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using System;
using StardewModdingAPI.Framework.Input;
using StardewModdingAPI.Utilities;
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 for the current player instance. That may not be the main player in split-screen mode.</summary>
private readonly Func<SInputState> CurrentInputState;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="modID">The unique ID of the relevant mod.</param>
/// <param name="currentInputState">Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</param>
public InputHelper(string modID, Func<SInputState> currentInputState)
: base(modID)
{
this.CurrentInputState = currentInputState;
}
/// <inheritdoc />
public ICursorPosition GetCursorPosition()
{
return this.CurrentInputState().CursorPosition;
}
/// <inheritdoc />
public bool IsDown(SButton button)
{
return this.CurrentInputState().IsDown(button);
}
/// <inheritdoc />
public bool IsSuppressed(SButton button)
{
return this.CurrentInputState().IsSuppressed(button);
}
/// <inheritdoc />
public void Suppress(SButton button)
{
this.CurrentInputState().OverrideButton(button, setDown: false);
}
/// <inheritdoc />
public void SuppressActiveKeybinds(KeybindList keybindList)
{
foreach (Keybind keybind in keybindList.Keybinds)
{
if (!keybind.GetState().IsDown())
continue;
foreach (SButton button in keybind.Buttons)
this.Suppress(button);
}
}
/// <inheritdoc />
public SButtonState GetState(SButton button)
{
return this.CurrentInputState().GetState(button);
}
}
}
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