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https://github.com/luanti-org/luanti.git
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Refactor input handler (#15933)
This commit is contained in:
parent
309c0a0cb6
commit
4cd2273349
5 changed files with 168 additions and 254 deletions
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@ -885,7 +885,7 @@ bool Game::startup(bool *kill,
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this->chat_backend = chat_backend;
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simple_singleplayer_mode = start_data.isSinglePlayer();
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input->keycache.populate();
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input->reloadKeybindings();
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driver = device->getVideoDriver();
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smgr = m_rendering_engine->get_scene_manager();
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@ -554,7 +554,7 @@ bool GameFormSpec::handleCallbacks()
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}
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if (g_gamecallback->keyconfig_changed) {
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m_input->keycache.populate(); // update the cache with new settings
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m_input->reloadKeybindings(); // update the cache with new settings
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g_gamecallback->keyconfig_changed = false;
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}
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@ -12,75 +12,98 @@
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#include "log_internal.h"
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#include "client/renderingengine.h"
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void KeyCache::populate_nonchanging()
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void MyEventReceiver::reloadKeybindings()
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{
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key[KeyType::ESC] = EscapeKey;
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}
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keybindings[KeyType::FORWARD] = getKeySetting("keymap_forward");
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keybindings[KeyType::BACKWARD] = getKeySetting("keymap_backward");
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keybindings[KeyType::LEFT] = getKeySetting("keymap_left");
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keybindings[KeyType::RIGHT] = getKeySetting("keymap_right");
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keybindings[KeyType::JUMP] = getKeySetting("keymap_jump");
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keybindings[KeyType::AUX1] = getKeySetting("keymap_aux1");
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keybindings[KeyType::SNEAK] = getKeySetting("keymap_sneak");
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keybindings[KeyType::DIG] = getKeySetting("keymap_dig");
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keybindings[KeyType::PLACE] = getKeySetting("keymap_place");
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void KeyCache::populate()
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{
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key[KeyType::FORWARD] = getKeySetting("keymap_forward");
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key[KeyType::BACKWARD] = getKeySetting("keymap_backward");
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key[KeyType::LEFT] = getKeySetting("keymap_left");
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key[KeyType::RIGHT] = getKeySetting("keymap_right");
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key[KeyType::JUMP] = getKeySetting("keymap_jump");
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key[KeyType::AUX1] = getKeySetting("keymap_aux1");
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key[KeyType::SNEAK] = getKeySetting("keymap_sneak");
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key[KeyType::DIG] = getKeySetting("keymap_dig");
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key[KeyType::PLACE] = getKeySetting("keymap_place");
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keybindings[KeyType::ESC] = EscapeKey;
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key[KeyType::AUTOFORWARD] = getKeySetting("keymap_autoforward");
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keybindings[KeyType::AUTOFORWARD] = getKeySetting("keymap_autoforward");
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key[KeyType::DROP] = getKeySetting("keymap_drop");
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key[KeyType::INVENTORY] = getKeySetting("keymap_inventory");
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key[KeyType::CHAT] = getKeySetting("keymap_chat");
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key[KeyType::CMD] = getKeySetting("keymap_cmd");
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key[KeyType::CMD_LOCAL] = getKeySetting("keymap_cmd_local");
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key[KeyType::CONSOLE] = getKeySetting("keymap_console");
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key[KeyType::MINIMAP] = getKeySetting("keymap_minimap");
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key[KeyType::FREEMOVE] = getKeySetting("keymap_freemove");
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key[KeyType::PITCHMOVE] = getKeySetting("keymap_pitchmove");
