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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. |
| + | |
| + | ==APIs== |
| + | ===Check button state=== |
| + | <dl> |
| + | <dt><samp>IsDown</samp></dt> |
| + | <dd> |
| + | You can check if any [[#SButton|controller/keyboard/mouse button]] is currently pressed by calling the <samp>IsDown(button)</samp> method. For example: |
| + | <syntaxhighlight lang="c#"> |
| + | bool isShiftPressed = this.Helper.Input.IsDown(SButton.LeftShift) || this.Helper.Input.IsDown(SButton.RightShift); |
| + | </syntaxhighlight> |
| + | </dd> |
| + | |
| + | <dt><samp>GetState</samp></dt> |
| + | <dd> |
| + | For more finetuned control, you can check the [[#SButton|button]] state relative to the previous game tick: |
| + | <syntaxhighlight lang="c#"> |
| + | SButtonState state = this.Helper.Input.GetState(SButton.LeftShift); |
| + | bool isDown = (state == SButtonState.Pressed || state == SButtonState.Held); |
| + | </syntaxhighlight> |
| + | Available button states: |
| + | {| class="wikitable" |
| + | |- |
| + | ! previous tick |
| + | ! current tick |
| + | ! resulting state |
| + | |- |
| + | | up |
| + | | up |
| + | | <samp>None</samp> |
| + | |- |
| + | | up |
| + | | down |
| + | | <samp>Pressed</samp> |
| + | |- |
| + | | down |
| + | | down |
| + | | <samp>Held</samp> |
| + | |- |
| + | | down |
| + | | up |
| + | | <samp>Released</samp> |
| + | |} |
| + | </dd> |
| + | </dl> |
| + | |
| + | ===Check cursor position=== |
| + | The <samp>GetCursorPosition()</samp> method provides the [[#ICursorPosition|cursor position in three coordinate systems]]. |
| + | |
| + | For example: |
| + | <syntaxhighlight lang="c#"> |
| + | // draw text at the cursor position |
| + | ICursorPosition cursorPos = this.Helper.Input.GetCursorPosition(); |
| + | Game1.spriteBatch.DrawString(Game1.smallFont, "some text", cursorPos.ScreenPixels, Color.Black); |
| + | </syntaxhighlight> |
| + | |
| + | ===Suppress input=== |
| + | 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: |
| + | <syntaxhighlight lang="c#"> |
| + | // prevent game from seeing that LeftShift is pressed |
| + | this.Helper.Input.Suppress(SButton.LeftShift); |
| + | |
| + | // that works for clicks too: |
| + | this.Helper.Input.Suppress(SButton.MouseLeft); |
| + | |
| + | // check if a button is being suppressed: |
| + | bool suppressed = this.Helper.Input.IsSuppressed(SButton.LeftShift); |
| + | </syntaxhighlight> |
| + | |
| + | Side-effects: |
| + | <ul> |
| + | <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 <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): |
| + | <syntaxhighlight lang="c#"> |
| + | bool isPhysicallyDown = helper.Input.IsDown(button) || helper.Input.IsSuppressed(button); |
| + | </syntaxhighlight></li> |
| + | </ul> |
| | | |
| ==Data structures== | | ==Data structures== |
| ===SButton=== | | ===SButton=== |
− | 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. | + | 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 <tt>SButton</tt>: | + | SMAPI provides extensions to convert any of the other constants to <samp>SButton</samp>: |
− | <source lang="c#"> | + | <syntaxhighlight lang="c#"> |
| SButton key = Keys.A.ToSButton(); // SButton.A | | SButton key = Keys.A.ToSButton(); // SButton.A |
| SButton button = Buttons.A.ToSButton(); // SButton.ControllerA | | SButton button = Buttons.A.ToSButton(); // SButton.ControllerA |
| SButton input = new InputButton(true).ToSButton(); // SButton.MouseLeft | | SButton input = new InputButton(true).ToSButton(); // SButton.MouseLeft |
− | </source> | + | </syntaxhighlight> |
| | | |
− | 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): | + | 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): |
− | <source lang="c#"> | + | <syntaxhighlight lang="c#"> |
| SButton value = SButton.A; | | SButton value = SButton.A; |
| if (value.TryGetKeyboard(out Keys key)) | | if (value.TryGetKeyboard(out Keys key)) |
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| if (value.TryGetStardewInput(out InputButton input)) | | if (value.TryGetStardewInput(out InputButton input)) |
| ...; | | ...; |
− | </source> | + | </syntaxhighlight> |
| | | |
| Two last extensions let you check how the button is mapped in the game: | | Two last extensions let you check how the button is mapped in the game: |
− | <source lang="c#"> | + | <syntaxhighlight lang="c#"> |
| SButton button = SButton.MouseLeft; | | SButton button = SButton.MouseLeft; |
| if (button.IsUseToolButton()) | | if (button.IsUseToolButton()) |
