Difference between revisions of "Modding:Modder Guide/APIs/Input"

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(→‎ICursorPosition: update for SMAPI 3.8.2 release)
(swap 'APIs' and 'data structures' section positions)
Line 2: Line 2:
  
 
The input API lets you check and suppress controller/keyboard/mouse state.
 
The input API lets you check and suppress controller/keyboard/mouse state.
 
==Data structures==
 
===SButton===
 
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.
 
 
SMAPI provides extensions to convert any of the other constants to <tt>SButton</tt>:
 
<source lang="c#">
 
SButton key = Keys.A.ToSButton(); // SButton.A
 
SButton button = Buttons.A.ToSButton(); // SButton.ControllerA
 
SButton input = new InputButton(true).ToSButton(); // SButton.MouseLeft
 
</source>
 
 
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):
 
<source lang="c#">
 
SButton value = SButton.A;
 
if (value.TryGetKeyboard(out Keys key))
 
  ...;
 
if (value.TryGetController(out Buttons button))
 
  ...;
 
if (value.TryGetStardewInput(out InputButton input))
 
  ...;
 
</source>
 
 
Two last extensions let you check how the button is mapped in the game:
 
<source lang="c#">
 
SButton button = SButton.MouseLeft;
 
if (button.IsUseToolButton())
 
  // use tool
 
else if (button.IsActionButton())
 
  // perform action
 
</source>
 
 
You can use <tt>SButton</tt> values directly in your [[../Config|config model]], and they'll be represented by their names:
 
{| class="wikitable"
 
| <source lang="c#">
 
internal class ModConfig
 
{
 
  public SButton DoThingButton { get; set; } = SButton.LeftControl;
 
}
 
</source>
 
| &rarr;
 
| <source lang="json">
 
{
 
  "DoThingButton": "LeftControl"
 
}
 
</source>
 
|}
 
 
===ICursorPosition===
 
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, adjusted for [[Modding:Modder Guide/Game Fundamentals#Zoom level|zoom]] but not [[Modding:Modder Guide/Game Fundamentals#UI scaling|UI scaling]].
 
* <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]].
 
* <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.
 
 
'''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==
Line 66: Line 8:
 
<dt><tt>IsDown</tt></dt>
 
<dt><tt>IsDown</tt></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 <tt>IsDown(button)</tt> method. For example:
 
<source lang="c#">
 
<source 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);
Line 74: Line 16:
 
<dt><tt>GetState</tt></dt>
 
<dt><tt>GetState</tt></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#">
 
<source lang="c#">
 
SButtonState state = this.Helper.Input.GetState(SButton.LeftShift);
 
SButtonState state = this.Helper.Input.GetState(SButton.LeftShift);
Line 106: Line 48:
  
 
===Check cursor position===
 
===Check cursor position===
The <tt>GetCursorPosition()</tt> method provides the cursor position in three coordinate systems; see [[#ICursorPosition|ICursorPosition]].
+
The <tt>GetCursorPosition()</tt> method provides the [[#ICursorPosition|cursor position in three coordinate systems|ICursorPosition]].
  
 
For example:
 
For example:
Line 116: Line 58:
  
 
===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.
  
 
For example:
 
For example:
Line 138: Line 80:
 
