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;
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);
} }
} }
} }

View File

@ -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);
} }
} }
} }

View File

@ -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