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using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Toolkit.Serialization;
namespace StardewModdingAPI.Utilities
{
/// <summary>A set of multi-key bindings which can be triggered by the player.</summary>
public class KeybindList
{
/*********
** Accessors
*********/
/// <summary>The individual keybinds.</summary>
public Keybind[] Keybinds { get; }
/// <summary>Whether any keys are bound.</summary>
public bool IsBound { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="keybinds">The underlying keybinds.</param>
/// <remarks>See <see cref="Parse"/> or <see cref="TryParse"/> to parse it from a string representation. You can also use this type directly in your config or JSON data models, and it'll be parsed by SMAPI.</remarks>
public KeybindList(params Keybind[] keybinds)
{
this.Keybinds = keybinds.Where(p => p.IsBound).ToArray();
this.IsBound = this.Keybinds.Any();
}
/// <summary>Parse a keybind list from a string, and throw an exception if it's not valid.</summary>
/// <param name="input">The keybind string. See remarks on <see cref="ToString"/> for format details.</param>
/// <exception cref="FormatException">The <paramref name="input"/> format is invalid.</exception>
public static KeybindList Parse(string input)
{
return KeybindList.TryParse(input, out KeybindList parsed, out string[] errors)
? parsed
: throw new SParseException($"Can't parse {nameof(Keybind)} from invalid value '{input}'.\n{string.Join("\n", errors)}");
}
/// <summary>Try to parse a keybind list from a string.</summary>
/// <param name="input">The keybind string. See remarks on <see cref="ToString"/> for format details.</param>
/// <param name="parsed">The parsed keybind list, if valid.</param>
/// <param name="errors">The errors that occurred while parsing the input, if any.</param>
public static bool TryParse(string input, out KeybindList parsed, out string[] errors)
{
// empty input
if (string.IsNullOrWhiteSpace(input))
{
parsed = new KeybindList();
errors = new string[0];
return true;
}
// parse buttons
var rawErrors = new List<string>();
var keybinds = new List<Keybind>();
foreach (string rawSet in input.Split(','))
{
if (string.IsNullOrWhiteSpace(rawSet))
continue;
if (!Keybind.TryParse(rawSet, out Keybind keybind, out string[] curErrors))
rawErrors.AddRange(curErrors);
else
keybinds.Add(keybind);
}
// build result
if (rawErrors.Any())
{
parsed = null;
errors = rawErrors.ToArray();
return false;
}
else
{
parsed = new KeybindList(keybinds.ToArray());
errors = new string[0];
return true;
}
}
/// <summary>Get a keybind list for a single keybind.</summary>
/// <param name="buttons">The buttons that must be down to activate the keybind.</param>
public static KeybindList ForSingle(params SButton[] buttons)
{
return new KeybindList(
new Keybind(buttons)
);
}
/// <summary>Get the overall keybind list state relative to the previous tick.</summary>
/// <remarks>States are transitive across keybind. For example, if one keybind is 'released' and another is 'pressed', the state of the keybind list is 'held'.</remarks>
public SButtonState GetState()
{
bool wasPressed = false;
bool isPressed = false;
foreach (Keybind keybind in this.Keybinds)
{
switch (keybind.GetState())
{
case SButtonState.Pressed:
isPressed = true;
break;
case SButtonState.Held:
wasPressed = true;
isPressed = true;
break;
case SButtonState.Released:
wasPressed = true;
break;
}
}
if (wasPressed == isPressed)
{
return wasPressed
? SButtonState.Held
: SButtonState.None;
}
return wasPressed
? SButtonState.Released
: SButtonState.Pressed;
}
/// <summary>Get whether any of the button sets are pressed.</summary>
public bool IsDown()
{
SButtonState state = this.GetState();
return state == SButtonState.Pressed || state == SButtonState.Held;
}
/// <summary>Get whether the input binding was just pressed this tick.</summary>
public bool JustPressed()
{
return this.GetState() == SButtonState.Pressed;
}
/// <summary>Get the keybind which is currently down, if any. If there are multiple keybinds down, the first one is returned.</summary>
public Keybind GetKeybindCurrentlyDown()
{
return this.Keybinds.FirstOrDefault(p => p.GetState().IsDown());
}
/// <summary>Get a string representation of the input binding.</summary>
/// <remarks>A keybind list is serialized to a string like <c>LeftControl + S, LeftAlt + S</c>, where each multi-key binding is separated with <c>,</c> and the keys within each keybind are 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.Keybinds.Length > 0
? string.Join(", ", this.Keybinds.Select(p => p.ToString()))
: SButton.None.ToString();
}
}
}
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