</source></li>
 
</source></li>
 
</ul>
 
</ul>
 +
 +
==Data structures==
 +
===SButton===
 +
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.
 +
 +
SMAPI provides extensions to convert any of the other constants to <tt>SButton</tt>:
 +
<source lang="c#">
 +
SButton key = Keys.A.ToSButton(); // SButton.A
 +
SButton button = Buttons.A.ToSButton(); // SButton.ControllerA
 +
SButton input = new InputButton(true).ToSButton(); // SButton.MouseLeft
 +
</source>
 +
 +
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):
 +
<source lang="c#">
 +
SButton value = SButton.A;
 +
if (value.TryGetKeyboard(out Keys key))
 +
  ...;
 +
if (value.TryGetController(out Buttons button))
 +
  ...;
 +
if (value.TryGetStardewInput(out InputButton input))
 +
  ...;
 +
</source>
 +
 +
Two last extensions let you check how the button is mapped in the game:
 +
<source lang="c#">
 +
SButton button = SButton.MouseLeft;
 +
if (button.IsUseToolButton())
 +
  // use tool
 +
else if (button.IsActionButton())
 +
  // perform action
 +
</source>
 +
 +
You can use <tt>SButton</tt> values directly in your [[../Config|config model]], and they'll be represented by their names:
 +
{| class="wikitable"
 +
| <source lang="c#">
 +
internal class ModConfig
 +
{
 +
  public SButton DoThingButton { get; set; } = SButton.LeftControl;
 +
}
 +
</source>
 +
| &rarr;
 +
| <source lang="json">
 +
{
 +
  "DoThingButton": "LeftControl"
 +
}
 +
</source>
 +
|}
 +
 +
===ICursorPosition===
 +
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, adjusted for [[Modding:Modder Guide/Game Fundamentals#Zoom level|zoom]] but not [[Modding:Modder Guide/Game Fundamentals#UI scaling|UI scaling]].
 +
* <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]].
 +
* <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.
 +
 +
'''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.
  
 
==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 <tt>SButton</tt> values

Revision as of 00:19, 20 January 2021

Creating SMAPI mods SMAPI mascot.png


Modding:Index

The input API lets you check and suppress controller/keyboard/mouse state.

APIs

Check button state

IsDown
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);
GetState
For more finetuned control, you can check the button state relative to the previous game tick:
SButtonState state = this.Helper.Input.GetState(SButton.LeftShift);
bool isDown = (state == SButtonState.Pressed || state == SButtonState.Held);

Available button states:

previous tick current tick resulting state
up up None
up down Pressed
down down Held
down up Released

Check cursor position

The GetCursorPosition() method provides the cursor position in three coordinate systems|ICursorPosition.

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);

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:

// 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);

Side-effects:

  • The ButtonReleased event will be raised on the next tick for the suppressed input.
  • Methods like helper.Input.IsDown(button) and helper.Input.GetState(button) will show the button as released for the duration of the suppression, even if it's physically still pressed. You can use helper.Input.IsSuppressed(button) to check if that's the case (it will only be true until the button is physically released):
    bool isPhysicallyDown = helper.Input.IsDown(button) || helper.Input.IsSuppressed(button);
    

Data structures

SButton

SMAPI's SButton constants unify the Buttons, Keys, MouseState, and InputButton 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.

SMAPI provides extensions to convert any of the other constants to SButton:

SButton key = Keys.A.ToSButton(); // SButton.A
SButton button = Buttons.A.ToSButton(); // SButton.ControllerA
SButton input = new InputButton(true).ToSButton(); // SButton.MouseLeft

You can also convert SButton to the other constants. This uses a TryGet approach since SButton is a superset of the others (e.g. you can't convert SButton.ControllerA to a keyboard value):

SButton value = SButton.A;
if (value.TryGetKeyboard(out Keys key))
   ...;
if (value.TryGetController(out Buttons button))
   ...;
if (value.TryGetStardewInput(out InputButton input))
   ...;

Two last extensions let you check how the button is mapped in the game:

SButton button = SButton.MouseLeft;
if (button.IsUseToolButton())
   // use tool
else if (button.IsActionButton())
   // perform action

You can use SButton values directly in your config model, and they'll be represented by their names:

internal class ModConfig
{
   public SButton DoThingButton { get; set; } = SButton.LeftControl;
}
{
   "DoThingButton": "LeftControl"
}

ICursorPosition

SMAPI's ICursorPosition provides the cursor position in four coordinate systems:

  • AbsolutePixels is the pixel position relative to the top-left corner of the in-game map, adjusted for zoom but not UI scaling.
  • ScreenPixels is the pixel position relative to the top-left corner of the visible screen, adjusted for zoom but not UI scaling.
  • 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.

This is returned by the this.Helper.Input.GetCursorPosition() method and in the event args for some input events.

The pixel positions are not adjusted for 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 cursorPos.GetScaledAbsolutePixels() or cursorPos.GetScaledScreenPixels() to adjust them automatically for the current mode or Utility.ModifyCoordinatesForUIScale to always get UI mode coordinates.

See also