Modding:Modder Guide/APIs/Input
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The following describes the upcoming SMAPI 2.6-beta.16, and may change before release.
The input API lets you check and suppress controller/keyboard/mouse state.
Check input
Button state
You can check if any controller/keyboard/mouse button is currently pressed by calling the IsDown(button) method. For example:
bool isShiftPressed = this.Helper.Input.IsDown(SButton.LeftShift) || this.Helper.Input.IsDown(SButton.RightShift);
Cursor position
The GetCursorPosition() method provides the cursor position in three coordinate systems:
- ScreenPixels is the pixel position relative to the top-left corner of the visible screen, adjusted for game zoom.
- Tile is the tile position under the cursor.
- GrabTile 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 Tile if that's too far from the player.
For example:
// draw text at the cursor position
ICursorPosition cursorPos = this.Helper.Input.GetCursorPosition();
Game1.spriteBatch.DrawString(Game1.smallFont, "some text", cursorPos.ScreenPixels, Color.Black);
Input suppression
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 LeftShift button is pressed:
this.Helper.Input.Suppress(SButton.LeftShift);
That works for clicks too:
this.Helper.Input.Suppress(SButton.MouseLeft);
You can also check if a button is being suppressed:
if (this.Helper.Input.IsSuppressed(SButton.LeftShift))
// left shift button is being suppressed
See also
- Input events
- Modding:Key bindings for a list of valid SButton values