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