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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
25
src/game.cpp
25
src/game.cpp
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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <iomanip>
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#include "camera.h"
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#include "client.h"
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#include "client/inputhandler.h"
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#include "client/tile.h" // For TextureSource
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#include "client/keys.h"
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#include "client/joystick_controller.h"
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@ -50,7 +51,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "quicktune_shortcutter.h"
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#include "server.h"
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#include "settings.h"
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#include "shader.h" // For ShaderSource
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#include "sky.h"
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#include "subgame.h"
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#include "tool.h"
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@ -59,20 +59,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/pointedthing.h"
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#include "irrlicht_changes/static_text.h"
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#include "version.h"
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#include "minimap.h"
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#include "mapblock_mesh.h"
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#include "script/scripting_client.h"
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#include "sound.h"
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#if USE_SOUND
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#include "sound_openal.h"
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#endif
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#ifdef HAVE_TOUCHSCREENGUI
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#include "touchscreengui.h"
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#endif
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extern Settings *g_settings;
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extern Profiler *g_profiler;
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@ -2434,7 +2426,7 @@ void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
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void Game::processUserInput(f32 dtime)
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{
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// Reset input if window not active or some menu is active
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if (!device->isWindowActive() || !noMenuActive() || guienv->hasFocus(gui_chat_console)) {
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if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
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input->clear();
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#ifdef HAVE_TOUCHSCREENGUI
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g_touchscreengui->hide();
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@ -2964,7 +2956,7 @@ void Game::toggleFullViewRange()
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void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
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{
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if ((device->isWindowActive() && noMenuActive()) || random_input) {
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if ((device->isWindowActive() && !isMenuActive()) || random_input) {
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#ifndef __ANDROID__
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if (!random_input) {
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@ -3709,12 +3701,9 @@ PointedThing Game::updatePointedThing(
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float sin_r = 0.08 * sin(timerf);
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float sin_g = 0.08 * sin(timerf + irr::core::PI * 0.5);
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float sin_b = 0.08 * sin(timerf + irr::core::PI);
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c.setRed(
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core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
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c.setGreen(
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core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
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c.setBlue(
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core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
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c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
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c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
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c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
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// Set mesh final color
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hud->setSelectionMeshColor(c);
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@ -4183,7 +4172,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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if (current_formspec->getReferenceCount() == 1) {
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current_formspec->drop();
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current_formspec = NULL;
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} else if (!noMenuActive()) {
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} else if (isMenuActive()) {
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guiroot->bringToFront(current_formspec);
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}
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}
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