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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
118
src/game.h
118
src/game.h
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@ -22,124 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "irrlichttypes_extrabloated.h"
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#include <string>
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#include "client/keys.h"
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#include "client/joystick_controller.h"
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#include "keycode.h"
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#include <list>
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class KeyList : protected 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(const 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(const 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()
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{
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super::clear();
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}
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void set(const 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(const 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(const 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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bool operator[](const KeyPress &key) const
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{
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return find(key) != end();
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}
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};
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class InputHandler
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{
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public:
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InputHandler()
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{
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}
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virtual ~InputHandler()
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{
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}
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virtual bool isKeyDown(const KeyPress &keyCode) = 0;
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virtual bool wasKeyDown(const KeyPress &keyCode) = 0;
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virtual void listenForKey(const KeyPress &keyCode) {}
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virtual void dontListenForKeys() {}
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virtual v2s32 getMousePos() = 0;
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virtual void setMousePos(s32 x, s32 y) = 0;
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virtual bool getLeftState() = 0;
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virtual bool getRightState() = 0;
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virtual bool getLeftClicked() = 0;
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virtual bool getRightClicked() = 0;
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virtual void resetLeftClicked() = 0;
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virtual void resetRightClicked() = 0;
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virtual bool getLeftReleased() = 0;
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virtual bool getRightReleased() = 0;
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virtual void resetLeftReleased() = 0;
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virtual void resetRightReleased() = 0;
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virtual s32 getMouseWheel() = 0;
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virtual void step(float dtime) {}
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virtual void clear() {}
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JoystickController joystick;
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};
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class InputHandler;
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class ChatBackend; /* to avoid having to include chat.h */
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struct SubgameSpec;
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