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using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Framework;

namespace StardewModdingAPI.Utilities
{
    /// <summary>A single multi-key binding which can be triggered by the player.</summary>
    /// <remarks>NOTE: this is part of <see cref="KeybindList"/>, and usually shouldn't be used directly.</remarks>
    public class Keybind
    {
        /*********
        ** Fields
        *********/
        /// <summary>Get the current input state for a button.</summary>
        [Obsolete("This property should only be used for unit tests.")]
        internal Func<SButton, SButtonState> GetButtonState { get; set; } = SGame.GetInputState;


        /*********
        ** Accessors
        *********/
        /// <summary>The buttons that must be down to activate the keybind.</summary>
        public SButton[] Buttons { get; }

        /// <summary>Whether any keys are bound.</summary>
        public bool IsBound { get; }


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="buttons">The buttons that must be down to activate the keybind.</param>
        public Keybind(params SButton[] buttons)
        {
            this.Buttons = buttons;
            this.IsBound = buttons.Any(p => p != SButton.None);
        }

        /// <summary>Parse a keybind string, if it's valid.</summary>
        /// <param name="input">The keybind string. See remarks on <see cref="ToString"/> for format details.</param>
        /// <param name="parsed">The parsed keybind, if valid.</param>
        /// <param name="errors">The parse errors, if any.</param>
        public static bool TryParse(string input, out Keybind parsed, out string[] errors)
        {
            // empty input
            if (string.IsNullOrWhiteSpace(input))
            {
                parsed = new Keybind(SButton.None);
                errors = new string[0];
                return true;
            }

            // parse buttons
            string[] rawButtons = input.Split('+');
            SButton[] buttons = new SButton[rawButtons.Length];
            List<string> rawErrors = new List<string>();
            for (int i = 0; i < buttons.Length; i++)
            {
                string rawButton = rawButtons[i].Trim();
                if (string.IsNullOrWhiteSpace(rawButton))
                    rawErrors.Add("Invalid empty button value");
                else if (!Enum.TryParse(rawButton, ignoreCase: true, out SButton button))
                {
                    string error = $"Invalid button value '{rawButton}'";

                    switch (rawButton.ToLower())
                    {
                        case "shift":
                            error += $" (did you mean {SButton.LeftShift}?)";
                            break;

                        case "ctrl":
                        case "control":
                            error += $" (did you mean {SButton.LeftControl}?)";
                            break;

                        case "alt":
                            error += $" (did you mean {SButton.LeftAlt}?)";
                            break;
                    }

                    rawErrors.Add(error);
                }
                else
                    buttons[i] = button;
            }

            // build result
            if (rawErrors.Any())
            {
                parsed = null;
                errors = rawErrors.ToArray();
                return false;
            }
            else
            {
                parsed = new Keybind(buttons);
                errors = new string[0];
                return true;
            }
        }

        /// <summary>Get the keybind state relative to the previous tick.</summary>
        public SButtonState GetState()
        {
#pragma warning disable CS0618 // Type or member is obsolete: deliberate call to GetButtonState() for unit tests
            SButtonState[] states = this.Buttons.Select(this.GetButtonState).Distinct().ToArray();
#pragma warning restore CS0618

            // single state
            if (states.Length == 1)
                return states[0];

            // if any key has no state, the whole set wasn't enabled last tick
            if (states.Contains(SButtonState.None))
                return SButtonState.None;

            // mix of held + pressed => pressed
            if (states.All(p => p == SButtonState.Pressed || p == SButtonState.Held))
                return SButtonState.Pressed;

            // mix of held + released => released
            if (states.All(p => p == SButtonState.Held || p == SButtonState.Released))
                return SButtonState.Released;

            // not down last tick or now
            return SButtonState.None;
        }

        /// <summary>Get a string representation of the keybind.</summary>
        /// <remarks>A keybind is serialized to a string like <c>LeftControl + S</c>, where each key is separated with <c>+</c>. The key order is commutative, so <c>LeftControl + S</c> and <c>S + LeftControl</c> are identical.</remarks>
        public override string ToString()
        {
            return this.Buttons.Length > 0
                ? string.Join(" + ", this.Buttons)
                : SButton.None.ToString();
        }
    }
}