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+ SButton info from Modding:Modder Guide/APIs/Utilities (only author is Pathoschild)
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The input API lets you check and suppress controller/keyboard/mouse state.
 
The input API lets you check and suppress controller/keyboard/mouse state.
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==Check input==
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==Constants==
===Button state===
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===SButton===
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SMAPI's <tt>SButton</tt> constants unify the [https://msdn.microsoft.com/en-us/library/microsoft.xna.framework.input.buttons.aspx <tt>Buttons</tt>], [https://msdn.microsoft.com/en-us/library/microsoft.xna.framework.input.keys.aspx <tt>Keys</tt>], [https://msdn.microsoft.com/en-us/library/microsoft.xna.framework.input.mousestate.aspx <tt>MouseState</tt>], and <tt>InputButton</tt> constants. SMAPI events use this to let you handle controller, keyboard, and mouse input without needing separate code for each. See [[Modding:Key bindings]] for a list of values.
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SMAPI provides extensions to convert any of the other constants to <tt>SButton</tt>:
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<source lang="c#">
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SButton key = Keys.A.ToSButton(); // SButton.A
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SButton button = Buttons.A.ToSButton(); // SButton.ControllerA
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SButton input = new InputButton(true).ToSButton(); // SButton.MouseLeft
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</source>
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You can also convert <tt>SButton</tt> to the other constants. This uses a <tt>TryGet</tt> approach since <tt>SButton</tt> is a superset of the others (e.g. you can't convert <tt>SButton.ControllerA</tt> to a keyboard value):
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<source lang="c#">
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SButton value = SButton.A;
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if (value.TryGetKeyboard(out Keys key))
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  ...;
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if (value.TryGetController(out Buttons button))
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  ...;
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if (value.TryGetStardewInput(out InputButton input))
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  ...;
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</source>
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Two last extensions let you check how the button is mapped in the game:
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<source lang="c#">
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SButton button = SButton.MouseLeft;
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if (button.IsUseToolButton())
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  // use tool
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else if (button.IsActionButton())
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  // perform action
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</source>
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You can use <tt>SButton</tt> values directly in your [[../Config|config model]], and they'll be represented by their names:
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{| class="wikitable"
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| <source lang="c#">
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internal class ModConfig
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{
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  public SButton DoThingButton { get; set; } = SButton.LeftControl;
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}
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</source>
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| &rarr;
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| <source lang="json">
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{
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  "DoThingButton": "LeftControl"
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}
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</source>
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|}
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==APIs==
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===Check button state===
 
You can check if any controller/keyboard/mouse button is currently pressed by calling the <tt>IsDown(button)</tt> method. For example:
 
You can check if any controller/keyboard/mouse button is currently pressed by calling the <tt>IsDown(button)</tt> method. For example:
 
<source lang="c#">
 
<source lang="c#">
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</source>
 
</source>
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===Cursor position===
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===Check cursor position===
 
The <tt>GetCursorPosition()</tt> method provides the cursor position in three coordinate systems:
 
The <tt>GetCursorPosition()</tt> method provides the cursor position in three coordinate systems:
 
* <tt>ScreenPixels</tt> is the pixel position relative to the top-left corner of the visible screen, adjusted for game zoom.
 
* <tt>ScreenPixels</tt> is the pixel position relative to the top-left corner of the visible screen, adjusted for game zoom.
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</source>
 
</source>
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==Input suppression==
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===Suppress input===
 
You can prevent the game from handling any controller/keyboard/mouse button press (including clicks) by ''suppressing'' it. This suppression will remain in effect until the player releases the button. This won't prevent other mods from handling it.
 
You can prevent the game from handling any controller/keyboard/mouse button press (including clicks) by ''suppressing'' it. This suppression will remain in effect until the player releases the button. This won't prevent other mods from handling it.
  
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