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Game refactor [4/X]: keycache is now owned by InputHandler

* Make InputHandler own the key cache
* Add a helper function InputHandler::cancelPressed to avoid multiple similar calls in game.cpp
* Move RandomInputHandler::step definition into cpp file
This commit is contained in:
Loic Blot 2018-01-13 10:54:18 +01:00 committed by Loïc Blot
parent f5a006dce7
commit 99c9e7a986
8 changed files with 198 additions and 186 deletions

View file

@ -757,11 +757,11 @@ protected:
inline bool isKeyDown(GameKeyType k)
{
return input->isKeyDown(keycache.key[k]) || input->joystick.isKeyDown(k);
return input->isKeyDown(k);
}
inline bool wasKeyDown(GameKeyType k)
{
return input->wasKeyDown(keycache.key[k]) || input->joystick.wasKeyDown(k);
return input->wasKeyDown(k);
}
#ifdef __ANDROID__
@ -859,8 +859,6 @@ private:
*/
int crack_animation_length;
KeyCache keycache;
IntervalLimiter profiler_interval;
/*
@ -1008,8 +1006,7 @@ bool Game::startup(bool *kill,
this->chat_backend = chat_backend;
this->simple_singleplayer_mode = simple_singleplayer_mode;
keycache.handler = input;
keycache.populate();
input->keycache.populate();
driver = device->getVideoDriver();
smgr = RenderingEngine::get_scene_manager();
@ -1521,7 +1518,7 @@ bool Game::connectToServer(const std::string &playername,
break;
}
if (wasKeyDown(KeyType::ESC) || input->wasKeyDown(CancelKey)) {
if (input->cancelPressed()) {
*connection_aborted = true;
infostream << "Connect aborted [Escape]" << std::endl;
break;
@ -1593,7 +1590,7 @@ bool Game::getServerContent(bool *aborted)
return false;
}
if (wasKeyDown(KeyType::ESC) || input->wasKeyDown(CancelKey)) {
if (input->cancelPressed()) {
*aborted = true;
infostream << "Connect aborted [Escape]" << std::endl;
return false;
@ -1706,7 +1703,7 @@ inline bool Game::handleCallbacks()
}
if (g_gamecallback->keyconfig_changed) {
keycache.populate(); // update the cache with new settings
input->keycache.populate(); // update the cache with new settings
g_gamecallback->keyconfig_changed = false;
}
@ -1865,7 +1862,7 @@ void Game::processKeyInput()
toggleAutoforward();
} else if (wasKeyDown(KeyType::INVENTORY)) {
openInventory();
} else if (wasKeyDown(KeyType::ESC) || input->wasKeyDown(CancelKey)) {
} else if (input->cancelPressed()) {
if (!gui_chat_console->isOpenInhibited()) {
showPauseMenu();
}
@ -2030,7 +2027,7 @@ void Game::openInventory()
if (!client->moddingEnabled()
|| !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
TextDest *txt_dst = new TextDestPlayerInventory(client);
GUIFormSpecMenu::create(&current_formspec, client, &input->joystick, fs_src,
GUIFormSpecMenu::create(current_formspec, client, &input->joystick, fs_src,
txt_dst);
cur_formname = "";
current_formspec->setFormSpec(fs_src->getForm(), inventoryloc);
@ -2396,10 +2393,10 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
// distinguish between the two in order to know when to use joysticks.
PlayerControl control(
input->isKeyDown(keycache.key[KeyType::FORWARD]),
input->isKeyDown(keycache.key[KeyType::BACKWARD]),
input->isKeyDown(keycache.key[KeyType::LEFT]),
input->isKeyDown(keycache.key[KeyType::RIGHT]),
input->isKeyDown(KeyType::FORWARD),
input->isKeyDown(KeyType::BACKWARD),
input->isKeyDown(KeyType::LEFT),
input->isKeyDown(KeyType::RIGHT),
isKeyDown(KeyType::JUMP),
isKeyDown(KeyType::SPECIAL1),
isKeyDown(KeyType::SNEAK),
@ -2535,7 +2532,7 @@ void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation
TextDestPlayerInventory *txt_dst =
new TextDestPlayerInventory(client, *(event->show_formspec.formname));
GUIFormSpecMenu::create(&current_formspec, client, &input->joystick,
GUIFormSpecMenu::create(current_formspec, client, &input->joystick,
fs_src, txt_dst);
cur_formname = *(event->show_formspec.formname);
}
@ -2549,7 +2546,7 @@ void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrienta
FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
LocalFormspecHandler *txt_dst =
new LocalFormspecHandler(*event->show_formspec.formname, client);
GUIFormSpecMenu::create(&current_formspec, client, &input->joystick, fs_src, txt_dst);
GUIFormSpecMenu::create(current_formspec, client, &input->joystick, fs_src, txt_dst);
delete event->show_formspec.formspec;
delete event->show_formspec.formname;
@ -3213,7 +3210,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
&client->getEnv().getClientMap(), nodepos);
TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
GUIFormSpecMenu::create(&current_formspec, client, &input->joystick, fs_src,
GUIFormSpecMenu::create(current_formspec, client, &input->joystick, fs_src,
txt_dst);
cur_formname.clear();
@ -4110,7 +4107,7 @@ void Game::showPauseMenu()
FormspecFormSource *fs_src = new FormspecFormSource(os.str());
LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
GUIFormSpecMenu::create(&current_formspec, client, &input->joystick, fs_src, txt_dst);
GUIFormSpecMenu::create(current_formspec, client, &input->joystick, fs_src, txt_dst);
current_formspec->setFocus("btn_continue");
current_formspec->doPause = true;
}