fix cursor position not updated in edge case

This commit is contained in:
Jesse Plamondon-Willard 2019-01-03 18:44:09 -05:00
parent e627a8a5e5
commit 11c080962b
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GPG Key ID: 7D7C8097B62033CE
2 changed files with 6 additions and 1 deletions

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@ -14,6 +14,7 @@
* Fixed `Constants.SaveFolderName` and `CurrentSavePath` not available during early load stages when using `Specialised.LoadStageChanged` event.
* Fixed `LoadStage.SaveParsed` raised before the parsed save data is available.
* Fixed 'unknown mod' deprecation warnings showing the wrong stack trace.
* Fixed `e.Cursor` in input events showing wrong grab tile when player using a controller moves without moving the viewpoint.
## 2.10.1
Released 30 December 2018 for Stardew Valley 1.3.32.

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@ -20,6 +20,9 @@ namespace StardewModdingAPI.Framework.Input
/// <summary>The cursor position on the screen adjusted for the zoom level.</summary>
private CursorPosition CursorPositionImpl;
/// <summary>The player's last known tile position.</summary>
private Vector2? LastPlayerTile;
/*********
** Accessors
@ -83,13 +86,14 @@ namespace StardewModdingAPI.Framework.Input
MouseState realMouse = Mouse.GetState();
var activeButtons = this.DeriveStatuses(this.ActiveButtons, realKeyboard, realMouse, realController);
Vector2 cursorAbsolutePos = new Vector2(realMouse.X + Game1.viewport.X, realMouse.Y + Game1.viewport.Y);
Vector2? playerTilePos = Context.IsPlayerFree ? Game1.player.getTileLocation() : (Vector2?)null;
// update real states
this.ActiveButtons = activeButtons;
this.RealController = realController;
this.RealKeyboard = realKeyboard;
this.RealMouse = realMouse;
if (this.CursorPositionImpl?.AbsolutePixels != cursorAbsolutePos)
if (cursorAbsolutePos != this.CursorPositionImpl?.AbsolutePixels || playerTilePos != this.LastPlayerTile)
this.CursorPositionImpl = this.GetCursorPosition(realMouse, cursorAbsolutePos);
// update suppressed states