rework input handling to allow sending custom input to the game/mods

That will let Virtual Keyboard on Android work with the future multi-key binding API, and with mods that check input state directly (e.g. Pathoschild/StardewMods#520). It might also be useful as a public API in future versions.
This commit is contained in:
Jesse Plamondon-Willard 2020-03-08 11:45:55 -04:00
parent 1b282f950a
commit 29fdf9ae4a
No known key found for this signature in database
GPG Key ID: CF8B1456B3E29F49
10 changed files with 319 additions and 182 deletions

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@ -8,10 +8,14 @@
* For modders:
* Added support for flipped and rotated map tiles (in collaboration with Platonymous).
* Added support for `.tmx` maps using zlib compression (thanks to Platonymous!).
* Mods are no longer prevented from suppressing key presses in the chatbox. Use this power wisely.
* For the web UI:
* Added option to upload files using a file picker.
* For SMAPI developers:
* Added internal API to send custom input to the game/mods. This is mainly meant to support Virtual Keyboard on Android, but might be exposed as a public API in future versions.
## 3.3.2
Released 22 February 2020 for Stardew Valley 1.4.1 or later.

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@ -37,17 +37,17 @@ namespace StardewModdingAPI.Events
this.InputState = inputState;
}
/// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
/// <summary>Get whether a mod has indicated the key was already handled, so the game shouldn't handle it.</summary>
public bool IsSuppressed()
{
return this.IsSuppressed(this.Button);
}
/// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
/// <summary>Get whether a mod has indicated the key was already handled, so the game shouldn't handle it.</summary>
/// <param name="button">The button to check.</param>
public bool IsSuppressed(SButton button)
{
return this.InputState.SuppressButtons.Contains(button);
return this.InputState.IsSuppressed(button);
}
/// <summary>Get whether a given button was pressed or held.</summary>

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@ -37,17 +37,17 @@ namespace StardewModdingAPI.Events
this.InputState = inputState;
}
/// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
/// <summary>Get whether a mod has indicated the key was already handled, so the game shouldn't handle it.</summary>
public bool IsSuppressed()
{
return this.IsSuppressed(this.Button);
}
/// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
/// <summary>Get whether a mod has indicated the key was already handled, so the game shouldn't handle it.</summary>
/// <param name="button">The button to check.</param>
public bool IsSuppressed(SButton button)
{
return this.InputState.SuppressButtons.Contains(button);
return this.InputState.IsSuppressed(button);
}
/// <summary>Get whether a given button was pressed or held.</summary>

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@ -4,7 +4,7 @@ using Microsoft.Xna.Framework.Input;
namespace StardewModdingAPI.Framework.Input
{
/// <summary>An abstraction for manipulating controller state.</summary>
/// <summary>Manipulates controller state.</summary>
internal class GamePadStateBuilder
{
/*********
@ -30,7 +30,7 @@ namespace StardewModdingAPI.Framework.Input
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="state">The initial controller state.</param>
/// <param name="state">The initial state.</param>
public GamePadStateBuilder(GamePadState state)
{
this.ButtonStates = new Dictionary<SButton, ButtonState>
