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Restore pass-through of direction keys (#11924)

This moves relevant code into the PlayerControl class and gets rid of separate keyPressed variable.
This commit is contained in:
sfan5 2022-01-09 18:46:36 +01:00 committed by GitHub
parent 76dbd0d2d0
commit 5eb45e1ea0
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GPG key ID: 4AEE18F83AFDEB23
11 changed files with 165 additions and 98 deletions

View file

@ -931,7 +931,7 @@ void writePlayerPos(LocalPlayer *myplayer, ClientMap *clientMap, NetworkPacket *
v3f sf = myplayer->getSpeed() * 100;
s32 pitch = myplayer->getPitch() * 100;
s32 yaw = myplayer->getYaw() * 100;
u32 keyPressed = myplayer->keyPressed;
u32 keyPressed = myplayer->control.getKeysPressed();
// scaled by 80, so that pi can fit into a u8
u8 fov = clientMap->getCameraFov() * 80;
u8 wanted_range = MYMIN(255,
@ -1287,22 +1287,24 @@ void Client::sendPlayerPos()
if (!player)
return;
ClientMap &map = m_env.getClientMap();
u8 camera_fov = map.getCameraFov();
u8 wanted_range = map.getControl().wanted_range;
// Save bandwidth by only updating position when
// player is not dead and something changed
if (m_activeobjects_received && player->isDead())
return;
ClientMap &map = m_env.getClientMap();
u8 camera_fov = map.getCameraFov();
u8 wanted_range = map.getControl().wanted_range;
u32 keyPressed = player->control.getKeysPressed();
if (
player->last_position == player->getPosition() &&
player->last_speed == player->getSpeed() &&
player->last_pitch == player->getPitch() &&
player->last_yaw == player->getYaw() &&
player->last_keyPressed == player->keyPressed &&
player->last_keyPressed == keyPressed &&
player->last_camera_fov == camera_fov &&
player->last_wanted_range == wanted_range)
return;
@ -1311,7 +1313,7 @@ void Client::sendPlayerPos()
player->last_speed = player->getSpeed();
player->last_pitch = player->getPitch();
player->last_yaw = player->getYaw();
player->last_keyPressed = player->keyPressed;
player->last_keyPressed = keyPressed;
player->last_camera_fov = camera_fov;
player->last_wanted_range = wanted_range;

View file

@ -70,10 +70,10 @@ static void dump_start_data(const GameStartData &data)
ClientLauncher::~ClientLauncher()
{
delete receiver;
delete input;
delete receiver;
delete g_fontengine;
delete g_gamecallback;

View file

@ -2481,6 +2481,10 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
//TimeTaker tt("update player control", NULL, PRECISION_NANO);
PlayerControl control(
isKeyDown(KeyType::FORWARD),
isKeyDown(KeyType::BACKWARD),
isKeyDown(KeyType::LEFT),
isKeyDown(KeyType::RIGHT),
isKeyDown(KeyType::JUMP) || player->getAutojump(),
isKeyDown(KeyType::AUX1),
isKeyDown(KeyType::SNEAK),
@ -2511,39 +2515,7 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
}
#endif
u32 keypress_bits = (
( (u32)(control.jump & 0x1) << 4) |
( (u32)(control.aux1 & 0x1) << 5) |
( (u32)(control.sneak & 0x1) << 6) |
( (u32)(control.dig & 0x1) << 7) |
( (u32)(control.place & 0x1) << 8) |
( (u32)(control.zoom & 0x1) << 9)
);
// Set direction keys to ensure mod compatibility
if (control.movement_speed > 0.001f) {
float absolute_direction;
// Check in original orientation (absolute value indicates forward / backward)
absolute_direction = abs(control.movement_direction);
if (absolute_direction < (3.0f / 8.0f * M_PI))
keypress_bits |= (u32)(0x1 << 0); // Forward
if (absolute_direction > (5.0f / 8.0f * M_PI))
keypress_bits |= (u32)(0x1 << 1); // Backward
// Rotate entire coordinate system by 90 degrees (absolute value indicates left / right)
absolute_direction = control.movement_direction + M_PI_2;
if (absolute_direction >= M_PI)
absolute_direction -= 2 * M_PI;
absolute_direction = abs(absolute_direction);
if (absolute_direction < (3.0f / 8.0f * M_PI))
keypress_bits |= (u32)(0x1 << 2); // Left
if (absolute_direction > (5.0f / 8.0f * M_PI))
keypress_bits |= (u32)(0x1 << 3); // Right
}
client->setPlayerControl(control);
player->keyPressed = keypress_bits;
//tt.stop();
}

