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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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==Data structures==
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===SButton===
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SMAPI's <tt>SButton</tt> constants unify the [https://docs.microsoft.com/en-us/previous-versions/windows/xna/bb975202(v%3dxnagamestudio.40) <tt>Buttons</tt>], [https://docs.microsoft.com/en-us/previous-versions/windows/xna/bb197781(v%3dxnagamestudio.40) <tt>Keys</tt>], [https://docs.microsoft.com/en-us/previous-versions/windows/xna/bb198097(v%3dxnagamestudio.40) <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:Player Guide/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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===ICursorPosition===
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SMAPI's <tt>ICursorPosition</tt> provides the cursor position in four coordinate systems:
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* <tt>AbsolutePixels</tt> is the pixel position relative to the top-left corner of the in-game map, adjusted for [[Modding:Modder Guide/Game Fundamentals#Zoom level|zoom]] but not [[Modding:Modder Guide/Game Fundamentals#UI scaling|UI scaling]].
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* <tt>ScreenPixels</tt> is the pixel position relative to the top-left corner of the visible screen, adjusted for [[Modding:Modder Guide/Game Fundamentals#Zoom level|zoom]] but not [[Modding:Modder Guide/Game Fundamentals#UI scaling|UI scaling]].
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* <tt>Tile</tt> is the [[Modding:Modder Guide/Game Fundamentals#Tiles|tile position]] under the cursor.
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* <tt>GrabTile</tt> is the tile position that the game considers under the cursor for the purposes of clicking actions. This automatically accounts for controller mode. This may be different than <tt>Tile</tt> if that's too far from the player.
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This is returned by the <tt>this.Helper.Input.GetCursorPosition()</tt> method and in the event args for some input events.
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{{SMAPI upcoming|3.8.2|
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'''The pixel positions are ''not'' adjusted for [[Modding:Modder Guide/Game Fundamentals#UI scaling|UI scaling]]''' (i.e. they're non-UI mode). Whether you need UI or non-UI positions depends how you're using them, so you can use <tt>cursorPos.GetScaledAbsolutePixels()</tt> or <tt>cursorPos.GetScaledScreenPixels()</tt> to adjust them automatically for the current mode or <tt>Utility.ModifyCoordinatesForUIScale</tt> to always get UI mode coordinates.
  −
}}
      
==APIs==
 
==APIs==
 
===Check button state===
 
===Check button state===
 
<dl>
 
<dl>
<dt><tt>IsDown</tt></dt>
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<dt><samp>IsDown</samp></dt>
 
<dd>
 
<dd>
You can check if any controller/keyboard/mouse button is currently pressed by calling the <tt>IsDown(button)</tt> method. For example:
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You can check if any [[#SButton|controller/keyboard/mouse button]] is currently pressed by calling the <samp>IsDown(button)</samp> method. For example:
<source lang="c#">
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<syntaxhighlight lang="c#">
 
bool isShiftPressed = this.Helper.Input.IsDown(SButton.LeftShift) || this.Helper.Input.IsDown(SButton.RightShift);
 
bool isShiftPressed = this.Helper.Input.IsDown(SButton.LeftShift) || this.Helper.Input.IsDown(SButton.RightShift);
</source>
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</syntaxhighlight>
 
</dd>
 
</dd>
   −
<dt><tt>GetState</tt></dt>
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<dt><samp>GetState</samp></dt>
 
<dd>
 
<dd>
For more finetuned control, you can check the button state relative to the previous game tick:
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For more finetuned control, you can check the [[#SButton|button]] state relative to the previous game tick:
<source lang="c#">
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<syntaxhighlight lang="c#">
 
SButtonState state = this.Helper.Input.GetState(SButton.LeftShift);
 
SButtonState state = this.Helper.Input.GetState(SButton.LeftShift);
 
bool isDown = (state == SButtonState.Pressed || state == SButtonState.Held);
 
bool isDown = (state == SButtonState.Pressed || state == SButtonState.Held);
</source>
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</syntaxhighlight>
 
Available button states:
 
Available button states:
 