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key[KeyType::FASTMOVE] = getKeySetting("keymap_fastmove");
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key[KeyType::NOCLIP] = getKeySetting("keymap_noclip");
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key[KeyType::HOTBAR_PREV] = getKeySetting("keymap_hotbar_previous");
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key[KeyType::HOTBAR_NEXT] = getKeySetting("keymap_hotbar_next");
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key[KeyType::MUTE] = getKeySetting("keymap_mute");
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key[KeyType::INC_VOLUME] = getKeySetting("keymap_increase_volume");
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key[KeyType::DEC_VOLUME] = getKeySetting("keymap_decrease_volume");
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key[KeyType::CINEMATIC] = getKeySetting("keymap_cinematic");
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key[KeyType::SCREENSHOT] = getKeySetting("keymap_screenshot");
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key[KeyType::TOGGLE_BLOCK_BOUNDS] = getKeySetting("keymap_toggle_block_bounds");
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key[KeyType::TOGGLE_HUD] = getKeySetting("keymap_toggle_hud");
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key[KeyType::TOGGLE_CHAT] = getKeySetting("keymap_toggle_chat");
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key[KeyType::TOGGLE_FOG] = getKeySetting("keymap_toggle_fog");
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key[KeyType::TOGGLE_UPDATE_CAMERA] = getKeySetting("keymap_toggle_update_camera");
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key[KeyType::TOGGLE_DEBUG] = getKeySetting("keymap_toggle_debug");
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key[KeyType::TOGGLE_PROFILER] = getKeySetting("keymap_toggle_profiler");
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key[KeyType::CAMERA_MODE] = getKeySetting("keymap_camera_mode");
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key[KeyType::INCREASE_VIEWING_RANGE] =
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keybindings[KeyType::DROP] = getKeySetting("keymap_drop");
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keybindings[KeyType::INVENTORY] = getKeySetting("keymap_inventory");
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keybindings[KeyType::CHAT] = getKeySetting("keymap_chat");
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keybindings[KeyType::CMD] = getKeySetting("keymap_cmd");
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keybindings[KeyType::CMD_LOCAL] = getKeySetting("keymap_cmd_local");
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keybindings[KeyType::CONSOLE] = getKeySetting("keymap_console");
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keybindings[KeyType::MINIMAP] = getKeySetting("keymap_minimap");
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keybindings[KeyType::FREEMOVE] = getKeySetting("keymap_freemove");
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keybindings[KeyType::PITCHMOVE] = getKeySetting("keymap_pitchmove");
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keybindings[KeyType::FASTMOVE] = getKeySetting("keymap_fastmove");
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keybindings[KeyType::NOCLIP] = getKeySetting("keymap_noclip");
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keybindings[KeyType::HOTBAR_PREV] = getKeySetting("keymap_hotbar_previous");
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keybindings[KeyType::HOTBAR_NEXT] = getKeySetting("keymap_hotbar_next");
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keybindings[KeyType::MUTE] = getKeySetting("keymap_mute");
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keybindings[KeyType::INC_VOLUME] = getKeySetting("keymap_increase_volume");
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keybindings[KeyType::DEC_VOLUME] = getKeySetting("keymap_decrease_volume");
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keybindings[KeyType::CINEMATIC] = getKeySetting("keymap_cinematic");
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keybindings[KeyType::SCREENSHOT] = getKeySetting("keymap_screenshot");
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keybindings[KeyType::TOGGLE_BLOCK_BOUNDS] = getKeySetting("keymap_toggle_block_bounds");
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keybindings[KeyType::TOGGLE_HUD] = getKeySetting("keymap_toggle_hud");
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keybindings[KeyType::TOGGLE_CHAT] = getKeySetting("keymap_toggle_chat");
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keybindings[KeyType::TOGGLE_FOG] = getKeySetting("keymap_toggle_fog");
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keybindings[KeyType::TOGGLE_UPDATE_CAMERA] = getKeySetting("keymap_toggle_update_camera");
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keybindings[KeyType::TOGGLE_DEBUG] = getKeySetting("keymap_toggle_debug");
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keybindings[KeyType::TOGGLE_PROFILER] = getKeySetting("keymap_toggle_profiler");
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keybindings[KeyType::CAMERA_MODE] = getKeySetting("keymap_camera_mode");
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keybindings[KeyType::INCREASE_VIEWING_RANGE] =
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getKeySetting("keymap_increase_viewing_range_min");
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key[KeyType::DECREASE_VIEWING_RANGE] =
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keybindings[KeyType::DECREASE_VIEWING_RANGE] =