@ -58,74 +58,64 @@ namespace StardewModdingAPI.Framework.Input
this.RightStickPos = state.ThumbSticks.Right;
}
/// <summary>Mark all matching buttons unpressed.</summary>
/// <param name="buttons">The buttons.</param>
public void SuppressButtons(IEnumerable<SButton> buttons)
/// <summary>Override the states for a set of buttons.</summary>
/// <param name="overrides">The button state overrides.</param>
public GamePadStateBuilder OverrideButtons(IDictionary<SButton, SButtonState> overrides)
{
foreach (SButton button in buttons)
this.SuppressButton(button);
}
/// <summary>Mark a button unpressed.</summary>
/// <param name="button">The button.</param>
public void SuppressButton(SButton button)
foreach (var pair in overrides)
{
switch (button)
bool isDown = pair.Value.IsDown();
switch (pair.Key)
{
// left thumbstick
case SButton.LeftThumbstickUp:
if (this.LeftStickPos.Y > 0)
this.LeftStickPos.Y = 0;
this.LeftStickPos.Y = isDown ? 1 : 0;
break;
case SButton.LeftThumbstickDown:
if (this.LeftStickPos.Y < 0)
this.LeftStickPos.Y = 0;
this.LeftStickPos.Y = isDown ? 1 : 0;
break;
case SButton.LeftThumbstickLeft:
if (this.LeftStickPos.X < 0)
this.LeftStickPos.X = 0;
this.LeftStickPos.X = isDown ? 1 : 0;
break;
case SButton.LeftThumbstickRight:
if (this.LeftStickPos.X > 0)
this.LeftStickPos.X = 0;
this.LeftStickPos.X = isDown ? 1 : 0;
break;
// right thumbstick
case SButton.RightThumbstickUp:
if (this.RightStickPos.Y > 0)
this.RightStickPos.Y = 0;
this.RightStickPos.Y = isDown ? 1 : 0;
break;
case SButton.RightThumbstickDown:
if (this.RightStickPos.Y < 0)
this.RightStickPos.Y = 0;
this.RightStickPos.Y = isDown ? 1 : 0;
break;
case SButton.RightThumbstickLeft:
if (this.RightStickPos.X < 0)
this.RightStickPos.X = 0;
this.RightStickPos.X = isDown ? 1 : 0;
break;
case SButton.RightThumbstickRight:
if (this.RightStickPos.X > 0)
this.RightStickPos.X = 0;
this.RightStickPos.X = isDown ? 1 : 0;
break;
// triggers
case SButton.LeftTrigger:
this.LeftTrigger = 0;
this.LeftTrigger = isDown ? 1 : 0;
break;
case SButton.RightTrigger:
this.RightTrigger = 0;
this.RightTrigger = isDown ? 1 : 0;
break;
// buttons
default:
if (this.ButtonStates.ContainsKey(button))
this.ButtonStates[button] = ButtonState.Released;
if (this.ButtonStates.ContainsKey(pair.Key))
this.ButtonStates[pair.Key] = isDown ? ButtonState.Pressed : ButtonState.Released;
break;
}
}
/// <summary>Construct an equivalent gamepad state.</summary>
public GamePadState ToGamePadState()
return this;
}
/// <summary>Construct an equivalent state.</summary>
public GamePadState ToState()
{
return new GamePadState(
leftThumbStick: this.LeftStickPos,

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@ -0,0 +1,51 @@
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework.Input;
namespace StardewModdingAPI.Framework.Input
{
/// <summary>Manipulates keyboard state.</summary>
internal class KeyboardStateBuilder
{
/*********
** Fields
*********/
/// <summary>The pressed buttons.</summary>
private readonly HashSet<Keys> PressedButtons;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="state">The initial state.</param>
public KeyboardStateBuilder(KeyboardState state)
{
this.PressedButtons = new HashSet<Keys>(state.GetPressedKeys());
}
/// <summary>Override the states for a set of buttons.</summary>
/// <param name="overrides">The button state overrides.</param>
public KeyboardStateBuilder OverrideButtons(IDictionary<SButton, SButtonState> overrides)
{
foreach (var pair in overrides)
{
if (pair.Key.TryGetKeyboard(out Keys key))
{
if (pair.Value.IsDown())
this.PressedButtons.Add(key);
else