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| else if (button.IsActionButton()) | | else if (button.IsActionButton()) |
| // perform action | | // perform action |
− | </source> | + | </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]]: |
| | | |
− | You can use <tt>SButton</tt> values directly in your [[../Config|config model]], and they'll be represented by their names:
| |
| {| class="wikitable" | | {| class="wikitable" |
− | | <source lang="c#"> | + | |- |
− | internal class ModConfig
| + | ! C# model |
| + | ! |
| + | ! JSON file |
| + | |- |
| + | | <syntaxhighlight lang="c#"> |
| + | class ModConfig |
| { | | { |
− | public SButton DoThingButton { get; set; } = SButton.LeftControl; | + | public KeybindList ToggleKey { get; set; } = KeybindList.Parse("LeftShift + F2"); |
| } | | } |
− | </source> | + | </syntaxhighlight> |
| | → | | | → |
− | | <source lang="json"> | + | | <syntaxhighlight lang="json"> |
| { | | { |
− | "DoThingButton": "LeftControl" | + | "ToggleKey": "LeftShift + F2" |
| } | | } |
− | </source> | + | </syntaxhighlight> |
| |} | | |} |
| | | |
− | ===ICursorPosition===
| + | And you can then check whether it's pressed directly in your code. For example, in a [[../Events|<samp>ButtonsChanged</samp> event handler]]: |
− | SMAPI's <tt>ICursorPosition</tt> provides the cursor position in four coordinate systems:
| |
− | * <tt>AbsolutePixels</tt> is the pixel position relative to the top-left corner of the in-game map.
| |
− | * <tt>ScreenPixels</tt> is the pixel position relative to the top-left corner of the visible screen, adjusted for game zoom.
| |
− | * <tt>Tile</tt> is the [[Modding:Modder Guide/Game Fundamentals#Tiles|tile position]] under the cursor.
| |
− | * <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.
| |
| | | |
− | This is returned by the <tt>this.Helper.Input.GetCursorPosition()</tt> method and in the event args for some input events.
| + | <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: |
| | | |
− | ==APIs== | + | {| class="wikitable" |
− | ===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:
| + | ! member |
− | <source lang="c#"> | + | ! description |
− | bool isShiftPressed = this.Helper.Input.IsDown(SButton.LeftShift) || this.Helper.Input.IsDown(SButton.RightShift);
| + | |- |
− | </source> | + | | <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>). |
| + | |} |
| | | |
− | ===Check cursor position===
| + | Caveats: |
− | The <tt>GetCursorPosition()</tt> method provides the cursor position in three coordinate systems; see [[#ICursorPosition|ICursorPosition]].
| + | * '''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. |
| | | |
− | For example:
| + | ===ICursorPosition=== |
− | <source lang="c#"> | + | SMAPI's <samp>ICursorPosition</samp> provides the cursor position in four coordinate systems: |
− | // draw text at the cursor position | + | * <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]]. |
− | ICursorPosition cursorPos = this.Helper.Input.GetCursorPosition();
| + | * <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]]. |
− | Game1.spriteBatch.DrawString(Game1.smallFont, "some text", cursorPos.ScreenPixels, Color.Black);
| + | * <samp>Tile</samp> is the [[Modding:Modder Guide/Game Fundamentals#Tiles|tile position]] under the cursor. |
− | </source> | + | * <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. |
− | | |
− | ===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.
| |
− | | |
− | For example, this will prevent the game from seeing that the <tt>LeftShift</tt> button is pressed:
| |
− | <source lang="c#"> | |
− | this.Helper.Input.Suppress(SButton.LeftShift);
| |
− | </source> | |
| | | |
− | That works for clicks too:
| + | This is returned by the <samp>this.Helper.Input.GetCursorPosition()</samp> method and in the event args for some input events. |
− | <source lang="c#"> | |
− | this.Helper.Input.Suppress(SButton.MouseLeft); | |
− | </source> | |
| | | |
− | You can also check if a button is being suppressed:
| + | '''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. |
− | <source lang="c#">
| |
− | if (this.Helper.Input.IsSuppressed(SButton.LeftShift))
| |
− | // left shift button is being suppressed
| |
− | </source> | |
| | | |
| ==See also== | | ==See also== |
| * [[../Events#Input|Input events]] | | * [[../Events#Input|Input events]] |
− | * [[Modding: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 |
| | | |
− | {{modding guide footer
| + | [[zh:模组:制作指南/APIs/Input]] |
− | |prev = [[Modding:Modder Guide/APIs|SMAPI reference]]
| |
− | |next =
| |
− | }}
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