{| class="wikitable"
 
{| class="wikitable"
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| up
 
| up
 
| up
 
| up
| <tt>None</tt>
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| <samp>None</samp>
 
|-
 
|-
 
| up
 
| up
 
| down
 
| down
| <tt>Pressed</tt>
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| <samp>Pressed</samp>
 
|-
 
|-
 
| down
 
| down
 
| down
 
| down
| <tt>Held</tt>
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| <samp>Held</samp>
 
|-
 
|-
 
| down
 
| down
 
| up
 
| up
| <tt>Released</tt>
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| <samp>Released</samp>
 
|}
 
|}
 
</dd>
 
</dd>
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===Check cursor position===
 
===Check cursor position===
The <tt>GetCursorPosition()</tt> method provides the cursor position in three coordinate systems; see [[#ICursorPosition|ICursorPosition]].
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The <samp>GetCursorPosition()</samp> method provides the [[#ICursorPosition|cursor position in three coordinate systems]].
    
For example:
 
For example:
<source lang="c#">
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<syntaxhighlight lang="c#">
 
// draw text at the cursor position
 
// draw text at the cursor position
 
ICursorPosition cursorPos = this.Helper.Input.GetCursorPosition();
 
ICursorPosition cursorPos = this.Helper.Input.GetCursorPosition();
 
Game1.spriteBatch.DrawString(Game1.smallFont, "some text", cursorPos.ScreenPixels, Color.Black);
 
Game1.spriteBatch.DrawString(Game1.smallFont, "some text", cursorPos.ScreenPixels, Color.Black);
</source>
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</syntaxhighlight>
    
===Suppress input===
 
===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.
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You can prevent the game from handling any [[#SButton|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.
 +
 
 +
{| class="wikitable"
 +
|-
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! method
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! effect
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|-
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| <code>Suppress</code>
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| Suppress the specified [[#SButton|<samp>SButton</samp>]] value.
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|-
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| <code>SuppressActiveKeybinds</code>
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| For the given [[#KeybindList|<samp>KeybindList</samp>]], suppress every button that's part of an activated keybind.
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|-
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| <code>IsSuppressed</code>
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| Get whether the specified [[#SButton|<samp>SButton</samp>]] value is currently suppressed.
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|}
    
For example:
 
For example:
<source lang="c#">
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<syntaxhighlight lang="c#">
 
// prevent game from seeing that LeftShift is pressed
 
// prevent game from seeing that LeftShift is pressed
 
this.Helper.Input.Suppress(SButton.LeftShift);
 
this.Helper.Input.Suppress(SButton.LeftShift);
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// check if a button is being suppressed:
 
// check if a button is being suppressed:
 
bool suppressed = this.Helper.Input.IsSuppressed(SButton.LeftShift);
 
bool suppressed = this.Helper.Input.IsSuppressed(SButton.LeftShift);
</source>
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</syntaxhighlight>
    
Side-effects:
 
Side-effects:
 
<ul>
 
<ul>
<li>The [[Modding:Modder Guide/APIs/Events#Input.ButtonReleased|<tt>ButtonReleased</tt> event]] will be raised on the next tick for the suppressed input.</li>
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<li>The [[Modding:Modder Guide/APIs/Events#Input.ButtonReleased|<samp>ButtonReleased</samp> event]] will be raised on the next tick for the suppressed input.</li>
<li>Methods like <tt>helper.Input.IsDown(button)</tt> and <tt>helper.Input.GetState(button)</tt> will show the button as released for the duration of the suppression, even if it's physically still pressed. You can use <tt>helper.Input.IsSuppressed(button)</tt> to check if that's the case (it will only be true until the button is physically released):
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<li>Methods like <samp>helper.Input.IsDown(button)</samp> and <samp>helper.Input.GetState(button)</samp> will show the button as released for the duration of the suppression, even if it's physically still pressed. You can use <samp>helper.Input.IsSuppressed(button)</samp> to check if that's the case (it will only be true until the button is physically released):
<source lang="c#">
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<syntaxhighlight lang="c#">
 
bool isPhysicallyDown = helper.Input.IsDown(button) || helper.Input.IsSuppressed(button);
 
bool isPhysicallyDown = helper.Input.IsDown(button) || helper.Input.IsSuppressed(button);
</source></li>
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</syntaxhighlight></li>
 
