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using StardewModdingAPI.Framework.Input;
namespace StardewModdingAPI.Framework.ModHelpers
{
/// <summary>Provides an API for checking and changing input state.</summary>
internal class InputHelper : BaseHelper, IInputHelper
{
/*********
** Accessors
*********/
/// <summary>Manages the game's input state.</summary>
private readonly SInputState InputState;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="modID">The unique ID of the relevant mod.</param>
/// <param name="inputState">Manages the game's input state.</param>
public InputHelper(string modID, SInputState inputState)
: base(modID)
{
this.InputState = inputState;
}
/// <summary>Get the current cursor position.</summary>
public ICursorPosition GetCursorPosition()
{
return this.InputState.CursorPosition;
}
/// <summary>Get whether a button is currently pressed.</summary>
/// <param name="button">The button.</param>
public bool IsDown(SButton button)
{
return this.InputState.IsDown(button);
}
/// <summary>Get whether a button is currently suppressed, so the game won't see it.</summary>
/// <param name="button">The button.</param>
public bool IsSuppressed(SButton button)
{
return this.InputState.IsSuppressed(button);
}
/// <summary>Prevent the game from handling a button press. This doesn't prevent other mods from receiving the event.</summary>
/// <param name="button">The button to suppress.</param>
public void Suppress(SButton button)
{
this.InputState.OverrideButton(button, setDown: false);
}
/// <summary>Get the state of a button.</summary>
/// <param name="button">The button to check.</param>
public SButtonState GetState(SButton button)
{
return this.InputState.GetState(button);
}
}
}
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