rewrite input suppression (#453)

This lets SMAPI intercept all input using the new Game1.hooks in SDV 1.3.0.32. However, intercepting mouse clicks needs a few more changes in the game code.
This commit is contained in:
Jesse Plamondon-Willard 2018-04-22 19:59:03 -04:00
parent 902814d308
commit 5e7eaf9f75
7 changed files with 359 additions and 116 deletions

View File

@ -22,7 +22,8 @@
* Added prerelease versions to the mod update-check API response where available (GitHub only).
* Added support for beta releases on the home page.
* Split mod DB out of `StardewModdingAPI.config.json`, so we can load config earlier and reduce unnecessary memory usage later.
* Overhauled world/player state tracking:
* Rewrote input suppression using new SDV 1.3 APIs.
* Rewrote world/player state tracking:
* much more efficient than previous method;
* uses net field events where available;
* lays groundwork for tracking events for multiple players.

View File

@ -1,14 +1,18 @@
using System;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using StardewValley;
using System.Collections.Generic;
namespace StardewModdingAPI.Events
{
/// <summary>Event arguments when a button is pressed or released.</summary>
public class EventArgsInput : EventArgs
{
/*********
** Properties
*********/
/// <summary>The buttons to suppress.</summary>
private readonly HashSet<SButton> SuppressButtons;
/*********
** Accessors
*********/
@ -25,7 +29,7 @@ namespace StardewModdingAPI.Events
public bool IsUseToolButton { get; }
/// <summary>Whether a mod has indicated the key was already handled.</summary>
public bool IsSuppressed { get; private set; }
public bool IsSuppressed => this.SuppressButtons.Contains(this.Button);
/*********
@ -36,12 +40,14 @@ namespace StardewModdingAPI.Events
/// <param name="cursor">The cursor position.</param>
/// <param name="isActionButton">Whether the input should trigger actions on the affected tile.</param>
/// <param name="isUseToolButton">Whether the input should use tools on the affected tile.</param>
public EventArgsInput(SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton)
/// <param name="suppressButtons">The buttons to suppress.</param>
public EventArgsInput(SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton, HashSet<SButton> suppressButtons)
{
this.Button = button;
this.Cursor = cursor;
this.IsActionButton = isActionButton;
this.IsUseToolButton = isUseToolButton;
this.SuppressButtons = suppressButtons;
}
/// <summary>Prevent the game from handling the current button press. This doesn't prevent other mods from receiving the event.</summary>
@ -54,96 +60,7 @@ namespace StardewModdingAPI.Events
/// <param name="button">The button to suppress.</param>
public void SuppressButton(SButton button)
{
if (button == this.Button)
this.IsSuppressed = true;
// keyboard
if (button.TryGetKeyboard(out Keys key))
Game1.oldKBState = new KeyboardState(Game1.oldKBState.GetPressedKeys().Union(new[] { key }).ToArray());
// controller
else if (button.TryGetController(out Buttons controllerButton))
