3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
22 #include "irrlichttypes_extrabloated.h"
23 #include "joystick_controller.h"
26 #include "renderingengine.h"
28 #ifdef HAVE_TOUCHSCREENGUI
29 #include "gui/touchscreengui.h"
34 /****************************************************************************
35 Fast key cache for main game loop
36 ****************************************************************************/
38 /* This is faster than using getKeySetting with the tradeoff that functions
39 * using it must make sure that it's initialised before using it and there is
40 * no error handling (for example bounds checking). This is really intended for
41 * use only in the main running loop of the client (the_game()) where the faster
42 * (up to 10x faster) key lookup is an asset. Other parts of the codebase
43 * (e.g. formspecs) should continue using getKeySetting().
52 populate_nonchanging();
57 // Keys that are not settings dependent
58 void populate_nonchanging();
60 KeyPress key[KeyType::INTERNAL_ENUM_COUNT];
61 InputHandler *handler;
64 class KeyList : private std::list<KeyPress>
66 typedef std::list<KeyPress> super;
67 typedef super::iterator iterator;
68 typedef super::const_iterator const_iterator;
70 virtual const_iterator find(const KeyPress &key) const
72 const_iterator f(begin());
73 const_iterator e(end());
85 virtual iterator find(const KeyPress &key)
101 void clear() { super::clear(); }
103 void set(const KeyPress &key)
105 if (find(key) == end())
109 void unset(const KeyPress &key)
111 iterator p(find(key));
117 void toggle(const KeyPress &key)
119 iterator p(this->find(key));
127 bool operator[](const KeyPress &key) const { return find(key) != end(); }
130 class MyEventReceiver : public IEventReceiver
133 // This is the one method that we have to implement
134 virtual bool OnEvent(const SEvent &event);
136 bool IsKeyDown(const KeyPress &keyCode) const { return keyIsDown[keyCode]; }
138 // Checks whether a key was down and resets the state
139 bool WasKeyDown(const KeyPress &keyCode)
141 bool b = keyWasDown[keyCode];
143 keyWasDown.unset(keyCode);
147 // Checks whether a key was just pressed. State will be cleared
148 // in the subsequent iteration of Game::processPlayerInteraction
149 bool WasKeyPressed(const KeyPress &keycode) const { return keyWasPressed[keycode]; }
151 // Checks whether a key was just released. State will be cleared
152 // in the subsequent iteration of Game::processPlayerInteraction
153 bool WasKeyReleased(const KeyPress &keycode) const { return keyWasReleased[keycode]; }
155 void listenForKey(const KeyPress &keyCode) { keysListenedFor.set(keyCode); }
156 void dontListenForKeys() { keysListenedFor.clear(); }
169 keyWasPressed.clear();
170 keyWasReleased.clear();
175 void clearWasKeyPressed()
177 keyWasPressed.clear();
180 void clearWasKeyReleased()
182 keyWasReleased.clear();
187 #ifdef HAVE_TOUCHSCREENGUI
188 m_touchscreengui = NULL;
194 JoystickController *joystick = nullptr;
196 #ifdef HAVE_TOUCHSCREENGUI
197 TouchScreenGUI *m_touchscreengui;
200 // The current state of keys
203 // Whether a key was down
206 // Whether a key has just been pressed
207 KeyList keyWasPressed;
209 // Whether a key has just been released
210 KeyList keyWasReleased;
212 // List of keys we listen for
213 // TODO perhaps the type of this is not really
214 // performant as KeyList is designed for few but
215 // often changing keys, and keysListenedFor is expected
216 // to change seldomly but contain lots of keys.