this.PressedButtons.Remove(key);
}
}
return this;
}
/// <summary>Build an equivalent state.</summary>
public KeyboardState ToState()
{
return new KeyboardState(this.PressedButtons.ToArray());
}
}
}

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@ -0,0 +1,74 @@
using System.Collections.Generic;
using Microsoft.Xna.Framework.Input;
namespace StardewModdingAPI.Framework.Input
{
/// <summary>Manipulates mouse state.</summary>
internal class MouseStateBuilder
{
/*********
** Fields
*********/
/// <summary>The current button states.</summary>
private readonly IDictionary<SButton, ButtonState> ButtonStates;
/// <summary>The X cursor position.</summary>
private readonly int X;
/// <summary>The Y cursor position.</summary>
private readonly int Y;
/// <summary>The mouse wheel scroll value.</summary>
private readonly int ScrollWheelValue;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="state">The initial state.</param>
public MouseStateBuilder(MouseState state)
{
this.ButtonStates = new Dictionary<SButton, ButtonState>
{
[SButton.MouseLeft] = state.LeftButton,
[SButton.MouseMiddle] = state.MiddleButton,
[SButton.MouseRight] = state.RightButton,
[SButton.MouseX1] = state.XButton1,
[SButton.MouseX2] = state.XButton2
};
this.X = state.X;
this.Y = state.Y;
this.ScrollWheelValue = state.ScrollWheelValue;
}
/// <summary>Override the states for a set of buttons.</summary>
/// <param name="overrides">The button state overrides.</param>
public MouseStateBuilder OverrideButtons(IDictionary<SButton, SButtonState> overrides)
{
foreach (var pair in overrides)
{
bool isDown = pair.Value.IsDown();
if (this.ButtonStates.ContainsKey(pair.Key))
this.ButtonStates[pair.Key] = isDown ? ButtonState.Pressed : ButtonState.Released;
}
return this;
}
/// <summary>Construct an equivalent mouse state.</summary>
public MouseState ToMouseState()
{
return new MouseState(
x: this.X,
y: this.Y,
scrollWheel: this.ScrollWheelValue,
leftButton: this.ButtonStates[SButton.MouseLeft],
middleButton: this.ButtonStates[SButton.MouseMiddle],
rightButton: this.ButtonStates[SButton.MouseRight],
xButton1: this.ButtonStates[SButton.MouseX1],
xButton2: this.ButtonStates[SButton.MouseX2]
);
}
}
}

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@ -23,37 +23,34 @@ namespace StardewModdingAPI.Framework.Input
/// <summary>The player's last known tile position.</summary>
private Vector2? LastPlayerTile;
/// <summary>The buttons to press until the game next handles input.</summary>
private readonly HashSet<SButton> CustomPressedKeys = new HashSet<SButton>();
/// <summary>The buttons to consider released until the actual button is released.</summary>
private readonly HashSet<SButton> CustomReleasedKeys = new HashSet<SButton>();
/// <summary>The buttons which were actually down as of the last update, ignoring overrides.</summary>
private HashSet<SButton> LastRealButtonPresses = new HashSet<SButton>();
/*********
** Accessors
*********/
/// <summary>The controller state as of the last update.</summary>
public GamePadState RealController { get; private set; }
public GamePadState LastController { get; private set; }
/// <summary>The keyboard state as of the last update.</summary>
public KeyboardState RealKeyboard { get; private set; }
public KeyboardState LastKeyboard { get; private set; }
/// <summary>The mouse state as of the last update.</summary>
public MouseState RealMouse { get; private set; }
public MouseState LastMouse { get; private set; }
/// <summary>A derivative of <see cref="RealController"/> which suppresses the buttons in <see cref="SuppressButtons"/>.</summary>