{
var newState = GamePad.GetState(PlayerIndex.One);
var thumbsticks = Game1.oldPadState.ThumbSticks;
var triggers = Game1.oldPadState.Triggers;
var buttons = Game1.oldPadState.Buttons;
var dpad = Game1.oldPadState.DPad;
switch (controllerButton)
{
// d-pad
case Buttons.DPadDown:
dpad = new GamePadDPad(dpad.Up, newState.DPad.Down, dpad.Left, dpad.Right);
break;
case Buttons.DPadLeft:
dpad = new GamePadDPad(dpad.Up, dpad.Down, newState.DPad.Left, dpad.Right);
break;
case Buttons.DPadRight:
dpad = new GamePadDPad(dpad.Up, dpad.Down, dpad.Left, newState.DPad.Right);
break;
case Buttons.DPadUp:
dpad = new GamePadDPad(newState.DPad.Up, dpad.Down, dpad.Left, dpad.Right);
break;
// trigger
case Buttons.LeftTrigger:
triggers = new GamePadTriggers(newState.Triggers.Left, triggers.Right);
break;
case Buttons.RightTrigger:
triggers = new GamePadTriggers(triggers.Left, newState.Triggers.Right);
break;
// thumbstick
case Buttons.LeftThumbstickDown:
case Buttons.LeftThumbstickLeft:
case Buttons.LeftThumbstickRight:
case Buttons.LeftThumbstickUp:
thumbsticks = new GamePadThumbSticks(newState.ThumbSticks.Left, thumbsticks.Right);
break;
case Buttons.RightThumbstickDown:
case Buttons.RightThumbstickLeft:
case Buttons.RightThumbstickRight:
case Buttons.RightThumbstickUp:
thumbsticks = new GamePadThumbSticks(newState.ThumbSticks.Right, thumbsticks.Left);
break;
// buttons
default:
var mask =
(buttons.A == ButtonState.Pressed ? Buttons.A : 0)
| (buttons.B == ButtonState.Pressed ? Buttons.B : 0)
| (buttons.Back == ButtonState.Pressed ? Buttons.Back : 0)
| (buttons.BigButton == ButtonState.Pressed ? Buttons.BigButton : 0)
| (buttons.LeftShoulder == ButtonState.Pressed ? Buttons.LeftShoulder : 0)
| (buttons.LeftStick == ButtonState.Pressed ? Buttons.LeftStick : 0)
| (buttons.RightShoulder == ButtonState.Pressed ? Buttons.RightShoulder : 0)
| (buttons.RightStick == ButtonState.Pressed ? Buttons.RightStick : 0)
| (buttons.Start == ButtonState.Pressed ? Buttons.Start : 0)
| (buttons.X == ButtonState.Pressed ? Buttons.X : 0)
| (buttons.Y == ButtonState.Pressed ? Buttons.Y : 0);
mask = mask ^ controllerButton;
buttons = new GamePadButtons(mask);
break;
}
Game1.oldPadState = new GamePadState(thumbsticks, triggers, buttons, dpad);
}
// mouse
else if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2)
{
Game1.oldMouseState = new MouseState(
x: Game1.oldMouseState.X,
y: Game1.oldMouseState.Y,
scrollWheel: Game1.oldMouseState.ScrollWheelValue,
leftButton: button == SButton.MouseLeft ? ButtonState.Pressed : Game1.oldMouseState.LeftButton,
middleButton: button == SButton.MouseMiddle ? ButtonState.Pressed : Game1.oldMouseState.MiddleButton,
rightButton: button == SButton.MouseRight ? ButtonState.Pressed : Game1.oldMouseState.RightButton,
xButton1: button == SButton.MouseX1 ? ButtonState.Pressed : Game1.oldMouseState.XButton1,
xButton2: button == SButton.MouseX2 ? ButtonState.Pressed : Game1.oldMouseState.XButton2
);
}
this.SuppressButtons.Add(button);
}
}
}