View file

@ -152,8 +152,14 @@ public:
// in the subsequent iteration of Game::processPlayerInteraction
bool WasKeyReleased(const KeyPress &keycode) const { return keyWasReleased[keycode]; }
void listenForKey(const KeyPress &keyCode) { keysListenedFor.set(keyCode); }
void dontListenForKeys() { keysListenedFor.clear(); }
void listenForKey(const KeyPress &keyCode)
{
keysListenedFor.set(keyCode);
}
void dontListenForKeys()
{
keysListenedFor.clear();
}
s32 getMouseWheel()
{
@ -189,8 +195,6 @@ public:
#endif
}
s32 mouse_wheel = 0;
JoystickController *joystick = nullptr;
#ifdef HAVE_TOUCHSCREENGUI
@ -198,6 +202,8 @@ public:
#endif
private:
s32 mouse_wheel = 0;
// The current state of keys
KeyList keyIsDown;
@ -272,6 +278,12 @@ public:
{
m_receiver->joystick = &joystick;
}
virtual ~RealInputHandler()
{
m_receiver->joystick = nullptr;
}
virtual bool isKeyDown(GameKeyType k)
{
return m_receiver->IsKeyDown(keycache.key[k]) || joystick.isKeyDown(k);
@ -288,6 +300,7 @@ public:
{
return m_receiver->WasKeyReleased(keycache.key[k]) || joystick.wasKeyReleased(k);
}
virtual float getMovementSpeed()
{
bool f = m_receiver->IsKeyDown(keycache.key[KeyType::FORWARD]),
@ -307,6 +320,7 @@ public:
}
return joystick.getMovementSpeed();
}
virtual float getMovementDirection()
{
float x = 0, z = 0;
@ -326,10 +340,12 @@ public:
else
return joystick.getMovementDirection();
}
virtual bool cancelPressed()
{
return wasKeyDown(KeyType::ESC) || m_receiver->WasKeyDown(CancelKey);
}
virtual void clearWasKeyPressed()
{
m_receiver->clearWasKeyPressed();
@ -338,17 +354,21 @@ public:
{
m_receiver->clearWasKeyReleased();
}
virtual void listenForKey(const KeyPress &keyCode)
{
m_receiver->listenForKey(keyCode);
}
virtual void dontListenForKeys() { m_receiver->dontListenForKeys(); }
virtual void dontListenForKeys()
{
m_receiver->dontListenForKeys();
}
virtual v2s32 getMousePos()
{
if (RenderingEngine::get_raw_device()->getCursorControl()) {
return RenderingEngine::get_raw_device()
->getCursorControl()
->getPosition();
auto control = RenderingEngine::get_raw_device()->getCursorControl();
if (control) {
return control->getPosition();
}
return m_mousepos;
@ -356,16 +376,18 @@ public:
virtual void setMousePos(s32 x, s32 y)
{
if (RenderingEngine::get_raw_device()->getCursorControl()) {
RenderingEngine::get_raw_device()
->getCursorControl()
->setPosition(x, y);
auto control = RenderingEngine::get_raw_device()->getCursorControl();
if (control) {
control->setPosition(x, y);
} else {
m_mousepos = v2s32(x, y);
}
}
virtual s32 getMouseWheel() { return m_receiver->getMouseWheel(); }
virtual s32 getMouseWheel()
{
return m_receiver->getMouseWheel();
}
void clear()
{

View file

@ -1096,10 +1096,8 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
if (m_autojump)
return;
bool control_forward = keyPressed & (1 << 0);
bool could_autojump =
m_can_jump && !control.jump && !control.sneak && control_forward;
m_can_jump && !control.jump && !control.sneak && control.isMoving();
if (!could_autojump)
return;

View file

@ -86,7 +86,7 @@ public:
v3f last_speed;
float last_pitch = 0.0f;
float last_yaw = 0.0f;
unsigned int last_keyPressed = 0;
u32 last_keyPressed = 0;
u8 last_camera_fov = 0;
u8 last_wanted_range = 0;