diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs
index f54d3124..4eaa9ca6 100644
--- a/src/SMAPI/Framework/Input/SInputState.cs
+++ b/src/SMAPI/Framework/Input/SInputState.cs
@@ -49,7 +49,7 @@ namespace StardewModdingAPI.Framework.Input
public ICursorPosition CursorPosition => this.CursorPositionImpl;
/// The buttons which were pressed, held, or released.
- public IDictionary ActiveButtons { get; private set; } = new Dictionary();
+ public IDictionary ActiveButtons { get; private set; } = new Dictionary();
/// The buttons to suppress when the game next handles input. Each button is suppressed until it's released.
public HashSet SuppressButtons { get; } = new HashSet();
@@ -75,7 +75,7 @@ namespace StardewModdingAPI.Framework.Input
[Obsolete("This method should only be called by the game itself.")]
public override void Update() { }
- /// Update the current button statuses for the given tick.
+ /// Update the current button states for the given tick.
public void TrueUpdate()
{
try
@@ -86,7 +86,7 @@ namespace StardewModdingAPI.Framework.Input
GamePadState realController = GamePad.GetState(PlayerIndex.One);
KeyboardState realKeyboard = Keyboard.GetState();
MouseState realMouse = Mouse.GetState();
- var activeButtons = this.DeriveStatuses(this.ActiveButtons, realKeyboard, realMouse, realController);
+ 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);
Vector2? playerTilePos = Context.IsPlayerFree ? Game1.player.getTileLocation() : (Vector2?)null;
@@ -102,7 +102,7 @@ namespace StardewModdingAPI.Framework.Input
}
// update suppressed states
- this.SuppressButtons.RemoveWhere(p => !this.GetStatus(activeButtons, p).IsDown());
+ this.SuppressButtons.RemoveWhere(p => !this.GetState(activeButtons, p).IsDown());
this.UpdateSuppression();
}
catch (InvalidOperationException)
@@ -159,7 +159,7 @@ namespace StardewModdingAPI.Framework.Input
/// The button to check.
public bool IsDown(SButton button)
{
- return this.GetStatus(this.ActiveButtons, button).IsDown();
+ return this.GetState(this.ActiveButtons, button).IsDown();
}
/// Get whether any of the given buttons were pressed or held.
@@ -169,11 +169,11 @@ namespace StardewModdingAPI.Framework.Input
return buttons.Any(button => this.IsDown(button.ToSButton()));
}
- /// Get the status of a button.
+ /// Get the state of a button.
/// The button to check.
- public InputStatus GetStatus(SButton button)
+ public SButtonState GetState(SButton button)
{
- return this.GetStatus(this.ActiveButtons, button);
+ return this.GetState(this.ActiveButtons, button);
}
@@ -205,7 +205,7 @@ namespace StardewModdingAPI.Framework.Input
/// The game's keyboard state for the current tick.
/// The game's mouse state for the current tick.
/// The game's controller state for the current tick.
- private void SuppressGivenStates(IDictionary activeButtons, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState)
+ private void SuppressGivenStates(IDictionary activeButtons, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState)
{
if (this.SuppressButtons.Count == 0)
return;
@@ -252,48 +252,48 @@ namespace StardewModdingAPI.Framework.Input
}
}
- /// Get the status of all pressed or released buttons relative to their previous status.
- /// The previous button statuses.
+ /// Get the state of all pressed or released buttons relative to their previous state.
+ /// The previous button states.
/// The keyboard state.
/// The mouse state.
/// The controller state.
- private IDictionary DeriveStatuses(IDictionary previousStatuses, KeyboardState keyboard, MouseState mouse, GamePadState controller)
+ private IDictionary DeriveStates(IDictionary previousStates, KeyboardState keyboard, MouseState mouse, GamePadState controller)
{
- IDictionary activeButtons = new Dictionary();
+ IDictionary activeButtons = new Dictionary();
// handle pressed keys
SButton[] down = this.GetPressedButtons(keyboard, mouse, controller).ToArray();
foreach (SButton button in down)
- activeButtons[button] = this.DeriveStatus(this.GetStatus(previousStatuses, button), isDown: true);
+ activeButtons[button] = this.DeriveState(this.GetState(previousStates, button), isDown: true);
// handle released keys
- foreach (KeyValuePair prev in previousStatuses)
+ foreach (KeyValuePair prev in previousStates)
{
if (prev.Value.IsDown() && !activeButtons.ContainsKey(prev.Key))
- activeButtons[prev.Key] = InputStatus.Released;
+ activeButtons[prev.Key] = SButtonState.Released;
}
return activeButtons;
}
- /// Get the status of a button relative to its previous status.