View File

@ -0,0 +1,153 @@
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace StardewModdingAPI.Framework.Input
{
/// <summary>An abstraction for manipulating controller state.</summary>
internal class GamePadStateBuilder
{
/*********
** Properties
*********/
/// <summary>The current button states.</summary>
private readonly IDictionary<SButton, ButtonState> ButtonStates;
/// <summary>The left trigger value.</summary>
private float LeftTrigger;
/// <summary>The right trigger value.</summary>
private float RightTrigger;
/// <summary>The left thumbstick position.</summary>
private Vector2 LeftStickPos;
/// <summary>The left thumbstick position.</summary>
private Vector2 RightStickPos;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="state">The initial controller state.</param>
public GamePadStateBuilder(GamePadState state)
{
this.ButtonStates = new Dictionary<SButton, ButtonState>
{
[SButton.DPadUp] = state.DPad.Up,
[SButton.DPadDown] = state.DPad.Down,
[SButton.DPadLeft] = state.DPad.Left,
[SButton.DPadRight] = state.DPad.Right,
[SButton.ControllerA] = state.Buttons.A,
[SButton.ControllerB] = state.Buttons.B,
[SButton.ControllerX] = state.Buttons.X,
[SButton.ControllerY] = state.Buttons.Y,
[SButton.LeftStick] = state.Buttons.LeftStick,
[SButton.RightStick] = state.Buttons.RightStick,
[SButton.LeftShoulder] = state.Buttons.LeftShoulder,
[SButton.RightShoulder] = state.Buttons.RightShoulder,
[SButton.ControllerBack] = state.Buttons.Back,
[SButton.ControllerStart] = state.Buttons.Start,
[SButton.BigButton] = state.Buttons.BigButton
};
this.LeftTrigger = state.Triggers.Left;
this.RightTrigger = state.Triggers.Right;
this.LeftStickPos = state.ThumbSticks.Left;
this.RightStickPos = state.ThumbSticks.Right;
}
/// <summary>Mark all matching buttons unpressed.</summary>
/// <param name="buttons">The buttons.</param>
public void SuppressButtons(IEnumerable<SButton> buttons)
{
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)
{
switch (button)
{
// left thumbstick
case SButton.LeftThumbstickUp:
if (this.LeftStickPos.Y > 0)
this.LeftStickPos.Y = 0;
break;
case SButton.LeftThumbstickDown:
if (this.LeftStickPos.Y < 0)
this.LeftStickPos.Y = 0;
break;
case SButton.LeftThumbstickLeft:
if (this.LeftStickPos.X < 0)
this.LeftStickPos.X = 0;
break;
case SButton.LeftThumbstickRight:
if (this.LeftStickPos.X > 0)
this.LeftStickPos.X = 0;
break;
// right thumbstick
case SButton.RightThumbstickUp:
if (this.RightStickPos.Y > 0)
this.RightStickPos.Y = 0;
break;
case SButton.RightThumbstickDown:
if (this.RightStickPos.Y < 0)
this.RightStickPos.Y = 0;
break;
case SButton.RightThumbstickLeft:
if (this.RightStickPos.X < 0)
this.RightStickPos.X = 0;
break;
case SButton.RightThumbstickRight:
if (this.RightStickPos.X > 0)
this.RightStickPos.X = 0;
break;
// triggers
case SButton.LeftTrigger:
this.LeftTrigger = 0;
break;
case SButton.RightTrigger:
this.RightTrigger = 0;
break;
// buttons
default:
if (this.ButtonStates.ContainsKey(button))
this.ButtonStates[button] = ButtonState.Released;
break;
}
}
/// <summary>Construct an equivalent gamepad state.</summary>
public GamePadState ToGamePadState()
{
return new GamePadState(
leftThumbStick: this.LeftStickPos,
rightThumbStick: this.RightStickPos,
leftTrigger: this.LeftTrigger,
rightTrigger: this.RightTrigger,
buttons: this.GetPressedButtons().ToArray()
);
}
/*********
** Private methods
*********/
/// <summary>Get all pressed buttons.</summary>
private IEnumerable<Buttons> GetPressedButtons()
{
foreach (var pair in this.ButtonStates)
{
if (pair.Value == ButtonState.Pressed && pair.Key.TryGetController(out Buttons button))
yield return button;
}
}
}
}

