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
|
#nullable disable
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>Construct an instance.</summary>
/// <param name="singleKey">A single-key binding.</param>
public KeybindList(SButton singleKey)
: this(new Keybind(singleKey)) { }
/// <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 = Array.Empty<string>();
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.Distinct().ToArray();
return false;
}
else
{
parsed = new KeybindList(keybinds.ToArray());
errors = Array.Empty<string>();
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 is SButtonState.Pressed or 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();
}
}
}
|