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getKeySetting("keymap_decrease_viewing_range_min");
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key[KeyType::RANGESELECT] = getKeySetting("keymap_rangeselect");
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key[KeyType::ZOOM] = getKeySetting("keymap_zoom");
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keybindings[KeyType::RANGESELECT] = getKeySetting("keymap_rangeselect");
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keybindings[KeyType::ZOOM] = getKeySetting("keymap_zoom");
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key[KeyType::QUICKTUNE_NEXT] = getKeySetting("keymap_quicktune_next");
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key[KeyType::QUICKTUNE_PREV] = getKeySetting("keymap_quicktune_prev");
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key[KeyType::QUICKTUNE_INC] = getKeySetting("keymap_quicktune_inc");
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key[KeyType::QUICKTUNE_DEC] = getKeySetting("keymap_quicktune_dec");
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keybindings[KeyType::QUICKTUNE_NEXT] = getKeySetting("keymap_quicktune_next");
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keybindings[KeyType::QUICKTUNE_PREV] = getKeySetting("keymap_quicktune_prev");
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keybindings[KeyType::QUICKTUNE_INC] = getKeySetting("keymap_quicktune_inc");
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keybindings[KeyType::QUICKTUNE_DEC] = getKeySetting("keymap_quicktune_dec");
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for (int i = 0; i < HUD_HOTBAR_ITEMCOUNT_MAX; i++) {
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std::string slot_key_name = "keymap_slot" + std::to_string(i + 1);
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key[KeyType::SLOT_1 + i] = getKeySetting(slot_key_name.c_str());
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keybindings[KeyType::SLOT_1 + i] = getKeySetting(slot_key_name.c_str());
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}
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if (handler) {
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// First clear all keys, then re-add the ones we listen for
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handler->dontListenForKeys();
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for (auto k : key) {
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handler->listenForKey(k);
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}
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handler->listenForKey(EscapeKey);
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// First clear all keys, then re-add the ones we listen for
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keysListenedFor.clear();
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for (int i = 0; i < KeyType::INTERNAL_ENUM_COUNT; i++) {
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listenForKey(keybindings[i], static_cast<GameKeyType>(i));
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}
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}
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bool MyEventReceiver::setKeyDown(KeyPress keyCode, bool is_down)
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{
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if (keysListenedFor.find(keyCode) == keysListenedFor.end()) // ignore irrelevant key input
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return false;
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auto action = keysListenedFor[keyCode];
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if (is_down) {
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physicalKeyDown.insert(keyCode);
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setKeyDown(action, true);
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} else {
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physicalKeyDown.erase(keyCode);
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setKeyDown(action, false);
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}
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return true;
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}
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void MyEventReceiver::setKeyDown(GameKeyType action, bool is_down)
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{
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if (is_down) {
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if (!IsKeyDown(action))
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keyWasPressed.set(action);
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keyIsDown.set(action);
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keyWasDown.set(action);
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} else {
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if (IsKeyDown(action))
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keyWasReleased.set(action);
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keyIsDown.reset(action);
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}
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}
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@ -143,23 +166,8 @@ bool MyEventReceiver::OnEvent(const SEvent &event)
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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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KeyPress keyCode(event.KeyInput);
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if (keyCode && keysListenedFor[keyCode]) { // ignore key input that is invalid or irrelevant for the game.
