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luanti/src/client/inputhandler.h

298 lines
6.7 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
#pragma once
#include "irrlichttypes.h"
#include "irr_v2d.h"
#include "joystick_controller.h"
#include <array>
#include <list>
#include <set>
#include <unordered_map>
#include "keycode.h"
#include "settings.h"
#include "util/string.h"
class InputHandler;
enum class PointerType {
Mouse,
Touch,
};
class MyEventReceiver : public IEventReceiver
{
public:
// This is the one method that we have to implement
virtual bool OnEvent(const SEvent &event);
bool IsKeyDown(GameKeyType key) const { return keyIsDown[key]; }
// Checks whether a key was down and resets the state
bool WasKeyDown(GameKeyType key)
{
bool b = keyWasDown[key];
if (b)
keyWasDown.reset(key);
return b;
}
// Checks whether a key was just pressed. State will be cleared
// in the subsequent iteration of Game::processPlayerInteraction
bool WasKeyPressed(GameKeyType key) const { return keyWasPressed[key]; }
// Checks whether a key was just released. State will be cleared
// in the subsequent iteration of Game::processPlayerInteraction
bool WasKeyReleased(GameKeyType key) const { return keyWasReleased[key]; }
void reloadKeybindings();
s32 getMouseWheel()
{
s32 a = mouse_wheel;
mouse_wheel = 0;
return a;
}
void clearInput()
{
physicalKeyDown.clear();
keyIsDown.reset();
keyWasDown.reset();
keyWasPressed.reset();
keyWasReleased.reset();
mouse_wheel = 0;
}
void releaseAllKeys()
{
physicalKeyDown.clear();
keyWasReleased |= keyIsDown;
keyIsDown.reset();
}
void clearWasKeyPressed()
{
keyWasPressed.reset();
}
void clearWasKeyReleased()
{
keyWasReleased.reset();
}
JoystickController *joystick = nullptr;
PointerType getLastPointerType() { return last_pointer_type; }
private:
void listenForKey(KeyPress keyCode, GameKeyType action)
{
if (keyCode)
keysListenedFor[keyCode] = action;
}
bool setKeyDown(KeyPress keyCode, bool is_down);
void setKeyDown(GameKeyType action, bool is_down);
/* This is faster than using getKeySetting with the tradeoff that functions
* using it must make sure that it's initialised before using it and there is
* no error handling (for example bounds checking). This is useful here as the
* faster (up to 10x faster) key lookup is an asset.
*/
std::array<KeyPress, KeyType::INTERNAL_ENUM_COUNT> keybindings;
s32 mouse_wheel = 0;
// The current state of physical keys.
std::set<KeyPress> physicalKeyDown;
// The current state of keys
std::bitset<GameKeyType::INTERNAL_ENUM_COUNT> keyIsDown;
// Like keyIsDown but only reset when that key is read
std::bitset<GameKeyType::INTERNAL_ENUM_COUNT> keyWasDown;
// Whether a key has just been pressed
std::bitset<GameKeyType::INTERNAL_ENUM_COUNT> keyWasPressed;
// Whether a key has just been released
std::bitset<GameKeyType::INTERNAL_ENUM_COUNT> keyWasReleased;
// List of keys we listen for
std::unordered_map<KeyPress, GameKeyType> keysListenedFor;
// Intentionally not reset by clearInput/releaseAllKeys.
bool fullscreen_is_down = false;
PointerType last_pointer_type = PointerType::Mouse;
};
class InputHandler
{
public:
InputHandler()
{
for (const auto &name: Settings::getLayer(SL_DEFAULTS)->getNames())
if (str_starts_with(name, "keymap_"))
g_settings->registerChangedCallback(name, &settingChangedCallback, this);
}
virtual ~InputHandler() = default;
virtual bool isRandom() const
{
return false;
}
virtual bool isKeyDown(GameKeyType k) = 0;
virtual bool wasKeyDown(GameKeyType k) = 0;
virtual bool wasKeyPressed(GameKeyType k) = 0;
virtual bool wasKeyReleased(GameKeyType k) = 0;
virtual bool cancelPressed() = 0;
virtual float getJoystickSpeed() = 0;
virtual float getJoystickDirection() = 0;
virtual void clearWasKeyPressed() {}
virtual void clearWasKeyReleased() {}
virtual void reloadKeybindings() {}
virtual v2s32 getMousePos() = 0;
virtual void setMousePos(s32 x, s32 y) = 0;
virtual s32 getMouseWheel() = 0;
virtual void step(float dtime) {}
virtual void clear() {}
virtual void releaseAllKeys() {}
static void settingChangedCallback(const std::string &name, void *data)
{
static_cast<InputHandler *>(data)->reloadKeybindings();
}
JoystickController joystick;
};
/*
Separated input handler implementations
*/
class RealInputHandler final : public InputHandler
{
public:
RealInputHandler(MyEventReceiver *receiver) : m_receiver(receiver)
{
m_receiver->joystick = &joystick;
m_receiver->reloadKeybindings();
}
virtual ~RealInputHandler()
{
m_receiver->joystick = nullptr;
}
virtual bool isKeyDown(GameKeyType k)
{
return m_receiver->IsKeyDown(k) || joystick.isKeyDown(k);
}
virtual bool wasKeyDown(GameKeyType k)
{
return m_receiver->WasKeyDown(k) || joystick.wasKeyDown(k);
}
virtual bool wasKeyPressed(GameKeyType k)
{
return m_receiver->WasKeyPressed(k) || joystick.wasKeyPressed(k);
}
virtual bool wasKeyReleased(GameKeyType k)
{
return m_receiver->WasKeyReleased(k) || joystick.wasKeyReleased(k);
}
virtual float getJoystickSpeed();
virtual float getJoystickDirection();
virtual bool cancelPressed()
{
return wasKeyDown(KeyType::ESC);
}
virtual void clearWasKeyPressed()
{
m_receiver->clearWasKeyPressed();
}
virtual void clearWasKeyReleased()
{
m_receiver->clearWasKeyReleased();
}
virtual void reloadKeybindings()
{
m_receiver->reloadKeybindings();
}
virtual v2s32 getMousePos();
virtual void setMousePos(s32 x, s32 y);
virtual s32 getMouseWheel()
{
return m_receiver->getMouseWheel();
}
void clear()
{
joystick.clear();
m_receiver->clearInput();
}
void releaseAllKeys()
{
joystick.releaseAllKeys();
m_receiver->releaseAllKeys();
}
private:
MyEventReceiver *m_receiver = nullptr;
v2s32 m_mousepos;
};
class RandomInputHandler final : public InputHandler
{
public:
RandomInputHandler() = default;
bool isRandom() const
{
return true;
}
virtual bool isKeyDown(GameKeyType k) { return keydown[k]; }
virtual bool wasKeyDown(GameKeyType k) { return false; }
virtual bool wasKeyPressed(GameKeyType k) { return false; }
virtual bool wasKeyReleased(GameKeyType k) { return false; }
virtual bool cancelPressed() { return false; }
virtual float getJoystickSpeed() { return joystickSpeed; }
virtual float getJoystickDirection() { return joystickDirection; }
virtual v2s32 getMousePos() { return mousepos; }
virtual void setMousePos(s32 x, s32 y) { mousepos = v2s32(x, y); }
virtual s32 getMouseWheel() { return 0; }
virtual void step(float dtime);
s32 Rand(s32 min, s32 max);
private:
std::bitset<GameKeyType::INTERNAL_ENUM_COUNT> keydown;
v2s32 mousepos;
v2s32 mousespeed;
float joystickSpeed;
float joystickDirection;
};