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Improve KeyPress handling (#15923)

* Pass KeyPress by value
* TouchControls: add setting change callback for keybindings
This commit is contained in:
y5nw 2025-03-21 12:07:51 +01:00 committed by GitHub
parent ead44a27ca
commit 4ba438a7ec
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GPG key ID: B5690EEEBB952194
7 changed files with 51 additions and 37 deletions

View file

@ -77,7 +77,7 @@ void KeyCache::populate()
if (handler) {
// First clear all keys, then re-add the ones we listen for
handler->dontListenForKeys();
for (const KeyPress &k : key) {
for (auto k : key) {
handler->listenForKey(k);
}
handler->listenForKey(EscapeKey);
@ -111,7 +111,7 @@ bool MyEventReceiver::OnEvent(const SEvent &event)
// This is separate from other keyboard handling so that it also works in menus.
if (event.EventType == EET_KEY_INPUT_EVENT) {
const KeyPress keyCode(event.KeyInput);
KeyPress keyCode(event.KeyInput);
if (keyCode == getKeySetting("keymap_fullscreen")) {
if (event.KeyInput.PressedDown && !fullscreen_is_down) {
IrrlichtDevice *device = RenderingEngine::get_raw_device();
@ -142,7 +142,7 @@ bool MyEventReceiver::OnEvent(const SEvent &event)
// Remember whether each key is down or up
if (event.EventType == irr::EET_KEY_INPUT_EVENT) {
const KeyPress keyCode(event.KeyInput);
KeyPress keyCode(event.KeyInput);
if (keyCode && keysListenedFor[keyCode]) { // ignore key input that is invalid or irrelevant for the game.
if (event.KeyInput.PressedDown) {
if (!IsKeyDown(keyCode))

View file

@ -53,7 +53,7 @@ class KeyList : private std::list<KeyPress>
typedef super::iterator iterator;
typedef super::const_iterator const_iterator;
virtual const_iterator find(const KeyPress &key) const
virtual const_iterator find(KeyPress key) const
{
const_iterator f(begin());
const_iterator e(end());
@ -68,7 +68,7 @@ class KeyList : private std::list<KeyPress>
return e;
}
virtual iterator find(const KeyPress &key)
virtual iterator find(KeyPress key)
{
iterator f(begin());
iterator e(end());
@ -86,13 +86,13 @@ class KeyList : private std::list<KeyPress>
public:
void clear() { super::clear(); }
void set(const KeyPress &key)
void set(KeyPress key)
{
if (find(key) == end())
push_back(key);
}
void unset(const KeyPress &key)
void unset(KeyPress key)
{
iterator p(find(key));
@ -100,7 +100,7 @@ public:
erase(p);
}
void toggle(const KeyPress &key)
void toggle(KeyPress key)
{
iterator p(this->find(key));
@ -112,12 +112,12 @@ public:
void append(const KeyList &other)
{
for (const KeyPress &key : other) {
for (auto key : other) {
set(key);
}
}
bool operator[](const KeyPress &key) const { return find(key) != end(); }
bool operator[](KeyPress key) const { return find(key) != end(); }
};
class MyEventReceiver : public IEventReceiver
@ -126,10 +126,10 @@ public:
// This is the one method that we have to implement
virtual bool OnEvent(const SEvent &event);
bool IsKeyDown(const KeyPress &keyCode) const { return keyIsDown[keyCode]; }
bool IsKeyDown(KeyPress keyCode) const { return keyIsDown[keyCode]; }
// Checks whether a key was down and resets the state
bool WasKeyDown(const KeyPress &keyCode)
bool WasKeyDown(KeyPress keyCode)
{
bool b = keyWasDown[keyCode];
if (b)
@ -139,13 +139,13 @@ public:
// Checks whether a key was just pressed. State will be cleared
// in the subsequent iteration of Game::processPlayerInteraction
bool WasKeyPressed(const KeyPress &keycode) const { return keyWasPressed[keycode]; }
bool WasKeyPressed(KeyPress keycode) const { return keyWasPressed[keycode]; }
// Checks whether a key was just released. State will be cleared
// in the subsequent iteration of Game::processPlayerInteraction
bool WasKeyReleased(const KeyPress &keycode) const { return keyWasReleased[keycode]; }
bool WasKeyReleased(KeyPress keycode) const { return keyWasReleased[keycode]; }
void listenForKey(const KeyPress &keyCode)
void listenForKey(KeyPress keyCode)
{
keysListenedFor.set(keyCode);
}
@ -247,7 +247,7 @@ public:
virtual void clearWasKeyPressed() {}
virtual void clearWasKeyReleased() {}
virtual void listenForKey(const KeyPress &keyCode) {}
virtual void listenForKey(KeyPress keyCode) {}
virtual void dontListenForKeys() {}
virtual v2s32 getMousePos() = 0;
@ -316,7 +316,7 @@ public:
m_receiver->clearWasKeyReleased();
}
virtual void listenForKey(const KeyPress &keyCode)
virtual void listenForKey(KeyPress keyCode)
{
m_receiver->listenForKey(keyCode);
}