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if (event.KeyInput.PressedDown) {
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if (!IsKeyDown(keyCode))
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keyWasPressed.set(keyCode);
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keyIsDown.set(keyCode);
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keyWasDown.set(keyCode);
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} else {
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if (IsKeyDown(keyCode))
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keyWasReleased.set(keyCode);
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keyIsDown.unset(keyCode);
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}
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if (setKeyDown(keyCode, event.KeyInput.PressedDown))
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return true;
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}
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} else if (g_touchcontrols && event.EventType == irr::EET_TOUCH_INPUT_EVENT) {
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// In case of touchcontrols, we have to handle different events
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g_touchcontrols->translateEvent(event);
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@ -171,31 +179,22 @@ bool MyEventReceiver::OnEvent(const SEvent &event)
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// Handle mouse events
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switch (event.MouseInput.Event) {
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case EMIE_LMOUSE_PRESSED_DOWN:
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keyIsDown.set(LMBKey);
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keyWasDown.set(LMBKey);
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keyWasPressed.set(LMBKey);
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setKeyDown(LMBKey, true);
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break;
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case EMIE_MMOUSE_PRESSED_DOWN:
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keyIsDown.set(MMBKey);
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keyWasDown.set(MMBKey);
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keyWasPressed.set(MMBKey);
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setKeyDown(MMBKey, true);
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break;
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case EMIE_RMOUSE_PRESSED_DOWN:
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keyIsDown.set(RMBKey);
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keyWasDown.set(RMBKey);
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keyWasPressed.set(RMBKey);
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setKeyDown(RMBKey, true);
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break;
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case EMIE_LMOUSE_LEFT_UP:
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keyIsDown.unset(LMBKey);
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keyWasReleased.set(LMBKey);
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setKeyDown(LMBKey, false);
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break;
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case EMIE_MMOUSE_LEFT_UP:
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keyIsDown.unset(MMBKey);
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keyWasReleased.set(MMBKey);
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setKeyDown(MMBKey, false);
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break;
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case EMIE_RMOUSE_LEFT_UP:
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keyIsDown.unset(RMBKey);
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keyWasReleased.set(RMBKey);
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setKeyDown(RMBKey, false);
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break;
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case EMIE_MOUSE_WHEEL:
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mouse_wheel += event.MouseInput.Wheel;
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@ -257,7 +256,7 @@ s32 RandomInputHandler::Rand(s32 min, s32 max)
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}
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struct RandomInputHandlerSimData {
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std::string key;
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GameKeyType key;
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float counter;
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int time_max;
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};
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@ -265,19 +264,19 @@ struct RandomInputHandlerSimData {
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void RandomInputHandler::step(float dtime)
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{
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static RandomInputHandlerSimData rnd_data[] = {
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{ "keymap_jump", 0.0f, 40 },
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{ "keymap_aux1", 0.0f, 40 },
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{ "keymap_forward", 0.0f, 40 },
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{ "keymap_left", 0.0f, 40 },
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{ "keymap_dig", 0.0f, 30 },
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{ "keymap_place", 0.0f, 15 }
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{ KeyType::JUMP, 0.0f, 40 },
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{ KeyType::AUX1, 0.0f, 40 },
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{ KeyType::FORWARD, 0.0f, 40 },
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{ KeyType::LEFT, 0.0f, 40 },
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{ KeyType::DIG, 0.0f, 30 },
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{ KeyType::PLACE, 0.0f, 15 }
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};
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for (auto &i : rnd_data) {
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i.counter -= dtime;
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if (i.counter < 0.0) {
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i.counter = 0.1 * Rand(1, i.time_max);
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keydown.toggle(getKeySetting(i.key.c_str()));
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keydown.flip(i.key);
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}
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}
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{
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@ -7,7 +7,10 @@
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#include "irrlichttypes.h"
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#include "irr_v2d.h"
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#include "joystick_controller.h"
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#include <array>
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#include <list>
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#include <set>
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#include <unordered_map>
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#include "keycode.h"
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class InputHandler;
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@ -17,142 +20,32 @@ enum class PointerType {
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Touch,
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};
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/****************************************************************************
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Fast key cache for main game loop
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****************************************************************************/
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/* This is faster than using getKeySetting with the tradeoff that functions
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* using it must make sure that it's initialised before using it and there is
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* no error handling (for example bounds checking). This is really intended for
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* use only in the main running loop of the client (the_game()) where the faster
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* (up to 10x faster) key lookup is an asset. Other parts of the codebase
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* (e.g. formspecs) should continue using getKeySetting().
