optimize ButtonsChanged event args

This commit...
- removes the Lazy<T>, which was unnecessary since mods will virtually always check which buttons were changed;
- avoids a dictionary lookup on each property access;
- and avoids allocating LINQ enumerators, temporary array, and dictionary on init.
This commit is contained in:
Jesse Plamondon-Willard
2026-03-28 23:52:50 -04:00
parent bc6d7e90ff
commit d9c62b9815
+25 -31
View File
@@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Framework.Input;
namespace StardewModdingAPI.Events;
@@ -8,13 +7,6 @@ namespace StardewModdingAPI.Events;
/// <summary>Event arguments when any buttons were pressed or released.</summary>
public class ButtonsChangedEventArgs : EventArgs
{
/*********
** Fields
*********/
/// <summary>The buttons that were pressed, held, or released since the previous tick.</summary>
private readonly Lazy<Dictionary<SButtonState, SButton[]>> ButtonsByState;
/*********
** Accessors
*********/
@@ -22,13 +14,13 @@ public class ButtonsChangedEventArgs : EventArgs
public ICursorPosition Cursor { get; }
/// <summary>The buttons which were pressed since the previous tick.</summary>
public IEnumerable<SButton> Pressed => this.ButtonsByState.Value[SButtonState.Pressed];
public IEnumerable<SButton> Pressed { get; }
/// <summary>The buttons which were held since the previous tick.</summary>
public IEnumerable<SButton> Held => this.ButtonsByState.Value[SButtonState.Held];
public IEnumerable<SButton> Held { get; }
/// <summary>The buttons which were released since the previous tick.</summary>
public IEnumerable<SButton> Released => this.ButtonsByState.Value[SButtonState.Released];
public IEnumerable<SButton> Released { get; }
/*********
@@ -39,29 +31,31 @@ public class ButtonsChangedEventArgs : EventArgs
/// <param name="inputState">The game's current input state.</param>
internal ButtonsChangedEventArgs(ICursorPosition cursor, SInputState inputState)
{
this.Cursor = cursor;
this.ButtonsByState = new Lazy<Dictionary<SButtonState, SButton[]>>(() => this.GetButtonsByState(inputState));
}
var pressed = new List<SButton>();
var held = new List<SButton>();
var released = new List<SButton>();
/*********
** Private methods
*********/
/// <summary>Get the buttons that were pressed, held, or released since the previous tick.</summary>
/// <param name="inputState">The game's current input state.</param>
private Dictionary<SButtonState, SButton[]> GetButtonsByState(SInputState inputState)
{
Dictionary<SButtonState, SButton[]> lookup = inputState
.GetActiveButtonStates()
.GroupBy(p => p.Value)
.ToDictionary(p => p.Key, p => p.Select(p => p.Key).ToArray());
foreach (SButtonState state in new[] { SButtonState.Pressed, SButtonState.Held, SButtonState.Released })
foreach ((SButton button, SButtonState state) in inputState.GetActiveButtonStates())
{
if (!lookup.ContainsKey(state))
lookup[state] = [];
switch (state)
{
case SButtonState.Pressed:
pressed.Add(button);
break;
case SButtonState.Held:
held.Add(button);
break;
case SButtonState.Released:
released.Add(button);
break;
}
}
return lookup;
this.Cursor = cursor;
this.Pressed = pressed;
this.Held = held;
this.Released = released;
}
}