public GamePadState SuppressedController { get; private set; }
/// <summary>A derivative of <see cref="RealKeyboard"/> which suppresses the buttons in <see cref="SuppressButtons"/>.</summary>
public KeyboardState SuppressedKeyboard { get; private set; }
/// <summary>A derivative of <see cref="RealMouse"/> which suppresses the buttons in <see cref="SuppressButtons"/>.</summary>
public MouseState SuppressedMouse { get; private set; }
/// <summary>The buttons which were pressed, held, or released as of the last update.</summary>
public IDictionary<SButton, SButtonState> LastButtonStates { get; private set; } = new Dictionary<SButton, SButtonState>();
/// <summary>The cursor position on the screen adjusted for the zoom level.</summary>
public ICursorPosition CursorPosition => this.CursorPositionImpl;
/// <summary>The buttons which were pressed, held, or released.</summary>
public IDictionary<SButton, SButtonState> ActiveButtons { get; private set; } = new Dictionary<SButton, SButtonState>();
/// <summary>The buttons to suppress when the game next handles input. Each button is suppressed until it's released.</summary>
public HashSet<SButton> SuppressButtons { get; } = new HashSet<SButton>();
/*********
** Public methods
@ -63,14 +60,38 @@ namespace StardewModdingAPI.Framework.Input
{
return new SInputState
{
ActiveButtons = this.ActiveButtons,
RealController = this.RealController,
RealKeyboard = this.RealKeyboard,
RealMouse = this.RealMouse,
LastButtonStates = this.LastButtonStates,
LastController = this.LastController,
LastKeyboard = this.LastKeyboard,
LastMouse = this.LastMouse,
CursorPositionImpl = this.CursorPositionImpl
};
}
/// <summary>Override the state for a button.</summary>
/// <param name="button">The button to override.</param>
/// <param name="setDown">Whether to mark it pressed; else mark it released.</param>
public void OverrideButton(SButton button, bool setDown)
{
if (setDown)
{
this.CustomPressedKeys.Add(button);
this.CustomReleasedKeys.Remove(button);
}
else
{
this.CustomPressedKeys.Remove(button);
this.CustomReleasedKeys.Add(button);
}
}
/// <summary>Get whether a mod has indicated the key was already handled, so the game shouldn't handle it.</summary>
/// <param name="button">The button to check.</param>
public bool IsSuppressed(SButton button)
{
return this.CustomReleasedKeys.Contains(button);
}
/// <summary>This method is called by the game, and does nothing since SMAPI will already have updated by that point.</summary>
[Obsolete("This method should only be called by the game itself.")]
public override void Update() { }
@ -82,28 +103,47 @@ namespace StardewModdingAPI.Framework.Input
{
float zoomMultiplier = (1f / Game1.options.zoomLevel);
// get new states
GamePadState realController = GamePad.GetState(PlayerIndex.One);
KeyboardState realKeyboard = Keyboard.GetState();
MouseState realMouse = Mouse.GetState();
var activeButtons = this.DeriveStates(this.ActiveButtons, realKeyboard, realMouse, realController);
Vector2 cursorAbsolutePos = new Vector2((realMouse.X * zoomMultiplier) + Game1.viewport.X, (realMouse.Y * zoomMultiplier) + Game1.viewport.Y);
// get real values
GamePadState controller = GamePad.GetState(PlayerIndex.One);
KeyboardState keyboard = Keyboard.GetState();
MouseState mouse = Mouse.GetState();
Vector2 cursorAbsolutePos = new Vector2((mouse.X * zoomMultiplier) + Game1.viewport.X, (mouse.Y * zoomMultiplier) + Game1.viewport.Y);
Vector2? playerTilePos = Context.IsPlayerFree ? Game1.player.getTileLocation() : (Vector2?)null;