</ul>
 
</ul>
 +
 +
==Data structures==
 +
===SButton===
 +
SMAPI's <samp>SButton</samp> is a constant which includes every [https://docs.microsoft.com/en-us/previous-versions/windows/xna/bb975202(v%3dxnagamestudio.40) controller], [https://docs.microsoft.com/en-us/previous-versions/windows/xna/bb197781(v%3dxnagamestudio.40) keyboard], and [https://docs.microsoft.com/en-us/previous-versions/windows/xna/bb198097(v%3dxnagamestudio.40) mouse] button. SMAPI events use this to let you handle button presses without needing separate code for each. See [[Modding:Player Guide/Key Bindings]] for a list of values.
 +
 +
SMAPI provides extensions to convert any of the other constants to <samp>SButton</samp>:
 +
<syntaxhighlight lang="c#">
 +
SButton key = Keys.A.ToSButton(); // SButton.A
 +
SButton button = Buttons.A.ToSButton(); // SButton.ControllerA
 +
SButton input = new InputButton(true).ToSButton(); // SButton.MouseLeft
 +
</syntaxhighlight>
 +
 +
You can also convert <samp>SButton</samp> to the other constants. This uses a <samp>TryGet</samp> approach since <samp>SButton</samp> is a superset of the others (''e.g.,'' you can't convert <samp>SButton.ControllerA</samp> to a keyboard value):
 +
<syntaxhighlight lang="c#">
 +
SButton value = SButton.A;
 +
if (value.TryGetKeyboard(out Keys key))
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  ...;
 +
if (value.TryGetController(out Buttons button))
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  ...;
 +
if (value.TryGetStardewInput(out InputButton input))
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  ...;
 +
</syntaxhighlight>
 +
 +
Two last extensions let you check how the button is mapped in the game:
 +
<syntaxhighlight lang="c#">
 +
SButton button = SButton.MouseLeft;
 +
if (button.IsUseToolButton())
 +
  // use tool
 +
else if (button.IsActionButton())
 +
  // perform action
 +
</syntaxhighlight>
 +
 +
You can use <samp>SButton</samp> values directly in your [[../Config|config model]], but <samp>[[#KeybindList|KeybindList]]</samp> is recommended instead in most cases.
 +
 +
===KeybindList===
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SMAPI's <samp>KeybindList</samp> utility lets you manage an arbitrary set of keybindings. A ''keybind list'' has any number of ''keybinds'', each of which has any number of [[#SButton|button codes]]. For example, the keybind list <code>"F2, LeftShift + S"</code> would be pressed if (a) <samp>F2</samp> is pressed, ''or'' (b) both <samp>LeftShift</samp> and <samp>S</samp> are pressed.
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 +
You can use a <samp>KeybindList</samp> directly in [[../Config|your <samp>config.json</samp> model]]:
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{| class="wikitable"
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|-
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! C# model
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! &nbsp;
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! JSON file
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|-
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| <syntaxhighlight lang="c#">
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class ModConfig
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{
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  public KeybindList ToggleKey { get; set; } = KeybindList.Parse("LeftShift + F2");
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}
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</syntaxhighlight>
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| &rarr;
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| <syntaxhighlight lang="json">
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{
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  "ToggleKey": "LeftShift + F2"
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}
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</syntaxhighlight>
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|}
 +
 +
And you can then check whether it's pressed directly in your code. For example, in a [[../Events|<samp>ButtonsChanged</samp> event handler]]:
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 +
<syntaxhighlight lang="c#">
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private void OnButtonsChanged(object sender, ButtonsChangedEventArgs e)
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{
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  if (this.Config.ToggleKey.JustPressed())
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  {
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      // perform desired action
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  }
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}
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</syntaxhighlight>
 +
 +
The <samp>KeybindList</samp> provides a number of methods depending on your use case:
 +
 +
{| class="wikitable"
