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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using StardewModdingAPI.Framework;
namespace StardewModdingAPI.Events
{
/// <summary>Events raised when the player uses a controller, keyboard, or mouse.</summary>
public static class ControlEvents
{
/*********
** Events
*********/
/// <summary>Raised when the <see cref="KeyboardState"/> changes. That happens when the player presses or releases a key.</summary>
public static event EventHandler<EventArgsKeyboardStateChanged> KeyboardChanged;
/// <summary>Raised when the player presses a keyboard key.</summary>
public static event EventHandler<EventArgsKeyPressed> KeyPressed;
/// <summary>Raised when the player releases a keyboard key.</summary>
public static event EventHandler<EventArgsKeyPressed> KeyReleased;
/// <summary>Raised when the <see cref="MouseState"/> changes. That happens when the player moves the mouse, scrolls the mouse wheel, or presses/releases a button.</summary>
public static event EventHandler<EventArgsMouseStateChanged> MouseChanged;
/// <summary>The player pressed a controller button. This event isn't raised for trigger buttons.</summary>
public static event EventHandler<EventArgsControllerButtonPressed> ControllerButtonPressed;
/// <summary>The player released a controller button. This event isn't raised for trigger buttons.</summary>
public static event EventHandler<EventArgsControllerButtonReleased> ControllerButtonReleased;
/// <summary>The player pressed a controller trigger button.</summary>
public static event EventHandler<EventArgsControllerTriggerPressed> ControllerTriggerPressed;
/// <summary>The player released a controller trigger button.</summary>
public static event EventHandler<EventArgsControllerTriggerReleased> ControllerTriggerReleased;
/*********
** Internal methods
*********/
/// <summary>Raise a <see cref="KeyboardChanged"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="priorState">The previous keyboard state.</param>
/// <param name="newState">The current keyboard state.</param>
internal static void InvokeKeyboardChanged(IMonitor monitor, KeyboardState priorState, KeyboardState newState)
{
monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyboardChanged)}", ControlEvents.KeyboardChanged?.GetInvocationList(), null, new EventArgsKeyboardStateChanged(priorState, newState));
}
/// <summary>Raise a <see cref="MouseChanged"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="priorState">The previous mouse state.</param>
/// <param name="newState">The current mouse state.</param>
/// <param name="priorPosition">The previous mouse position on the screen adjusted for the zoom level.</param>
/// <param name="newPosition">The current mouse position on the screen adjusted for the zoom level.</param>
internal static void InvokeMouseChanged(IMonitor monitor, MouseState priorState, MouseState newState, Point priorPosition, Point newPosition)
{
monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.MouseChanged)}", ControlEvents.MouseChanged?.GetInvocationList(), null, new EventArgsMouseStateChanged(priorState, newState, priorPosition, newPosition));
}
/// <summary>Raise a <see cref="KeyPressed"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="key">The keyboard button that was pressed.</param>
internal static void InvokeKeyPressed(IMonitor monitor, Keys key)
{
monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyPressed)}", ControlEvents.KeyPressed?.GetInvocationList(), null, new EventArgsKeyPressed(key));
}
/// <summary>Raise a <see cref="KeyReleased"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="key">The keyboard button that was released.</param>
internal static void InvokeKeyReleased(IMonitor monitor, Keys key)
{
monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.KeyReleased)}", ControlEvents.KeyReleased?.GetInvocationList(), null, new EventArgsKeyPressed(key));
}
/// <summary>Raise a <see cref="ControllerButtonPressed"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="button">The controller button that was pressed.</param>
internal static void InvokeButtonPressed(IMonitor monitor, Buttons button)
{
monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonPressed)}", ControlEvents.ControllerButtonPressed?.GetInvocationList(), null, new EventArgsControllerButtonPressed(PlayerIndex.One, button));
}
/// <summary>Raise a <see cref="ControllerButtonReleased"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="button">The controller button that was released.</param>
internal static void InvokeButtonReleased(IMonitor monitor, Buttons button)
{
monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerButtonReleased)}", ControlEvents.ControllerButtonReleased?.GetInvocationList(), null, new EventArgsControllerButtonReleased(PlayerIndex.One, button));
}
/// <summary>Raise a <see cref="ControllerTriggerPressed"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="button">The trigger button that was pressed.</param>
/// <param name="value">The current trigger value.</param>
internal static void InvokeTriggerPressed(IMonitor monitor, Buttons button, float value)
{
monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerPressed)}", ControlEvents.ControllerTriggerPressed?.GetInvocationList(), null, new EventArgsControllerTriggerPressed(PlayerIndex.One, button, value));
}
/// <summary>Raise a <see cref="ControllerTriggerReleased"/> event.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="button">The trigger button that was pressed.</param>
/// <param name="value">The current trigger value.</param>
internal static void InvokeTriggerReleased(IMonitor monitor, Buttons button, float value)
{
monitor.SafelyRaiseGenericEvent($"{nameof(ControlEvents)}.{nameof(ControlEvents.ControllerTriggerReleased)}", ControlEvents.ControllerTriggerReleased?.GetInvocationList(), null, new EventArgsControllerTriggerReleased(PlayerIndex.One, button, value));
}
}
}
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