HashSet<SButton> reallyDown = new HashSet<SButton>(this.GetPressedButtons(keyboard, mouse, controller));
// update real states
this.ActiveButtons = activeButtons;
this.RealController = realController;
this.RealKeyboard = realKeyboard;
this.RealMouse = realMouse;
// apply overrides
bool hasOverrides = false;
if (this.CustomPressedKeys.Count > 0 || this.CustomReleasedKeys.Count > 0)
{
// reset overrides that no longer apply
this.CustomPressedKeys.RemoveWhere(key => reallyDown.Contains(key));
this.CustomReleasedKeys.RemoveWhere(key => !reallyDown.Contains(key));
// apply overrides
if (this.ApplyOverrides(this.CustomPressedKeys, this.CustomReleasedKeys, ref keyboard, ref mouse, ref controller))
hasOverrides = true;
// remove pressed keys
this.CustomPressedKeys.Clear();
}
// get button states
var pressedButtons = hasOverrides
? new HashSet<SButton>(this.GetPressedButtons(keyboard, mouse, controller))
: reallyDown;
var activeButtons = this.DeriveStates(this.LastButtonStates, pressedButtons, keyboard, mouse, controller);
// update
this.LastController = controller;
this.LastKeyboard = keyboard;
this.LastMouse = mouse;
this.LastButtonStates = activeButtons;
this.LastRealButtonPresses = reallyDown;
if (cursorAbsolutePos != this.CursorPositionImpl?.AbsolutePixels || playerTilePos != this.LastPlayerTile)
{
this.LastPlayerTile = playerTilePos;
this.CursorPositionImpl = this.GetCursorPosition(realMouse, cursorAbsolutePos, zoomMultiplier);
this.CursorPositionImpl = this.GetCursorPosition(mouse, cursorAbsolutePos, zoomMultiplier);
}
// update suppressed states
this.SuppressButtons.RemoveWhere(p => !this.GetState(activeButtons, p).IsDown());
this.UpdateSuppression();
}
catch (InvalidOperationException)
{
@ -111,18 +151,18 @@ namespace StardewModdingAPI.Framework.Input
}
}
/// <summary>Apply input suppression to current input.</summary>
public void UpdateSuppression()
/// <summary>Apply input overrides to the current state.</summary>
public void ApplyOverrides()
{
GamePadState suppressedController = this.RealController;
KeyboardState suppressedKeyboard = this.RealKeyboard;
MouseState suppressedMouse = this.RealMouse;
GamePadState newController = this.LastController;
KeyboardState newKeyboard = this.LastKeyboard;
MouseState newMouse = this.LastMouse;
this.SuppressGivenStates(this.ActiveButtons, ref suppressedKeyboard, ref suppressedMouse, ref suppressedController);
this.ApplyOverrides(pressed: this.CustomPressedKeys, released: this.CustomReleasedKeys, ref newKeyboard, ref newMouse, ref newController);
this.SuppressedController = suppressedController;
this.SuppressedKeyboard = suppressedKeyboard;
this.SuppressedMouse = suppressedMouse;
this.LastController = newController;
this.LastKeyboard = newKeyboard;
this.LastMouse = newMouse;
}
/// <summary>Get the gamepad state visible to the game.</summary>
@ -130,36 +170,30 @@ namespace StardewModdingAPI.Framework.Input
public override GamePadState GetGamePadState()
{
if (Game1.options.gamepadMode == Options.GamepadModes.ForceOff)
return base.GetGamePadState();
return new GamePadState();
return this.ShouldSuppressNow()
? this.SuppressedController
: this.RealController;
return this.LastController;
}
/// <summary>Get the keyboard state visible to the game.</summary>
[Obsolete("This method should only be called by the game itself.")]
public override KeyboardState GetKeyboardState()
{
return this.ShouldSuppressNow()
? this.SuppressedKeyboard
: this.RealKeyboard;
return this.LastKeyboard;
}
/// <summary>Get the keyboard state visible to the game.</summary>
[Obsolete("This method should only be called by the game itself.")]
