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:
parent
d41fe6ff88
commit
c0ba24456b
|
@ -1,5 +1,5 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using StardewModdingAPI.Framework.Input;
|
||||||
|
|
||||||
namespace StardewModdingAPI.Events
|
namespace StardewModdingAPI.Events
|
||||||
{
|
{
|
||||||
|
@ -9,8 +9,8 @@ namespace StardewModdingAPI.Events
|
||||||
/*********
|
/*********
|
||||||
** Properties
|
** Properties
|
||||||
*********/
|
*********/
|
||||||
/// <summary>The buttons to suppress.</summary>
|
/// <summary>The game's current input state.</summary>
|
||||||
private readonly HashSet<SButton> SuppressButtons;
|
private readonly SInputState InputState;
|
||||||
|
|
||||||
|
|
||||||
/*********
|
/*********
|
||||||
|
@ -22,9 +22,6 @@ namespace StardewModdingAPI.Events
|
||||||
/// <summary>The current cursor position.</summary>
|
/// <summary>The current cursor position.</summary>
|
||||||
public ICursorPosition Cursor { get; }
|
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
|
** Public methods
|
||||||
|
@ -32,25 +29,32 @@ namespace StardewModdingAPI.Events
|
||||||
/// <summary>Construct an instance.</summary>
|
/// <summary>Construct an instance.</summary>
|
||||||
/// <param name="button">The button on the controller, keyboard, or mouse.</param>
|
/// <param name="button">The button on the controller, keyboard, or mouse.</param>
|
||||||
/// <param name="cursor">The cursor position.</param>
|
/// <param name="cursor">The cursor position.</param>
|
||||||
/// <param name="suppressButtons">The buttons to suppress.</param>
|
/// <param name="inputState">The game's current input state.</param>
|
||||||
public InputButtonPressedArgsInput(SButton button, ICursorPosition cursor, HashSet<SButton> suppressButtons)
|
internal InputButtonPressedArgsInput(SButton button, ICursorPosition cursor, SInputState inputState)
|
||||||
{
|
{
|
||||||
this.Button = button;
|
this.Button = button;
|
||||||
this.Cursor = cursor;
|
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>
|
/// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
|
||||||
public void SuppressButton()
|
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>
|
/// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
|
||||||
/// <param name="button">The button to suppress.</param>
|
/// <param name="button">The button to check.</param>
|
||||||
public void SuppressButton(SButton button)
|
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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using StardewModdingAPI.Framework.Input;
|
||||||
|
|
||||||
namespace StardewModdingAPI.Events
|
namespace StardewModdingAPI.Events
|
||||||
{
|
{
|
||||||
|
@ -9,8 +9,8 @@ namespace StardewModdingAPI.Events
|
||||||
/*********
|
/*********
|
||||||
** Properties
|
** Properties
|
||||||
*********/
|
*********/
|
||||||
/// <summary>The buttons to suppress.</summary>
|
/// <summary>The game's current input state.</summary>
|
||||||
private readonly HashSet<SButton> SuppressButtons;
|
private readonly SInputState InputState;
|
||||||
|
|
||||||
|
|
||||||
/*********
|
/*********
|
||||||
|
@ -22,9 +22,6 @@ namespace StardewModdingAPI.Events
|
||||||
/// <summary>The current cursor position.</summary>
|
/// <summary>The current cursor position.</summary>
|
||||||
public ICursorPosition Cursor { get; }
|
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
|
** Public methods
|
||||||
|
@ -32,25 +29,32 @@ namespace StardewModdingAPI.Events
|
||||||
/// <summary>Construct an instance.</summary>
|
/// <summary>Construct an instance.</summary>
|
||||||
/// <param name="button">The button on the controller, keyboard, or mouse.</param>
|
/// <param name="button">The button on the controller, keyboard, or mouse.</param>
|
||||||
/// <param name="cursor">The cursor position.</param>
|
/// <param name="cursor">The cursor position.</param>
|
||||||
/// <param name="suppressButtons">The buttons to suppress.</param>
|
/// <param name="inputState">The game's current input state.</param>
|
||||||
public InputButtonReleasedArgsInput(SButton button, ICursorPosition cursor, HashSet<SButton> suppressButtons)
|
internal InputButtonReleasedArgsInput(SButton button, ICursorPosition cursor, SInputState inputState)
|
||||||
{
|
{
|
||||||
this.Button = button;
|
this.Button = button;
|
||||||
this.Cursor = cursor;
|
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>
|
/// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
|
||||||
public void SuppressButton()
|
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>
|
/// <summary>Whether a mod has indicated the key was already handled, so the game should handle it.</summary>
|
||||||
/// <param name="button">The button to suppress.</param>
|
/// <param name="button">The button to check.</param>
|
||||||
public void SuppressButton(SButton button)
|
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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -480,7 +480,7 @@ namespace StardewModdingAPI.Framework
|
||||||
|
|
||||||
if (status == InputStatus.Pressed)
|
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));
|
this.Events.Legacy_Input_ButtonPressed.Raise(new EventArgsInput(button, cursor, inputState.SuppressButtons));
|
||||||
|
|
||||||
// legacy events
|
// legacy events
|
||||||
|
@ -499,7 +499,7 @@ namespace StardewModdingAPI.Framework
|
||||||
}
|
}
|
||||||
else if (status == InputStatus.Released)
|
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));
|
this.Events.Legacy_Input_ButtonReleased.Raise(new EventArgsInput(button, cursor, inputState.SuppressButtons));
|
||||||
|
|
||||||
// legacy events
|
// legacy events
|
||||||
|
|
Loading…
Reference in New Issue