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main.cpp rework * Move ClientLauncher class to a dedicated file * ClientLauncher now owns print_video_modes and speed_tests functions (they are only called by him) * Move GameParams to shared/gameparams.h because it's shared between server and client and launcher need to know it * Move InputHandlers class to client/inputhandler.h * Cleanup includes
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7 changed files with 1304 additions and 1232 deletions
428
src/client/inputhandler.h
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428
src/client/inputhandler.h
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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef __INPUT_HANDLER_H__
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#define __INPUT_HANDLER_H__
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#include "irrlichttypes_extrabloated.h"
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class MyEventReceiver : public IEventReceiver
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{
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public:
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// This is the one method that we have to implement
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virtual bool OnEvent(const SEvent& event)
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{
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/*
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React to nothing here if a menu is active
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*/
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if (noMenuActive() == false) {
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#ifdef HAVE_TOUCHSCREENGUI
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if (m_touchscreengui != 0) {
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m_touchscreengui->Toggle(false);
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}
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#endif
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return g_menumgr.preprocessEvent(event);
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}
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// Remember whether each key is down or up
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if (event.EventType == irr::EET_KEY_INPUT_EVENT) {
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if (event.KeyInput.PressedDown) {
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keyIsDown.set(event.KeyInput);
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keyWasDown.set(event.KeyInput);
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} else {
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keyIsDown.unset(event.KeyInput);
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}
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}
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#ifdef HAVE_TOUCHSCREENGUI
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// case of touchscreengui we have to handle different events
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if ((m_touchscreengui != 0) &&
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(event.EventType == irr::EET_TOUCH_INPUT_EVENT)) {
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m_touchscreengui->translateEvent(event);
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return true;
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}
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#endif
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// handle mouse events
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if (event.EventType == irr::EET_MOUSE_INPUT_EVENT) {
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if (noMenuActive() == false) {
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left_active = false;
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middle_active = false;
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right_active = false;
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} else {
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left_active = event.MouseInput.isLeftPressed();
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middle_active = event.MouseInput.isMiddlePressed();
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right_active = event.MouseInput.isRightPressed();
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if (event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN) {
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leftclicked = true;
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}
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if (event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN) {
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rightclicked = true;
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}
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if (event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP) {
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leftreleased = true;
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}
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if (event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP) {
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rightreleased = true;
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}
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if (event.MouseInput.Event == EMIE_MOUSE_WHEEL) {
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mouse_wheel += event.MouseInput.Wheel;
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}
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}
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}
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if (event.EventType == irr::EET_LOG_TEXT_EVENT) {
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dstream << std::string("Irrlicht log: ") + std::string(event.LogEvent.Text)
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<< std::endl;
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return true;
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}
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/* always return false in order to continue processing events */
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return false;
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}
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bool IsKeyDown(const KeyPress &keyCode) const
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{
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return keyIsDown[keyCode];
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}
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// Checks whether a key was down and resets the state
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bool WasKeyDown(const KeyPress &keyCode)
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{
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bool b = keyWasDown[keyCode];
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if (b)
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keyWasDown.unset(keyCode);
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return b;
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}
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s32 getMouseWheel()
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{
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s32 a = mouse_wheel;
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mouse_wheel = 0;
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return a;
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}
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void clearInput()
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{
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keyIsDown.clear();
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keyWasDown.clear();
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leftclicked = false;
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rightclicked = false;
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leftreleased = false;
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rightreleased = false;
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left_active = false;
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middle_active = false;
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right_active = false;
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mouse_wheel = 0;
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}
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MyEventReceiver()
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{
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clearInput();
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#ifdef HAVE_TOUCHSCREENGUI
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m_touchscreengui = NULL;
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#endif
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}
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bool leftclicked;
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bool rightclicked;
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bool leftreleased;
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bool rightreleased;
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bool left_active;
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bool middle_active;
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bool right_active;
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s32 mouse_wheel;
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#ifdef HAVE_TOUCHSCREENGUI
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TouchScreenGUI* m_touchscreengui;
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#endif
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private:
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// The current state of keys
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KeyList keyIsDown;
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// Whether a key has been pressed or not
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KeyList keyWasDown;
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};
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/*
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Separated input handler
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*/
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class RealInputHandler : public InputHandler
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{
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public:
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RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
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m_device(device),
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m_receiver(receiver),
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m_mousepos(0,0)
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{
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}
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virtual bool isKeyDown(const KeyPress &keyCode)
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{
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return m_receiver->IsKeyDown(keyCode);
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}
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virtual bool wasKeyDown(const KeyPress &keyCode)
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{
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return m_receiver->WasKeyDown(keyCode);
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}
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virtual v2s32 getMousePos()
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{
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if (m_device->getCursorControl()) {
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return m_device->getCursorControl()->getPosition();
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}
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else {
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return m_mousepos;
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}
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}
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virtual void setMousePos(s32 x, s32 y)
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{
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if (m_device->getCursorControl()) {
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m_device->getCursorControl()->setPosition(x, y);
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}
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else {
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m_mousepos = v2s32(x,y);
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}
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}
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virtual bool getLeftState()
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{
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return m_receiver->left_active;
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}
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virtual bool getRightState()
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{
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return m_receiver->right_active;
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}
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virtual bool getLeftClicked()
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{
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return m_receiver->leftclicked;