View file

@ -367,7 +367,7 @@ bool KeyPress::loadFromScancode(const std::string &name)
}
std::unordered_map<std::string, KeyPress> specialKeyCache;
const KeyPress &KeyPress::getSpecialKey(const std::string &name)
KeyPress KeyPress::getSpecialKey(const std::string &name)
{
auto &key = specialKeyCache[name];
if (!key)
@ -382,7 +382,7 @@ const KeyPress &KeyPress::getSpecialKey(const std::string &name)
// A simple cache for quicker lookup
static std::unordered_map<std::string, KeyPress> g_key_setting_cache;
const KeyPress &getKeySetting(const std::string &settingname)
KeyPress getKeySetting(const std::string &settingname)
{
auto n = g_key_setting_cache.find(settingname);
if (n != g_key_setting_cache.end())

View file

@ -10,7 +10,9 @@
#include <string>
#include <variant>
/* A key press, consisting of a scancode or a keycode */
/* A key press, consisting of a scancode or a keycode.
* This fits into 64 bits, so prefer passing this by value.
*/
class KeyPress
{
public:
@ -40,10 +42,10 @@ public:
return 0;
}
bool operator==(const KeyPress &o) const {
bool operator==(KeyPress o) const {
return scancode == o.scancode;
}
bool operator!=(const KeyPress &o) const {
bool operator!=(KeyPress o) const {
return !(*this == o);
}
@ -55,7 +57,7 @@ public:
std::get<u32>(scancode) != 0;
}
static const KeyPress &getSpecialKey(const std::string &name);
static KeyPress getSpecialKey(const std::string &name);
private:
bool loadFromScancode(const std::string &name);
@ -74,7 +76,7 @@ private:
#define RMBKey KeyPress::getSpecialKey("KEY_RBUTTON")
// Key configuration getter
const KeyPress &getKeySetting(const std::string &settingname);
KeyPress getKeySetting(const std::string &settingname);
// Clear fast lookup cache
void clearKeyCache();

View file

@ -205,6 +205,8 @@ void GUIKeyChangeMenu::drawMenu()
bool GUIKeyChangeMenu::acceptInput()
{
clearKeyCache();
for (key_setting *k : key_settings) {
std::string default_key;
Settings::getLayer(SL_DEFAULTS)->getNoEx(k->setting_name, default_key);
@ -231,8 +233,6 @@ bool GUIKeyChangeMenu::acceptInput()
g_settings->setBool("autojump", ((gui::IGUICheckBox*)e)->isChecked());
}
clearKeyCache();
g_gamecallback->signalKeyConfigChange();
return true;

View file

@ -31,7 +31,7 @@
TouchControls *g_touchcontrols;
void TouchControls::emitKeyboardEvent(const KeyPress &key, bool pressed)
void TouchControls::emitKeyboardEvent(KeyPress key, bool pressed)
{
SEvent e{};
e.EventType = EET_KEY_INPUT_EVENT;
@ -142,12 +142,8 @@ bool TouchControls::buttonsStep(std::vector<button_info> &buttons, float dtime)
return has_pointers;
}
static const KeyPress &id_to_keypress(touch_gui_button_id id)
static std::string id_to_setting(touch_gui_button_id id)
{
// ESC isn't part of the keymap.
if (id == exit_id)
return EscapeKey;
std::string key = "";
switch (id) {
case dig_id:
@ -204,11 +200,22 @@ static const KeyPress &id_to_keypress(touch_gui_button_id id)
default:
break;
}
assert(!key.empty());
auto &kp = getKeySetting("keymap_" + key);
return key.empty() ? key : "keymap_" + key;
}
static KeyPress id_to_keypress(touch_gui_button_id id)
{
// ESC isn't part of the keymap.
if (id == exit_id)
return EscapeKey;
auto setting_name = id_to_setting(id);
assert(!setting_name.empty());
auto kp = getKeySetting(setting_name);
if (!kp)
warningstream << "TouchControls: Unbound or invalid key for "
<< key << ", hiding button." << std::endl;
<< setting_name << ", hiding button." << std::endl;
return kp;
}
@ -232,6 +239,11 @@ TouchControls::TouchControls(IrrlichtDevice *device, ISimpleTextureSource *tsrc)
readSettings();
for (auto name : setting_names)
g_settings->registerChangedCallback(name, settingChangedCallback, this);
// Also update layout when keybindings change (e.g. for convertibles)
for (u8 id = 0; id < touch_gui_button_id_END; id++)
if (auto name = id_to_setting((touch_gui_button_id)id); !name.empty())
g_settings->registerChangedCallback(name, settingChangedCallback, this);
}
void TouchControls::settingChangedCallback(const std::string &name, void *data)

View file

@ -204,7 +204,7 @@ private:
// for its buttons. We only want static image display, not interactivity,
// from Irrlicht.
void emitKeyboardEvent(const KeyPress &keycode, bool pressed);
void emitKeyboardEvent(KeyPress keycode, bool pressed);
void loadButtonTexture(IGUIImage *gui_button, const std::string &path);
void buttonEmitAction(button_info &btn, bool action);