remove suppression from new events, add convenience methods (#310)

Mods should use the new input API to suppress input instead.
This commit is contained in:
Jesse Plamondon-Willard 2018-06-02 16:15:49 -04:00
parent d41fe6ff88
commit c0ba24456b
3 changed files with 42 additions and 34 deletions

View File

@ -1,5 +1,5 @@
using System;
using System.Collections.Generic;
using StardewModdingAPI.Framework.Input;
namespace StardewModdingAPI.Events
{
@ -9,8 +9,8 @@ namespace StardewModdingAPI.Events
/*********
** Properties
*********/
/// <summary>The buttons to suppress.</summary>
private readonly HashSet<SButton> SuppressButtons;
/// <summary>The game's current input state.</summary>
private readonly SInputState InputState;
/*********
@ -22,9 +22,6 @@ namespace StardewModdingAPI.Events
/// <summary>The current cursor position.</summary>
public ICursorPosition Cursor { get; }
/// <summary>Whether a mod has indicated the key was already handled.</summary>
public bool IsSuppressed => this.SuppressButtons.Contains(this.Button);
/*********
** Public methods
@ -32,25 +29,32 @@ namespace StardewModdingAPI.Events
/// <summary>Construct an instance.</summary>
/// <param name="button">The button on the controller, keyboard, or mouse.</param>
/// <param name="cursor">The cursor position.</param>
/// <param name="suppressButtons">The buttons to suppress.</param>
public InputButtonPressedArgsInput(SButton button, ICursorPosition cursor, HashSet<SButton> suppressButtons)
/// <param name="inputState">The game's current input state.</param>
internal InputButtonPressedArgsInput(SButton button, ICursorPosition cursor, SInputState inputState)
{
this.Button = button;
this.Cursor = cursor;
this.SuppressButtons = suppressButtons;
this.InputState = inputState;
}
/// <summary>Prevent the game from handling the current button press. This doesn't prevent other mods from receiving the event.</summary>
public void SuppressButton()
/// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
public bool IsSuppressed()
{
this.SuppressButton(this.Button);
return this.IsSuppressed(this.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 SuppressButton(SButton button)
/// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
/// <param name="button">The button to check.</param>
public bool IsSuppressed(SButton button)
{
this.SuppressButtons.Add(button);
return this.InputState.SuppressButtons.Contains(button);
}
/// <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.InputState.IsDown(button);
}
}
}

View File

@ -1,5 +1,5 @@
using System;
using System.Collections.Generic;
using StardewModdingAPI.Framework.Input;
namespace StardewModdingAPI.Events
{
@ -9,8 +9,8 @@ namespace StardewModdingAPI.Events
/*********
** Properties
*********/
/// <summary>The buttons to suppress.</summary>
private readonly HashSet<SButton> SuppressButtons;
/// <summary>The game's current input state.</summary>
private readonly SInputState InputState;
/*********
@ -22,9 +22,6 @@ namespace StardewModdingAPI.Events
/// <summary>The current cursor position.</summary>
public ICursorPosition Cursor { get; }
/// <summary>Whether a mod has indicated the key was already handled.</summary>
public bool IsSuppressed => this.SuppressButtons.Contains(this.Button);
/*********
** Public methods
@ -32,25 +29,32 @@ namespace StardewModdingAPI.Events
/// <summary>Construct an instance.</summary>
/// <param name="button">The button on the controller, keyboard, or mouse.</param>
/// <param name="cursor">The cursor position.</param>
/// <param name="suppressButtons">The buttons to suppress.</param>
public InputButtonReleasedArgsInput(SButton button, ICursorPosition cursor, HashSet<SButton> suppressButtons)
/// <param name="inputState">The game's current input state.</param>
internal InputButtonReleasedArgsInput(SButton button, ICursorPosition cursor, SInputState inputState)
{
this.Button = button;
this.Cursor = cursor;
this.SuppressButtons = suppressButtons;
this.InputState = inputState;
}
/// <summary>Prevent the game from handling the current button press. This doesn't prevent other mods from receiving the event.</summary>
public void SuppressButton()
/// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
public bool IsSuppressed()
{
this.SuppressButton(this.Button);
return this.IsSuppressed(this.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 SuppressButton(SButton button)
/// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
/// <param name="button">The button to check.</param>
public bool IsSuppressed(SButton button)
{
this.SuppressButtons.Add(button);
return this.InputState.SuppressButtons.Contains(button);
}
/// <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.InputState.IsDown(button);
}
}
}

View File

@ -480,7 +480,7 @@ namespace StardewModdingAPI.Framework
if (status == InputStatus.Pressed)
{
this.Events.Input_ButtonPressed.Raise(new InputButtonPressedArgsInput(button, cursor, inputState.SuppressButtons));
this.Events.Input_ButtonPressed.Raise(new InputButtonPressedArgsInput(button, cursor, inputState));
this.Events.Legacy_Input_ButtonPressed.Raise(new EventArgsInput(button, cursor, inputState.SuppressButtons));
// legacy events
@ -499,7 +499,7 @@ namespace StardewModdingAPI.Framework
}
else if (status == InputStatus.Released)
{
this.Events.Input_ButtonReleased.Raise(new InputButtonReleasedArgsInput(button, cursor, inputState.SuppressButtons));
this.Events.Input_ButtonReleased.Raise(new InputButtonReleasedArgsInput(button, cursor, inputState));
this.Events.Legacy_Input_ButtonReleased.Raise(new EventArgsInput(button, cursor, inputState.SuppressButtons));
// legacy events