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*/
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struct KeyCache
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{
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KeyCache()
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{
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handler = NULL;
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populate();
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populate_nonchanging();
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}
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void populate();
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// Keys that are not settings dependent
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void populate_nonchanging();
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KeyPress key[KeyType::INTERNAL_ENUM_COUNT];
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InputHandler *handler;
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};
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class KeyList : private std::list<KeyPress>
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{
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typedef std::list<KeyPress> super;
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typedef super::iterator iterator;
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typedef super::const_iterator const_iterator;
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virtual const_iterator find(KeyPress key) const
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{
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const_iterator f(begin());
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const_iterator e(end());
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while (f != e) {
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if (*f == key)
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return f;
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++f;
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}
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return e;
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}
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virtual iterator find(KeyPress key)
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{
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iterator f(begin());
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iterator e(end());
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while (f != e) {
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if (*f == key)
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return f;
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++f;
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}
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return e;
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}
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public:
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void clear() { super::clear(); }
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void set(KeyPress key)
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{
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if (find(key) == end())
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push_back(key);
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}
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void unset(KeyPress key)
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{
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iterator p(find(key));
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if (p != end())
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erase(p);
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}
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void toggle(KeyPress key)
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{
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iterator p(this->find(key));
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if (p != end())
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erase(p);
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else
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push_back(key);
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}
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void append(const KeyList &other)
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{
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for (auto key : other) {
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set(key);
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}
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}
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bool operator[](KeyPress key) const { return find(key) != end(); }
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};
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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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bool IsKeyDown(KeyPress keyCode) const { return keyIsDown[keyCode]; }
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bool IsKeyDown(GameKeyType key) const { return keyIsDown[key]; }
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// Checks whether a key was down and resets the state
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bool WasKeyDown(KeyPress keyCode)
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bool WasKeyDown(GameKeyType key)
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{
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bool b = keyWasDown[keyCode];
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bool b = keyWasDown[key];
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if (b)
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keyWasDown.unset(keyCode);
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keyWasDown.reset(key);
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return b;
|
||||
}
|
||||
|
||||
// Checks whether a key was just pressed. State will be cleared
|
||||
// in the subsequent iteration of Game::processPlayerInteraction
|
||||
bool WasKeyPressed(KeyPress keycode) const { return keyWasPressed[keycode]; }
|
||||
bool WasKeyPressed(GameKeyType key) const { return keyWasPressed[key]; }
|
||||
|
||||
// Checks whether a key was just released. State will be cleared
|
||||
// in the subsequent iteration of Game::processPlayerInteraction
|
||||
bool WasKeyReleased(KeyPress keycode) const { return keyWasReleased[keycode]; }
|
||||
bool WasKeyReleased(GameKeyType key) const { return keyWasReleased[key]; }
|
||||
|
||||
void listenForKey(KeyPress keyCode)
|
||||
{
|
||||
keysListenedFor.set(keyCode);
|
||||
}
|
||||
void dontListenForKeys()
|
||||
{
|
||||
keysListenedFor.clear();
|
||||
}
|
||||
void reloadKeybindings();
|
||||
|
||||
s32 getMouseWheel()
|
||||
{
|
||||
|
@ -163,28 +56,30 @@ public:
|
|||
|
||||
void clearInput()
|
||||
{
|
||||
keyIsDown.clear();
|
||||
keyWasDown.clear();
|
||||
keyWasPressed.clear();
|
||||
keyWasReleased.clear();
|
||||
physicalKeyDown.clear();
|
||||
keyIsDown.reset();
|
||||
keyWasDown.reset();
|
||||
keyWasPressed.reset();
|
||||
keyWasReleased.reset();
|
||||
|
||||
mouse_wheel = 0;
|
||||
}
|
||||
|
||||
void releaseAllKeys()
|
||||
{
|
||||
keyWasReleased.append(keyIsDown);
|
||||
keyIsDown.clear();
|
||||
physicalKeyDown.clear();
|
||||
keyWasReleased |= keyIsDown;
|
||||
keyIsDown.reset();
|
||||
}
|
||||
|
||||
void clearWasKeyPressed()
|
||||
{
|
||||
keyWasPressed.clear();
|
||||
keyWasPressed.reset();
|
||||
}
|
||||
|
||||
void clearWasKeyReleased()
|
||||
{
|
||||
keyWasReleased.clear();
|
||||
keyWasReleased.reset();
|
||||
}
|
||||
|
||||
JoystickController *joystick = nullptr;
|
||||
|
@ -192,26 +87,41 @@ public:
|
|||
PointerType getLastPointerType() { return last_pointer_type; }
|
||||
|
||||
private:
|
||||
void listenForKey(KeyPress keyCode, GameKeyType action)
|
||||
{
|
||||
if (keyCode)
|
||||
keysListenedFor[keyCode] = action;
|
||||
}
|
||||
|
||||
bool setKeyDown(KeyPress keyCode, bool is_down);
|
||||
void setKeyDown(GameKeyType action, bool is_down);
|
||||
|
||||
/* This is faster than using getKeySetting with the tradeoff that functions
|
||||
* using it must make sure that it's initialised before using it and there is
|
||||
* no error handling (for example bounds checking). This is useful here as the
|
||||
* faster (up to 10x faster) key lookup is an asset.