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|-
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! member
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! description
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|-
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| <code>KeybindList.Parse(…)</code><br /><code>KeybindList.TryParse(…)</code>
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| Parse a keybind string like <code>"F2, LeftShift + S"</code> into a keybind list.
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|-
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| <code>IsBound</code>
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| Whether the keybind list has any keys bound. For example, this would be false for the strings <code>"None"</code> or <code>""</code>.
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|-
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| <code>Keybinds</code>
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| The individual keybinds. In most cases you shouldn't use these directly.
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|-
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| <code>GetState()</code>
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| Get the overall [[#Check button state|keybind state relative to the previous tick]]. This state is transitive across keybinds; ''e.g.,'' if the player releases one keybind and immediately presses another within the list, the overall state is <samp>Held</samp>.
 +
|-
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| <code>IsDown()</code>
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| Get whether any keybind in the list is currently down (''i.e.,'' the player pressed or is holding down the keys).
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|-
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| <code>JustPressed()</code>
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| Get whether the player just activated the keybind during the current tick (''i.e.,'' <code>GetState()</code> returns <samp>Pressed</samp> instead of <samp>Held</samp>).
 +
|-
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| <code>GetKeybindCurrentlyDown()</code>
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| Get the individual <samp>Keybind</samp> in the list which is currently down, if any. If there are multiple keybinds down, the first one is returned.
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|-
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| <code>ToString()</code>
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| Get a string representation of the input binding (''e.g.,'' <code>"F2, LeftShift + S"</code>).
 +
|}
 +
 +
Caveats:
 +
* '''Don't use the <samp>ButtonPressed</samp> [[../Events|event]] to check keybinds''', since it's raised once for each button pressed. If the player presses two keys at once, your keybind would be activated twice. Use <samp>ButtonsChanged</samp> instead.
 +
 +
===ICursorPosition===
 +
SMAPI's <samp>ICursorPosition</samp> provides the cursor position in four coordinate systems:
 +
* <samp>AbsolutePixels</samp> is the pixel position relative to the top-left corner of the in-game map, adjusted for [[Modding:Modder Guide/Game Fundamentals#Zoom level|zoom]] but not [[Modding:Modder Guide/Game Fundamentals#UI scaling|UI scaling]].
 +
* <samp>ScreenPixels</samp> is the pixel position relative to the top-left corner of the visible screen, adjusted for [[Modding:Modder Guide/Game Fundamentals#Zoom level|zoom]] but not [[Modding:Modder Guide/Game Fundamentals#UI scaling|UI scaling]].
 +
* <samp>Tile</samp> is the [[Modding:Modder Guide/Game Fundamentals#Tiles|tile position]] under the cursor.
 +
* <samp>GrabTile</samp> is the tile position that the game considers under the cursor for the purposes of clicking actions. This automatically accounts for controller mode. This may be different than <samp>Tile</samp> if that's too far from the player.
 +
 +
This is returned by the <samp>this.Helper.Input.GetCursorPosition()</samp> method and in the event args for some input events.
 +
 +
'''The pixel positions are ''not'' adjusted for [[Modding:Modder Guide/Game Fundamentals#UI scaling|UI scaling]]''' (''i.e.,'' they're non-UI mode). Whether you need UI or non-UI positions depends how you're using them, so you can use <samp>cursorPos.GetScaledAbsolutePixels()</samp> or <samp>cursorPos.GetScaledScreenPixels()</samp> to adjust them automatically for the current mode or <samp>Utility.ModifyCoordinatesForUIScale</samp> to always get UI mode coordinates.
    
==See also==
 
==See also==
 
* [[../Events#Input|Input events]]
 
* [[../Events#Input|Input events]]
* [[Modding:Player Guide/Key Bindings]] for a list of valid <tt>SButton</tt> values
+
* [[Modding:Player Guide/Key Bindings]] for a list of valid <samp>SButton</samp> values
 +
 
 +
[[zh:模组:制作指南/APIs/Input]]
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