第46行: |
第46行: |
| </dd> | | </dd> |
| </dl> | | </dl> |
| + | {{翻译}} |
| + | ===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== |
| + | ===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== |
| + | * [[../Events#Input|Input events]] |
| + | * [[Modding:Player Guide/Key Bindings]] for a list of valid <samp>SButton</samp> values |
| + | |
| + | [[en:Modding:Modder Guide/APIs/Input]] |