|
||||
*/
|
||||
std::array<KeyPress, KeyType::INTERNAL_ENUM_COUNT> keybindings;
|
||||
|
||||
s32 mouse_wheel = 0;
|
||||
|
||||
// The current state of physical keys.
|
||||
std::set<KeyPress> physicalKeyDown;
|
||||
|
||||
// The current state of keys
|
||||
KeyList keyIsDown;
|
||||
std::bitset<GameKeyType::INTERNAL_ENUM_COUNT> keyIsDown;
|
||||
|
||||
// Like keyIsDown but only reset when that key is read
|
||||
KeyList keyWasDown;
|
||||
std::bitset<GameKeyType::INTERNAL_ENUM_COUNT> keyWasDown;
|
||||
|
||||
// Whether a key has just been pressed
|
||||
KeyList keyWasPressed;
|
||||
std::bitset<GameKeyType::INTERNAL_ENUM_COUNT> keyWasPressed;
|
||||
|
||||
// Whether a key has just been released
|
||||
KeyList keyWasReleased;
|
||||
std::bitset<GameKeyType::INTERNAL_ENUM_COUNT> keyWasReleased;
|
||||
|
||||
// List of keys we listen for
|
||||
// TODO perhaps the type of this is not really
|
||||
// performant as KeyList is designed for few but
|
||||
// often changing keys, and keysListenedFor is expected
|
||||
// to change seldomly but contain lots of keys.
|
||||
KeyList keysListenedFor;
|
||||
std::unordered_map<KeyPress, GameKeyType> keysListenedFor;
|
||||
|
||||
// Intentionally not reset by clearInput/releaseAllKeys.
|
||||
bool fullscreen_is_down = false;
|
||||
|
@ -222,12 +132,6 @@ private:
|
|||
class InputHandler
|
||||
{
|
||||
public:
|
||||
InputHandler()
|
||||
{
|
||||
keycache.handler = this;
|
||||
keycache.populate();
|
||||
}
|
||||
|
||||
virtual ~InputHandler() = default;
|
||||
|
||||
virtual bool isRandom() const
|
||||
|
@ -247,8 +151,7 @@ public:
|
|||
virtual void clearWasKeyPressed() {}
|
||||
virtual void clearWasKeyReleased() {}
|
||||
|
||||
virtual void listenForKey(KeyPress keyCode) {}
|
||||
virtual void dontListenForKeys() {}
|
||||
virtual void reloadKeybindings() {}
|
||||
|
||||
virtual v2s32 getMousePos() = 0;
|
||||
virtual void setMousePos(s32 x, s32 y) = 0;
|
||||
|
@ -261,7 +164,6 @@ public:
|
|||
virtual void releaseAllKeys() {}
|
||||
|
||||
JoystickController joystick;
|
||||
KeyCache keycache;
|
||||
};
|
||||
|
||||
/*
|
||||
|
@ -274,6 +176,7 @@ public:
|
|||
RealInputHandler(MyEventReceiver *receiver) : m_receiver(receiver)
|
||||
{
|
||||
m_receiver->joystick = &joystick;
|
||||
m_receiver->reloadKeybindings();
|
||||
}
|
||||
|
||||
virtual ~RealInputHandler()
|
||||
|
@ -283,19 +186,19 @@ public:
|
|||
|
||||
virtual bool isKeyDown(GameKeyType k)
|
||||
{
|
||||
return m_receiver->IsKeyDown(keycache.key[k]) || joystick.isKeyDown(k);
|
||||
return m_receiver->IsKeyDown(k) || joystick.isKeyDown(k);
|
||||
}
|
||||
virtual bool wasKeyDown(GameKeyType k)
|
||||
{
|
||||
return m_receiver->WasKeyDown(keycache.key[k]) || joystick.wasKeyDown(k);
|
||||