public override MouseState GetMouseState()
{
return this.ShouldSuppressNow()
? this.SuppressedMouse
: this.RealMouse;
return this.LastMouse;
}
/// <summary>Get whether a given button was pressed or held.</summary>
/// <param name="button">The button to check.</param>
public bool IsDown(SButton button)
{
return this.GetState(this.ActiveButtons, button).IsDown();
return this.GetState(this.LastButtonStates, button).IsDown();
}
/// <summary>Get whether any of the given buttons were pressed or held.</summary>
@ -173,7 +207,7 @@ namespace StardewModdingAPI.Framework.Input
/// <param name="button">The button to check.</param>
public SButtonState GetState(SButton button)
{
return this.GetState(this.ActiveButtons, button);
return this.GetState(this.LastButtonStates, button);
}
@ -194,76 +228,60 @@ namespace StardewModdingAPI.Framework.Input
return new CursorPosition(absolutePixels, screenPixels, tile, grabTile);
}
/// <summary>Whether input should be suppressed in the current context.</summary>
private bool ShouldSuppressNow()
{
return Game1.chatBox == null || !Game1.chatBox.isActive();
}
/// <summary>Apply input suppression to the given input states.</summary>
/// <param name="activeButtons">The current button states to check.</param>
/// <summary>Apply input overrides to the given states.</summary>
/// <param name="pressed">The buttons to mark pressed.</param>
/// <param name="released">The buttons to mark released.</param>
/// <param name="keyboardState">The game's keyboard state for the current tick.</param>
/// <param name="mouseState">The game's mouse state for the current tick.</param>
/// <param name="gamePadState">The game's controller state for the current tick.</param>
private void SuppressGivenStates(IDictionary<SButton, SButtonState> activeButtons, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState)
/// <returns>Returns whether any overrides were applied.</returns>
private bool ApplyOverrides(ISet<SButton> pressed, ISet<SButton> released, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState)
{
if (this.SuppressButtons.Count == 0)
return;
if (pressed.Count == 0 && released.Count == 0)
return false;
// gather info
HashSet<Keys> suppressKeys = new HashSet<Keys>();
HashSet<SButton> suppressButtons = new HashSet<SButton>();
HashSet<SButton> suppressMouse = new HashSet<SButton>();
foreach (SButton button in this.SuppressButtons)
// group keys by type
IDictionary<SButton, SButtonState> keyboardOverrides = new Dictionary<SButton, SButtonState>();
IDictionary<SButton, SButtonState> controllerOverrides = new Dictionary<SButton, SButtonState>();
IDictionary<SButton, SButtonState> mouseOverrides = new Dictionary<SButton, SButtonState>();
foreach (var button in pressed.Concat(released))
{
if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2)
suppressMouse.Add(button);
else if (button.TryGetKeyboard(out Keys key))
suppressKeys.Add(key);
else if (gamePadState.IsConnected && button.TryGetController(out Buttons _))
suppressButtons.Add(button);
}
// suppress keyboard keys
if (keyboardState.GetPressedKeys().Any() && suppressKeys.Any())
keyboardState = new KeyboardState(keyboardState.GetPressedKeys().Except(suppressKeys).ToArray());
// suppress controller keys
if (gamePadState.IsConnected && suppressButtons.Any())
{
GamePadStateBuilder builder = new GamePadStateBuilder(gamePadState);
builder.SuppressButtons(suppressButtons);
gamePadState = builder.ToGamePadState();
}
// suppress mouse buttons
if (suppressMouse.Any())
{
mouseState = new MouseState(
x: mouseState.X,
y: mouseState.Y,
scrollWheel: mouseState.ScrollWheelValue,
leftButton: suppressMouse.Contains(SButton.MouseLeft) ? ButtonState.Released : mouseState.LeftButton,
middleButton: suppressMouse.Contains(SButton.MouseMiddle) ? ButtonState.Released : mouseState.MiddleButton,
rightButton: suppressMouse.Contains(SButton.MouseRight) ? ButtonState.Released : mouseState.RightButton,
xButton1: suppressMouse.Contains(SButton.MouseX1) ? ButtonState.Released : mouseState.XButton1,