View File

@ -9,6 +9,16 @@ namespace StardewModdingAPI.Framework.Input
/// <summary>A summary of input changes during an update frame.</summary>
internal class InputState
{
/*********
** Accessors
*********/
/// <summary>The maximum amount of direction to ignore for the left thumbstick.</summary>
private const float LeftThumbstickDeadZone = 0.2f;
/// <summary>The maximum amount of direction to ignore for the right thumbstick.</summary>
private const float RightThumbstickDeadZone = 0f;
/*********
** Accessors
*********/
@ -48,7 +58,7 @@ namespace StardewModdingAPI.Framework.Input
this.MousePosition = new Point((int)(mouseState.X * (1.0 / Game1.options.zoomLevel)), (int)(mouseState.Y * (1.0 / Game1.options.zoomLevel))); // derived from Game1::getMouseX
// get button states
SButton[] down = InputState.GetPressedButtons(keyboardState, mouseState, controllerState).ToArray();
SButton[] down = this.GetPressedButtons(keyboardState, mouseState, controllerState).ToArray();
foreach (SButton button in down)
this.ActiveButtons[button] = this.GetStatus(previousState.GetStatus(button), isDown: true);
foreach (KeyValuePair<SButton, InputStatus> prev in previousState.ActiveButtons)
@ -109,7 +119,8 @@ namespace StardewModdingAPI.Framework.Input
/// <param name="keyboard">The keyboard state.</param>
/// <param name="mouse">The mouse state.</param>
/// <param name="controller">The controller state.</param>
private static IEnumerable<SButton> GetPressedButtons(KeyboardState keyboard, MouseState mouse, GamePadState controller)
/// <remarks>Thumbstick direction logic derived from <see cref="ButtonCollection"/>.</remarks>
private IEnumerable<SButton> GetPressedButtons(KeyboardState keyboard, MouseState mouse, GamePadState controller)
{
// keyboard
foreach (Keys key in keyboard.GetPressedKeys())
@ -130,28 +141,23 @@ namespace StardewModdingAPI.Framework.Input
// controller
if (controller.IsConnected)
{
// main buttons
if (controller.Buttons.A == ButtonState.Pressed)
yield return SButton.ControllerA;
if (controller.Buttons.B == ButtonState.Pressed)
yield return SButton.ControllerB;
if (controller.Buttons.Back == ButtonState.Pressed)
yield return SButton.ControllerBack;
if (controller.Buttons.BigButton == ButtonState.Pressed)
yield return SButton.BigButton;
if (controller.Buttons.LeftShoulder == ButtonState.Pressed)
yield return SButton.LeftShoulder;
if (controller.Buttons.LeftStick == ButtonState.Pressed)
yield return SButton.LeftStick;
if (controller.Buttons.RightShoulder == ButtonState.Pressed)
yield return SButton.RightShoulder;
if (controller.Buttons.RightStick == ButtonState.Pressed)
yield return SButton.RightStick;
if (controller.Buttons.Start == ButtonState.Pressed)
yield return SButton.ControllerStart;
if (controller.Buttons.X == ButtonState.Pressed)
yield return SButton.ControllerX;
if (controller.Buttons.Y == ButtonState.Pressed)
yield return SButton.ControllerY;
if (controller.Buttons.LeftStick == ButtonState.Pressed)
yield return SButton.LeftStick;
if (controller.Buttons.RightStick == ButtonState.Pressed)
yield return SButton.RightStick;
if (controller.Buttons.Start == ButtonState.Pressed)
yield return SButton.ControllerStart;
// directional pad
if (controller.DPad.Up == ButtonState.Pressed)
yield return SButton.DPadUp;
if (controller.DPad.Down == ButtonState.Pressed)
@ -160,11 +166,55 @@ namespace StardewModdingAPI.Framework.Input
yield return SButton.DPadLeft;
if (controller.DPad.Right == ButtonState.Pressed)
yield return SButton.DPadRight;
// secondary buttons
if (controller.Buttons.Back == ButtonState.Pressed)
yield return SButton.ControllerBack;
if (controller.Buttons.BigButton == ButtonState.Pressed)
yield return SButton.BigButton;
// shoulders
if (controller.Buttons.LeftShoulder == ButtonState.Pressed)
yield return SButton.LeftShoulder;
if (controller.Buttons.RightShoulder == ButtonState.Pressed)
yield return SButton.RightShoulder;
// triggers
if (controller.Triggers.Left > 0.2f)
yield return SButton.LeftTrigger;
if (controller.Triggers.Right > 0.2f)
yield return SButton.RightTrigger;
// left thumbstick direction
if (controller.ThumbSticks.Left.Y > InputState.LeftThumbstickDeadZone)
yield return SButton.LeftThumbstickUp;
if (controller.ThumbSticks.Left.Y < -InputState.LeftThumbstickDeadZone)
yield return SButton.LeftThumbstickDown;
if (controller.ThumbSticks.Left.X > InputState.LeftThumbstickDeadZone)
yield return SButton.LeftThumbstickRight;
if (controller.ThumbSticks.Left.X < -InputState.LeftThumbstickDeadZone)
yield return SButton.LeftThumbstickLeft;
// right thumbstick direction
if (this.IsRightThumbstickOutsideDeadZone(controller.ThumbSticks.Right))
{
if (controller.ThumbSticks.Right.Y > 0)
yield return SButton.RightThumbstickUp;
if (controller.ThumbSticks.Right.Y < 0)
yield return SButton.RightThumbstickDown;
if (controller.ThumbSticks.Right.X > 0)
yield return SButton.RightThumbstickRight;
if (controller.ThumbSticks.Right.X < 0)
yield return SButton.RightThumbstickLeft;
}
}
}
/// <summary>Get whether the right thumbstick should be considered outside the dead zone.</summary>
/// <param name="direction">The right thumbstick value.</param>
private bool IsRightThumbstickOutsideDeadZone(Vector2 direction)
{
return direction.Length() > 0.9f;
}
}
}

