if (isDown)
return SButtonState.Pressed;
return SButtonState.Released;
}
/// <summary>Get the state of a button.</summary>
/// <param name="activeButtons">The current button states to check.</param>
/// <param name="button">The button to check.</param>
private SButtonState GetState(IDictionary<SButton, SButtonState> activeButtons, SButton button)
{
return activeButtons.TryGetValue(button, out SButtonState state)
? state
: SButtonState.None;
}
/// <summary>Get the buttons pressed in the given stats.</summary>
/// <param name="keyboard">The keyboard state.</param>
/// <param name="mouse">The mouse state.</param>
/// <param name="controller">The controller state.</param>
/// <remarks>Thumbstick direction logic derived from <see cref="ButtonCollection"/>.</remarks>
private IEnumerable<SButton> GetPressedButtons(KeyboardStateBuilder keyboard, MouseStateBuilder mouse, GamePadStateBuilder controller)
{
return keyboard
.GetPressedButtons()
.Concat(mouse.GetPressedButtons())
.Concat(controller.GetPressedButtons());
}
}
}
|