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Move KeyList & InputHandler from game.h to client/inputhandler.h (#5752)
* Move KeyList & InputHandler from game.h to client/inputhandler.h We have a header for inputs, move inputhandler class & related keylist object to it Also introduce a cpp file for MyEventReceiver::OnEvent function in inputhandler.h because a so huge function doesn't needs to be inlined * Pass clang-format on inputhandler.{cpp,h} (compatible)
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9 changed files with 284 additions and 365 deletions
119
src/client/inputhandler.cpp
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119
src/client/inputhandler.cpp
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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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Copyright (C) 2017 nerzhul, Loic Blot <loic.blot@unix-experience.fr>
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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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#include "util/numeric.h"
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#include "inputhandler.h"
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#include "mainmenumanager.h"
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bool MyEventReceiver::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 (isMenuActive()) {
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#ifdef HAVE_TOUCHSCREENGUI
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if (m_touchscreengui) {
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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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const KeyPress &keyCode = event.KeyInput;
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if (keysListenedFor[keyCode]) {
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if (event.KeyInput.PressedDown) {
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keyIsDown.set(keyCode);
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keyWasDown.set(keyCode);
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} else {
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keyIsDown.unset(keyCode);
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}
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return true;
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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 && 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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if (event.EventType == irr::EET_JOYSTICK_INPUT_EVENT) {
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/* TODO add a check like:
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if (event.JoystickEvent != joystick_we_listen_for)
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return false;
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*/
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return joystick->handleEvent(event.JoystickEvent);
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}
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// handle mouse events
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if (event.EventType == irr::EET_MOUSE_INPUT_EVENT) {
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if (isMenuActive()) {
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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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} else if (event.EventType == irr::EET_LOG_TEXT_EVENT) {
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static const LogLevel irr_loglev_conv[] = {
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LL_VERBOSE, // ELL_DEBUG
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LL_INFO, // ELL_INFORMATION
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LL_WARNING, // ELL_WARNING
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LL_ERROR, // ELL_ERROR
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LL_NONE, // ELL_NONE
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};
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assert(event.LogEvent.Level < ARRLEN(irr_loglev_conv));
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g_logger.log(irr_loglev_conv[event.LogEvent.Level],
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std::string("Irrlicht: ") +
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(const char *)event.LogEvent.Text);
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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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/*
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* RandomInputHandler
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*/
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s32 RandomInputHandler::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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