View File

@ -120,6 +120,9 @@ namespace StardewModdingAPI.Framework
/// <summary>Simplifies access to private game code.</summary>
private readonly Reflector Reflection;
/// <summary>The buttons to suppress when the game next handles input. Each button is suppressed until it's released.</summary>
private readonly HashSet<SButton> SuppressButtons = new HashSet<SButton>();
/*********
** Accessors
@ -154,6 +157,7 @@ namespace StardewModdingAPI.Framework
this.OnGameExiting = onGameExiting;
if (this.ContentCore == null) // shouldn't happen since CreateContentManager is called first, but let's init here just in case
this.ContentCore = new ContentCore(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, this.Monitor, reflection);
Game1.hooks = new SModHooks(this.UpdateControlInput);
// init watchers
Game1.locations = new ObservableCollection<GameLocation>();
@ -420,7 +424,7 @@ namespace StardewModdingAPI.Framework
if (status == InputStatus.Pressed)
{
this.Events.Input_ButtonPressed.Raise(new EventArgsInput(button, cursor, button.IsActionButton(), button.IsUseToolButton()));
this.Events.Input_ButtonPressed.Raise(new EventArgsInput(button, cursor, button.IsActionButton(), button.IsUseToolButton(), this.SuppressButtons));
// legacy events
if (button.TryGetKeyboard(out Keys key))
@ -438,7 +442,7 @@ namespace StardewModdingAPI.Framework
}
else if (status == InputStatus.Released)
{
this.Events.Input_ButtonReleased.Raise(new EventArgsInput(button, cursor, button.IsActionButton(), button.IsUseToolButton()));
this.Events.Input_ButtonReleased.Raise(new EventArgsInput(button, cursor, button.IsActionButton(), button.IsUseToolButton(), this.SuppressButtons));
// legacy events
if (button.TryGetKeyboard(out Keys key))
@ -539,7 +543,7 @@ namespace StardewModdingAPI.Framework
if (curPlayer.TryGetLocationChanges(out IDictionaryWatcher<Vector2, SObject> _))
{
if (this.VerboseLogging)
this.Monitor.Log($"Context: current location objects changed.", LogLevel.Trace);
this.Monitor.Log("Context: current location objects changed.", LogLevel.Trace);
this.Events.Location_LocationObjectsChanged.Raise(new EventArgsLocationObjectsChanged(curPlayer.GetCurrentLocation().objects.FieldDict));
}
@ -619,6 +623,17 @@ namespace StardewModdingAPI.Framework
}
}
/// <summary>Read the current input state for handling.</summary>
/// <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>
/// <param name="defaultLogic">The game's default logic.</param>
public void UpdateControlInput(ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState, Action defaultLogic)
{
this.ApplySuppression(ref keyboardState, ref mouseState, ref gamePadState);
defaultLogic();
}
/// <summary>The method called to draw everything to the screen.</summary>
/// <param name="gameTime">A snapshot of the game timing state.</param>
protected override void Draw(GameTime gameTime)
@ -1240,6 +1255,63 @@ namespace StardewModdingAPI.Framework
/****
** Methods
****/
/// <summary>Apply input suppression for the given input states.</summary>
/// <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 ApplySuppression(ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState)
{
// stop suppressing buttons once released
if (this.SuppressButtons.Count != 0)
{
InputState inputState = new InputState(this.PreviousInput, gamePadState, keyboardState, mouseState);
this.SuppressButtons.RemoveWhere(p => !inputState.IsDown(p));
}
if (this.SuppressButtons.Count == 0)
return;
// gather info
HashSet<Keys> keyboardButtons = new HashSet<Keys>();
HashSet<SButton> controllerButtons = new HashSet<SButton>();
HashSet<SButton> mouseButtons = new HashSet<SButton>();
foreach (SButton button in this.SuppressButtons)
{
if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2)
mouseButtons.Add(button);
else if (button.TryGetKeyboard(out Keys key))
keyboardButtons.Add(key);
else if (gamePadState.IsConnected && button.TryGetController(out Buttons _))
controllerButtons.Add(button);
}
// suppress keyboard keys
if (keyboardState.GetPressedKeys().Any() && keyboardButtons.Any())
keyboardState = new KeyboardState(keyboardState.GetPressedKeys().Except(keyboardButtons).ToArray());
// suppress controller keys
if (gamePadState.IsConnected && controllerButtons.Any())
{
GamePadStateBuilder builder = new GamePadStateBuilder(gamePadState);
builder.SuppressButtons(controllerButtons);
gamePadState = builder.ToGamePadState();
}
// suppress mouse buttons
if (mouseButtons.Any())
{
mouseState = new MouseState(
x: mouseState.X,
y: mouseState.Y,
scrollWheel: mouseState.ScrollWheelValue,
leftButton: mouseButtons.Contains(SButton.MouseLeft) ? ButtonState.Pressed : mouseState.LeftButton,
middleButton: mouseButtons.Contains(SButton.MouseMiddle) ? ButtonState.Pressed : mouseState.MiddleButton,
rightButton: mouseButtons.Contains(SButton.MouseRight) ? ButtonState.Pressed : mouseState.RightButton,
xButton1: mouseButtons.Contains(SButton.MouseX1) ? ButtonState.Pressed : mouseState.XButton1,
xButton2: mouseButtons.Contains(SButton.MouseX2) ? ButtonState.Pressed : mouseState.XButton2
);
}
}
/// <summary>Perform any cleanup needed when the player unloads a save and returns to the title screen.</summary>
private void CleanupAfterReturnToTitle()
{

