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mod/PLibActions/PAction.cs
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mod/PLibActions/PAction.cs
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/*
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* Copyright 2022 Peter Han
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
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* and associated documentation files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or
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* substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
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* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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using System;
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namespace PeterHan.PLib.Actions {
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/// <summary>
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/// An Action managed by PLib. Actions have key bindings assigned to them.
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/// </summary>
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public sealed class PAction {
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/// <summary>
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/// The maximum action value (typically used to mean "no action") used in the currently
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/// running instance of the game.
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///
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/// Since Action is compiled to a const int when a mod is built, any changes to the
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/// Action enum will break direct references to Action.NumActions. Use this property
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/// instead to always use the intended "no action" value.
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/// </summary>
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public static Action MaxAction { get; }
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static PAction() {
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if (!Enum.TryParse(nameof(Action.NumActions), out Action limit))
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limit = Action.NumActions;
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MaxAction = limit;
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}
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/// <summary>
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/// The default key binding for this action. Not necessarily the current key binding.
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/// </summary>
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internal PKeyBinding DefaultBinding { get; }
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/// <summary>
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/// The action's non-localized identifier. Something like YOURMOD.CATEGORY.ACTIONNAME.
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/// </summary>
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public string Identifier { get; }
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/// <summary>
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/// The action's ID. This ID is assigned internally upon register and used for PLib
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/// indexing. Even if you somehow obtain it in your mod, it is not to be used!
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/// </summary>
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private readonly int id;
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/// <summary>
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/// The action's title.
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/// </summary>
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public LocString Title { get; }
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internal PAction(int id, string identifier, LocString title, PKeyBinding binding) {
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if (id <= 0)
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throw new ArgumentOutOfRangeException(nameof(id));
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DefaultBinding = binding;
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Identifier = identifier;
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this.id = id;
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Title = title;
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}
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public override bool Equals(object obj) {
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return (obj is PAction other) && other.id == id;
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}
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/// <summary>
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/// Retrieves the Klei action for this PAction.
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/// </summary>
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/// <returns>The Klei action for use in game functions.</returns>
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public Action GetKAction() {
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return (Action)((int)MaxAction + id);
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}
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public override int GetHashCode() {
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return id;
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}
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public override string ToString() {
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return "PAction[" + Identifier + "]: " + Title;
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}
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}
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}
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