- /// The previous button status.
+ /// Get the state of a button relative to its previous state.
+ /// The previous button state.
/// Whether the button is currently down.
- private InputStatus DeriveStatus(InputStatus oldStatus, bool isDown)
+ private SButtonState DeriveState(SButtonState oldState, bool isDown)
{
- if (isDown && oldStatus.IsDown())
- return InputStatus.Held;
+ if (isDown && oldState.IsDown())
+ return SButtonState.Held;
if (isDown)
- return InputStatus.Pressed;
- return InputStatus.Released;
+ return SButtonState.Pressed;
+ return SButtonState.Released;
}
- /// Get the status of a button.
+ /// Get the state of a button.
/// The current button states to check.
/// The button to check.
- private InputStatus GetStatus(IDictionary activeButtons, SButton button)
+ private SButtonState GetState(IDictionary activeButtons, SButton button)
{
- return activeButtons.TryGetValue(button, out InputStatus status) ? status : InputStatus.None;
+ return activeButtons.TryGetValue(button, out SButtonState state) ? state : SButtonState.None;
}
/// Get the buttons pressed in the given stats.
diff --git a/src/SMAPI/Framework/ModHelpers/InputHelper.cs b/src/SMAPI/Framework/ModHelpers/InputHelper.cs
index 5858cddd..f8ff0355 100644
--- a/src/SMAPI/Framework/ModHelpers/InputHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/InputHelper.cs
@@ -51,11 +51,11 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.InputState.SuppressButtons.Add(button);
}
- /// Get the status of a button.
+ /// Get the state of a button.
/// The button to check.
- public InputStatus GetStatus(SButton button)
+ public SButtonState GetState(SButton button)
{
- return this.InputState.GetStatus(button);
+ return this.InputState.GetState(button);
}
}
}
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 4b346059..6a472e3c 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -635,16 +635,16 @@ namespace StardewModdingAPI.Framework
foreach (var pair in inputState.ActiveButtons)
{
SButton button = pair.Key;
- InputStatus status = pair.Value;
+ SButtonState status = pair.Value;
- if (status == InputStatus.Pressed)
+ if (status == SButtonState.Pressed)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: button {button} pressed.", LogLevel.Trace);
events.ButtonPressed.Raise(new ButtonPressedEventArgs(button, cursor, inputState));
}
- else if (status == InputStatus.Released)
+ else if (status == SButtonState.Released)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: button {button} released.", LogLevel.Trace);
diff --git a/src/SMAPI/IInputHelper.cs b/src/SMAPI/IInputHelper.cs
index ba26773d..e9768c24 100644
--- a/src/SMAPI/IInputHelper.cs
+++ b/src/SMAPI/IInputHelper.cs
@@ -18,8 +18,8 @@ namespace StardewModdingAPI
/// The button to suppress.
void Suppress(SButton button);
- /// Get the status of a button.
+ /// Get the state of a button.
/// The button to check.
- InputStatus GetStatus(SButton button);
+ SButtonState GetState(SButton button);
}
}
diff --git a/src/SMAPI/InputStatus.cs b/src/SMAPI/SButtonState.cs
similarity index 59%
rename from src/SMAPI/InputStatus.cs
rename to src/SMAPI/SButtonState.cs
index d9cdd6b2..2b78da27 100644
--- a/src/SMAPI/InputStatus.cs
+++ b/src/SMAPI/SButtonState.cs
@@ -1,7 +1,7 @@
namespace StardewModdingAPI
{
- /// The input status for a button during an update frame.
- public enum InputStatus
+ /// The input state for a button during an update frame.
+ public enum SButtonState
{
/// The button was neither pressed, held, nor released.
None,
@@ -16,14 +16,14 @@ namespace StardewModdingAPI
Released
}
- /// Extension methods for .
+ /// Extension methods for .
internal static class InputStatusExtensions
{
/// Whether the button was pressed or held.
- /// The button status.
- public static bool IsDown(this InputStatus status)
+ /// The button state.
+ public static bool IsDown(this SButtonState state)
{
- return status == InputStatus.Held || status == InputStatus.Pressed;
+ return state == SButtonState.Held || state == SButtonState.Pressed;
}
}
}