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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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− |
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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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− |
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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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− |
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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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− |
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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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− | | →
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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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− |
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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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− |
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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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− |
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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.
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− | }}
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| | | |
| ==APIs== | | ==APIs== |
| ===Check button state=== | | ===Check button state=== |
| <dl> | | <dl> |
− | <dt><tt>IsDown</tt></dt> | + | <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: | + | 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#"> | + | <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> | + | </syntaxhighlight> |
| </dd> | | </dd> |
| | | |
− | <dt><tt>GetState</tt></dt> | + | <dt><samp>GetState</samp></dt> |
| <dd> | | <dd> |
− | For more finetuned control, you can check the button state relative to the previous game tick: | + | For more finetuned control, you can check the [[#SButton|button]] state relative to the previous game tick: |
− | <source lang="c#"> | + | <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> | + | </syntaxhighlight> |
| Available button states: | | Available button states: |
| {| class="wikitable" | | {| class="wikitable" |
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| | up | | | up |
| | up | | | up |
− | | <tt>None</tt> | + | | <samp>None</samp> |
| |- | | |- |
| | up | | | up |
| | down | | | down |
− | | <tt>Pressed</tt> | + | | <samp>Pressed</samp> |
| |- | | |- |
| | down | | | down |
| | down | | | down |
− | | <tt>Held</tt> | + | | <samp>Held</samp> |
| |- | | |- |
| | down | | | down |
| | up | | | up |
− | | <tt>Released</tt> | + | | <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]]. | + | The <samp>GetCursorPosition()</samp> method provides the [[#ICursorPosition|cursor position in three coordinate systems]]. |
| | | |
| For example: | | For example: |
− | <source lang="c#"> | + | <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> | + | </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. | + | 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" |
| + | |- |
| + | ! method |
| + | ! effect |
| + | |- |
| + | | <code>Suppress</code> |
| + | | Suppress the specified [[#SButton|<samp>SButton</samp>]] value. |
| + | |- |
| + | | <code>SuppressActiveKeybinds</code> |
| + | | For the given [[#KeybindList|<samp>KeybindList</samp>]], suppress every button that's part of an activated keybind. |
| + | |- |
| + | | <code>IsSuppressed</code> |
| + | | Get whether the specified [[#SButton|<samp>SButton</samp>]] value is currently suppressed. |
| + | |} |
| | | |
| For example: | | For example: |
− | <source lang="c#"> | + | <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> | + | </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> | + | <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): | + | <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#"> | + | <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> | + | </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)) |
| + | ...; |
| + | if (value.TryGetController(out Buttons button)) |
| + | ...; |
| + | if (value.TryGetStardewInput(out InputButton input)) |
| + | ...; |
| + | </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=== |
| + | 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. |
| + | |
| + | You can use a <samp>KeybindList</samp> directly in [[../Config|your <samp>config.json</samp> model]]: |
| + | |
| + | {| class="wikitable" |
| + | |- |
| + | ! C# model |
| + | ! |
| + | ! JSON file |
| + | |- |
| + | | <syntaxhighlight lang="c#"> |
| + | class ModConfig |
| + | { |
| + | public KeybindList ToggleKey { get; set; } = KeybindList.Parse("LeftShift + F2"); |
| + | } |
| + | </syntaxhighlight> |
| + | | → |
| + | | <syntaxhighlight lang="json"> |
| + | { |
| + | "ToggleKey": "LeftShift + F2" |
| + | } |
| + | </syntaxhighlight> |
| + | |} |
| + | |
| + | And you can then check whether it's pressed directly in your code. For example, in a [[../Events|<samp>ButtonsChanged</samp> event handler]]: |
| + | |
| + | <syntaxhighlight lang="c#"> |
| + | private void OnButtonsChanged(object sender, ButtonsChangedEventArgs e) |
| + | { |
| + | if (this.Config.ToggleKey.JustPressed()) |
| + | { |
| + | // perform desired action |
| + | } |
| + | } |
| + | </syntaxhighlight> |
| + | |
| + | The <samp>KeybindList</samp> provides a number of methods depending on your use case: |
| + | |
| + | {| class="wikitable" |
| + | |- |
| + | ! member |
| + | ! description |
| + | |- |
| + | | <code>KeybindList.Parse(…)</code><br /><code>KeybindList.TryParse(…)</code> |
| + | | Parse a keybind string like <code>"F2, LeftShift + S"</code> into a keybind list. |
| + | |- |
| + | | <code>IsBound</code> |
| + | | Whether the keybind list has any keys bound. For example, this would be false for the strings <code>"None"</code> or <code>""</code>. |
| + | |- |
| + | | <code>Keybinds</code> |
| + | | The individual keybinds. In most cases you shouldn't use these directly. |
| + | |- |
| + | | <code>GetState()</code> |
| + | | 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>. |
| + | |- |
| + | | <code>IsDown()</code> |
| + | | Get whether any keybind in the list is currently down (''i.e.,'' the player pressed or is holding down the keys). |
| + | |- |
| + | | <code>JustPressed()</code> |
| + | | 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>). |
| + | |- |
| + | | <code>GetKeybindCurrentlyDown()</code> |
| + | | 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. |
| + | |- |
| + | | <code>ToString()</code> |
| + | | 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]] |