xButton2: suppressMouse.Contains(SButton.MouseX2) ? ButtonState.Released : mouseState.XButton2
var newState = this.DeriveState(
oldState: this.GetState(button),
isDown: pressed.Contains(button)
);
if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2)
mouseOverrides[button] = newState;
else if (button.TryGetKeyboard(out Keys _))
keyboardOverrides[button] = newState;
else if (gamePadState.IsConnected && button.TryGetController(out Buttons _))
controllerOverrides[button] = newState;
}
// override states
if (keyboardOverrides.Any())
keyboardState = new KeyboardStateBuilder(keyboardState).OverrideButtons(keyboardOverrides).ToState();
if (gamePadState.IsConnected && controllerOverrides.Any())
gamePadState = new GamePadStateBuilder(gamePadState).OverrideButtons(controllerOverrides).ToState();
if (mouseOverrides.Any())
mouseState = new MouseStateBuilder(mouseState).OverrideButtons(mouseOverrides).ToMouseState();
return true;
}
/// <summary>Get the state of all pressed or released buttons relative to their previous state.</summary>
/// <param name="previousStates">The previous button states.</param>
/// <param name="pressedButtons">The currently pressed buttons.</param>
/// <param name="keyboard">The keyboard state.</param>
/// <param name="mouse">The mouse state.</param>
/// <param name="controller">The controller state.</param>
private IDictionary<SButton, SButtonState> DeriveStates(IDictionary<SButton, SButtonState> previousStates, KeyboardState keyboard, MouseState mouse, GamePadState controller)
private IDictionary<SButton, SButtonState> DeriveStates(IDictionary<SButton, SButtonState> previousStates, HashSet<SButton> pressedButtons, KeyboardState keyboard, MouseState mouse, GamePadState controller)
{
IDictionary<SButton, SButtonState> activeButtons = new Dictionary<SButton, SButtonState>();
// handle pressed keys
SButton[] down = this.GetPressedButtons(keyboard, mouse, controller).ToArray();
foreach (SButton button in down)
foreach (SButton button in pressedButtons)
activeButtons[button] = this.DeriveState(this.GetState(previousStates, button), isDown: true);
// handle released keys

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@ -41,14 +41,14 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <param name="button">The button.</param>
public bool IsSuppressed(SButton button)
{
return this.InputState.SuppressButtons.Contains(button);
return this.InputState.IsSuppressed(button);
}
/// <summary>Prevent the game from handling a button press. This doesn't prevent other mods from receiving the event.</summary>
/// <param name="button">The button to suppress.</param>
public void Suppress(SButton button)
{
this.InputState.SuppressButtons.Add(button);
this.InputState.OverrideButton(button, setDown: false);
}
/// <summary>Get the state of a button.</summary>

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@ -653,7 +653,7 @@ namespace StardewModdingAPI.Framework
}
// raise input button events
foreach (var pair in inputState.ActiveButtons)
foreach (var pair in inputState.LastButtonStates)
{
SButton button = pair.Key;
SButtonState status = pair.Value;
@ -824,7 +824,7 @@ namespace StardewModdingAPI.Framework
events.OneSecondUpdateTicking.RaiseEmpty();
try
{
this.Input.UpdateSuppression();
this.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now
SGame.TicksElapsed++;
base.Update(gameTime);
}

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@ -60,7 +60,7 @@ namespace StardewModdingAPI.Framework
{
// init watchers
this.CursorWatcher = WatcherFactory.ForEquatable(() => inputState.CursorPosition);
this.MouseWheelScrollWatcher = WatcherFactory.ForEquatable(() => inputState.RealMouse.ScrollWheelValue);
this.MouseWheelScrollWatcher = WatcherFactory.ForEquatable(() => inputState.LastMouse.ScrollWheelValue);
this.SaveIdWatcher = WatcherFactory.ForEquatable(() => Game1.hasLoadedGame ? Game1.uniqueIDForThisGame : 0);
this.WindowSizeWatcher = WatcherFactory.ForEquatable(() => new Point(Game1.viewport.Width, Game1.viewport.Height));
this.TimeWatcher = WatcherFactory.ForEquatable(() => Game1.timeOfDay);