48
src/SMAPI/SModHooks.cs Normal file
View File

@ -0,0 +1,48 @@
using System;
using Microsoft.Xna.Framework.Input;
using StardewValley;
namespace StardewModdingAPI
{
/// <summary>Intercepts predefined Stardew Valley mod hooks.</summary>
internal class SModHooks : ModHooks
{
/*********
** Delegates
*********/
/// <summary>A delegate invoked by the <see cref="SModHooks.OnGame1_UpdateControlInput"/> hook.</summary>
/// <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>
/// <param name="action">The game's default logic.</param>
public delegate void UpdateControlInputDelegate(ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState, Action action);
/*********
** Properties
*********/
/// <summary>The callback for <see cref="OnGame1_UpdateControlInput"/>.</summary>
private readonly UpdateControlInputDelegate UpdateControlInputHandler;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="updateControlInputHandler">The callback for <see cref="OnGame1_UpdateControlInput"/>.</param>
public SModHooks(UpdateControlInputDelegate updateControlInputHandler)
{
this.UpdateControlInputHandler = updateControlInputHandler;
}
/// <summary>A hook invoked before the game processes player input.</summary>
/// <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>
/// <param name="action">The game's default logic.</param>
public override void OnGame1_UpdateControlInput(ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState, Action action)
{
this.UpdateControlInputHandler(ref keyboardState, ref mouseState, ref gamePadState, action);
}
}
}

View File

@ -91,6 +91,7 @@
<Compile Include="Framework\ContentPack.cs" />
<Compile Include="Framework\Content\ContentCache.cs" />
<Compile Include="Framework\Events\ManagedEventBase.cs" />
<Compile Include="Framework\Input\GamePadStateBuilder.cs" />
<Compile Include="Framework\Input\InputState.cs" />
<Compile Include="Framework\Input\InputStatus.cs" />
<Compile Include="Framework\LegacyManifestVersion.cs" />
@ -262,6 +263,7 @@
<Compile Include="Framework\SGame.cs" />
<Compile Include="IReflectionHelper.cs" />
<Compile Include="SemanticVersion.cs" />
<Compile Include="SModHooks.cs" />
<Compile Include="Translation.cs" />
<Compile Include="ICursorPosition.cs" />
<Compile Include="Utilities\SDate.cs" />