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}
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virtual bool getRightClicked()
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{
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return m_receiver->rightclicked;
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}
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virtual void resetLeftClicked()
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{
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m_receiver->leftclicked = false;
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}
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virtual void resetRightClicked()
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{
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m_receiver->rightclicked = false;
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}
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virtual bool getLeftReleased()
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{
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return m_receiver->leftreleased;
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}
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virtual bool getRightReleased()
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{
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return m_receiver->rightreleased;
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}
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virtual void resetLeftReleased()
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{
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m_receiver->leftreleased = false;
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}
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virtual void resetRightReleased()
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{
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m_receiver->rightreleased = false;
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}
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virtual s32 getMouseWheel()
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{
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return m_receiver->getMouseWheel();
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}
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void clear()
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{
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m_receiver->clearInput();
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}
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private:
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IrrlichtDevice *m_device;
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MyEventReceiver *m_receiver;
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v2s32 m_mousepos;
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};
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class RandomInputHandler : public InputHandler
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{
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public:
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RandomInputHandler()
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{
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leftdown = false;
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rightdown = false;
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leftclicked = false;
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rightclicked = false;
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leftreleased = false;
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rightreleased = false;
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keydown.clear();
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}
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virtual bool isKeyDown(const KeyPress &keyCode)
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{
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return keydown[keyCode];
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}
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virtual bool wasKeyDown(const KeyPress &keyCode)
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{
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return false;
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}
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virtual v2s32 getMousePos()
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{
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return mousepos;
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}
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virtual void setMousePos(s32 x, s32 y)
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{
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mousepos = v2s32(x, y);
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}
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virtual bool getLeftState()
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{
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return leftdown;
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}
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virtual bool getRightState()
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{
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return rightdown;
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}
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virtual bool getLeftClicked()
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{
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return leftclicked;
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}
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virtual bool getRightClicked()
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{
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return rightclicked;
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}
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virtual void resetLeftClicked()
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{
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leftclicked = false;
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}
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virtual void resetRightClicked()
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{
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rightclicked = false;
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}
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virtual bool getLeftReleased()
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{
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return leftreleased;
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}
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virtual bool getRightReleased()
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{
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return rightreleased;
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}
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virtual void resetLeftReleased()
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{
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leftreleased = false;
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}
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virtual void resetRightReleased()
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{
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rightreleased = false;
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}
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virtual s32 getMouseWheel()
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{
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return 0;
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}
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virtual void step(float dtime)
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{
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{
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static float counter1 = 0;
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counter1 -= dtime;
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if (counter1 < 0.0) {
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counter1 = 0.1 * Rand(1, 40);
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keydown.toggle(getKeySetting("keymap_jump"));
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}
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}
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{
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static float counter1 = 0;
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counter1 -= dtime;
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if (counter1 < 0.0) {
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counter1 = 0.1 * Rand(1, 40);
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keydown.toggle(getKeySetting("keymap_special1"));
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}
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}
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{
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static float counter1 = 0;
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counter1 -= dtime;
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if (counter1 < 0.0) {
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counter1 = 0.1 * Rand(1, 40);
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keydown.toggle(getKeySetting("keymap_forward"));
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}
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}
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{
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static float counter1 = 0;
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counter1 -= dtime;
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if (counter1 < 0.0) {
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counter1 = 0.1 * Rand(1, 40);
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keydown.toggle(getKeySetting("keymap_left"));
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}
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}
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{
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static float counter1 = 0;
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counter1 -= dtime;
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if (counter1 < 0.0) {
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counter1 = 0.1 * Rand(1, 20);
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mousespeed = v2s32(Rand(-20, 20), Rand(-15, 20));
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}
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}
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{
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static float counter1 = 0;
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counter1 -= dtime;
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if (counter1 < 0.0) {
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counter1 = 0.1 * Rand(1, 30);
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leftdown = !leftdown;
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if (leftdown)
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leftclicked = true;
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if (!leftdown)
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leftreleased = true;
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}
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}
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{
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static float counter1 = 0;
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counter1 -= dtime;
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if (counter1 < 0.0) {
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counter1 = 0.1 * Rand(1, 15);
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rightdown = !rightdown;
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if (rightdown)
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rightclicked = true;
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if (!rightdown)
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rightreleased = true;
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}
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}
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mousepos += mousespeed;
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}
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s32 Rand(s32 min, s32 max)
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{
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return (myrand()%(max-min+1))+min;
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}
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private:
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KeyList keydown;
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v2s32 mousepos;
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v2s32 mousespeed;
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bool leftdown;
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bool rightdown;
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bool leftclicked;
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bool rightclicked;
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bool leftreleased;
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bool rightreleased;
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};
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#endif
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