217 KeyList keysListenedFor;
225 keycache.handler = this;
229 virtual ~InputHandler() = default;
231 virtual bool isRandom() const
236 virtual bool isKeyDown(GameKeyType k) = 0;
237 virtual void setKeypress(const KeyPress &keyCode) = 0;
238 virtual void unsetKeypress(const KeyPress &keyCode) = 0;
239 virtual bool wasKeyDown(GameKeyType k) = 0;
240 virtual bool wasKeyPressed(GameKeyType k) = 0;
241 virtual bool wasKeyReleased(GameKeyType k) = 0;
242 virtual bool cancelPressed() = 0;
244 virtual void clearWasKeyPressed() {}
245 virtual void clearWasKeyReleased() {}
247 virtual void listenForKey(const KeyPress &keyCode) {}
248 virtual void dontListenForKeys() {}
250 virtual v2s32 getMousePos() = 0;
251 virtual void setMousePos(s32 x, s32 y) = 0;
253 virtual s32 getMouseWheel() = 0;
255 virtual void step(float dtime) {}
257 virtual void clear() {}
259 JoystickController joystick;
263 Separated input handler
266 class RealInputHandler : public InputHandler
269 RealInputHandler(MyEventReceiver *receiver) : m_receiver(receiver)
271 m_receiver->joystick = &joystick;
273 virtual bool isKeyDown(GameKeyType k)
275 return m_receiver->IsKeyDown(keycache.key[k]) || joystick.isKeyDown(k);
277 virtual void setKeypress(const KeyPress &keyCode)
279 m_receiver->keyIsDown.set(keyCode);
280 m_receiver->keyWasDown.set(keyCode);
282 virtual void unsetKeypress(const KeyPress &keyCode)
284 m_receiver->keyIsDown.unset(keyCode);
286 virtual bool wasKeyDown(GameKeyType k)
288 return m_receiver->WasKeyDown(keycache.key[k]) || joystick.wasKeyDown(k);
290 virtual bool wasKeyPressed(GameKeyType k)
292 return m_receiver->WasKeyPressed(keycache.key[k]) || joystick.wasKeyReleased(k);
294 virtual bool wasKeyReleased(GameKeyType k)
296 return m_receiver->WasKeyReleased(keycache.key[k]) || joystick.wasKeyReleased(k);
298 virtual bool cancelPressed()
300 return wasKeyDown(KeyType::ESC) || m_receiver->WasKeyDown(CancelKey);
302 virtual void clearWasKeyPressed()
304 m_receiver->clearWasKeyPressed();
306 virtual void clearWasKeyReleased()
308 m_receiver->clearWasKeyReleased();
310 virtual void listenForKey(const KeyPress &keyCode)
312 m_receiver->listenForKey(keyCode);
314 virtual void dontListenForKeys() { m_receiver->dontListenForKeys(); }
315 virtual v2s32 getMousePos()
317 if (RenderingEngine::get_raw_device()->getCursorControl()) {
318 return RenderingEngine::get_raw_device()
326 virtual void setMousePos(s32 x, s32 y)
328 if (RenderingEngine::get_raw_device()->getCursorControl()) {
329 RenderingEngine::get_raw_device()
333 m_mousepos = v2s32(x, y);
337 virtual s32 getMouseWheel() { return m_receiver->getMouseWheel(); }
342 m_receiver->clearInput();
346 MyEventReceiver *m_receiver = nullptr;
350 class RandomInputHandler : public InputHandler
353 RandomInputHandler() = default;
355 bool isRandom() const
360 virtual bool isKeyDown(GameKeyType k) { return keydown[keycache.key[k]]; }
361 virtual void setKeypress(const KeyPress &keyCode)
363 keydown.set(keyCode);
365 virtual void unsetKeypress(const KeyPress &keyCode)
367 keydown.unset(keyCode);
369 virtual bool wasKeyDown(GameKeyType k) { return false; }
370 virtual bool wasKeyPressed(GameKeyType k) { return false; }
371 virtual bool wasKeyReleased(GameKeyType k) { return false; }
372 virtual bool cancelPressed() { return false; }
373 virtual v2s32 getMousePos() { return mousepos; }
374 virtual void setMousePos(s32 x, s32 y) { mousepos = v2s32(x, y); }
376 virtual s32 getMouseWheel() { return 0; }
378 virtual void step(float dtime);
380 s32 Rand(s32 min, s32 max);