return m_receiver->WasKeyDown(k) || joystick.wasKeyDown(k);
|
||||
}
|
||||
virtual bool wasKeyPressed(GameKeyType k)
|
||||
{
|
||||
return m_receiver->WasKeyPressed(keycache.key[k]) || joystick.wasKeyPressed(k);
|
||||
return m_receiver->WasKeyPressed(k) || joystick.wasKeyPressed(k);
|
||||
}
|
||||
virtual bool wasKeyReleased(GameKeyType k)
|
||||
{
|
||||
return m_receiver->WasKeyReleased(keycache.key[k]) || joystick.wasKeyReleased(k);
|
||||
return m_receiver->WasKeyReleased(k) || joystick.wasKeyReleased(k);
|
||||
}
|
||||
|
||||
virtual float getJoystickSpeed();
|
||||
|
@ -316,13 +219,9 @@ public:
|
|||
m_receiver->clearWasKeyReleased();
|
||||
}
|
||||
|
||||
virtual void listenForKey(KeyPress keyCode)
|
||||
virtual void reloadKeybindings()
|
||||
{
|
||||
m_receiver->listenForKey(keyCode);
|
||||
}
|
||||
virtual void dontListenForKeys()
|
||||
{
|
||||
m_receiver->dontListenForKeys();
|
||||
m_receiver->reloadKeybindings();
|
||||
}
|
||||
|
||||
virtual v2s32 getMousePos();
|
||||
|
@ -360,7 +259,7 @@ public:
|
|||
return true;
|
||||
}
|
||||
|
||||
virtual bool isKeyDown(GameKeyType k) { return keydown[keycache.key[k]]; }
|
||||
virtual bool isKeyDown(GameKeyType k) { return keydown[k]; }
|
||||
virtual bool wasKeyDown(GameKeyType k) { return false; }
|
||||
virtual bool wasKeyPressed(GameKeyType k) { return false; }
|
||||
virtual bool wasKeyReleased(GameKeyType k) { return false; }
|
||||
|
@ -377,7 +276,7 @@ public:
|
|||
s32 Rand(s32 min, s32 max);
|
||||
|
||||
private:
|
||||
KeyList keydown;
|
||||
std::bitset<GameKeyType::INTERNAL_ENUM_COUNT> keydown;
|
||||
v2s32 mousepos;
|
||||
v2s32 mousespeed;
|
||||
float joystickSpeed;
|
||||
|
|
|
@ -49,6 +49,11 @@ public:
|
|||
return !(*this == o);
|
||||
}
|
||||
|
||||
// Used for e.g. std::set
|
||||
bool operator<(KeyPress o) const {
|
||||
return scancode < o.scancode;
|
||||
}
|
||||
|
||||
// Check whether the keypress is valid
|
||||
operator bool() const
|
||||
{
|
||||
|
@ -60,11 +65,22 @@ public:
|
|||
static KeyPress getSpecialKey(const std::string &name);
|
||||
|
||||
private:
|
||||
using value_type = std::variant<u32, irr::EKEY_CODE>;
|
||||
bool loadFromScancode(const std::string &name);
|
||||
void loadFromKey(irr::EKEY_CODE keycode, wchar_t keychar);
|
||||
std::string formatScancode() const;
|
||||
|
||||
std::variant<u32, irr::EKEY_CODE> scancode = irr::KEY_UNKNOWN;
|
||||
value_type scancode = irr::KEY_UNKNOWN;
|
||||
|
||||
friend std::hash<KeyPress>;
|
||||
};
|
||||
|
||||
template <>
|
||||
struct std::hash<KeyPress>
|
||||
{
|
||||
size_t operator()(KeyPress kp) const noexcept {
|
||||
return std::hash<KeyPress::value_type>{}(kp.scancode);
|
||||
}
|
||||
};
|
||||
|
||||
// Global defines for convenience
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue