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;
201 // The current state of keys
204 // Whether a key was down
207 // Whether a key has just been pressed
208 KeyList keyWasPressed;
210 // Whether a key has just been released
211 KeyList keyWasReleased;
213 // List of keys we listen for
214 // TODO perhaps the type of this is not really
215 // performant as KeyList is designed for few but
216 // often changing keys, and keysListenedFor is expected
217 // to change seldomly but contain lots of keys.
218 KeyList keysListenedFor;
226 keycache.handler = this;
230 virtual ~InputHandler() = default;
232 virtual bool isRandom() const
237 virtual bool isKeyDown(GameKeyType k) = 0;
238 virtual bool wasKeyDown(GameKeyType k) = 0;
239 virtual bool wasKeyPressed(GameKeyType k) = 0;
240 virtual bool wasKeyReleased(GameKeyType k) = 0;
241 virtual bool cancelPressed() = 0;
243 virtual void clearWasKeyPressed() {}
244 virtual void clearWasKeyReleased() {}
246 virtual void listenForKey(const KeyPress &keyCode) {}
247 virtual void dontListenForKeys() {}
249 virtual v2s32 getMousePos() = 0;
250 virtual void setMousePos(s32 x, s32 y) = 0;
252 virtual s32 getMouseWheel() = 0;
254 virtual void step(float dtime) {}
256 virtual void clear() {}
258 JoystickController joystick;
262 Separated input handler
265 class RealInputHandler : public InputHandler
268 RealInputHandler(MyEventReceiver *receiver) : m_receiver(receiver)
270 m_receiver->joystick = &joystick;
272 virtual bool isKeyDown(GameKeyType k)
274 return m_receiver->IsKeyDown(keycache.key[k]) || joystick.isKeyDown(k);
276 virtual bool wasKeyDown(GameKeyType k)
278 return m_receiver->WasKeyDown(keycache.key[k]) || joystick.wasKeyDown(k);
280 virtual bool wasKeyPressed(GameKeyType k)
282 return m_receiver->WasKeyPressed(keycache.key[k]) || joystick.wasKeyReleased(k);
284 virtual bool wasKeyReleased(GameKeyType k)
286 return m_receiver->WasKeyReleased(keycache.key[k]) || joystick.wasKeyReleased(k);
288 virtual bool cancelPressed()
290 return wasKeyDown(KeyType::ESC) || m_receiver->WasKeyDown(CancelKey);
292 virtual void clearWasKeyPressed()
294 m_receiver->clearWasKeyPressed();
296 virtual void clearWasKeyReleased()
298 m_receiver->clearWasKeyReleased();
300 virtual void listenForKey(const KeyPress &keyCode)
302 m_receiver->listenForKey(keyCode);
304 virtual void dontListenForKeys() { m_receiver->dontListenForKeys(); }
305 virtual v2s32 getMousePos()
307 if (RenderingEngine::get_raw_device()->getCursorControl()) {
308 return RenderingEngine::get_raw_device()
316 virtual void setMousePos(s32 x, s32 y)
318 if (RenderingEngine::get_raw_device()->getCursorControl()) {
319 RenderingEngine::get_raw_device()
323 m_mousepos = v2s32(x, y);
327 virtual s32 getMouseWheel() { return m_receiver->getMouseWheel(); }
332 m_receiver->clearInput();
336 MyEventReceiver *m_receiver = nullptr;
340 class RandomInputHandler : public InputHandler
343 RandomInputHandler() = default;
345 bool isRandom() const
350 virtual bool isKeyDown(GameKeyType k) { return keydown[keycache.key[k]]; }
351 virtual bool wasKeyDown(GameKeyType k) { return false; }
352 virtual bool wasKeyPressed(GameKeyType k) { return false; }
353 virtual bool wasKeyReleased(GameKeyType k) { return false; }
354 virtual bool cancelPressed() { return false; }
355 virtual v2s32 getMousePos() { return mousepos; }
356 virtual void setMousePos(s32 x, s32 y) { mousepos = v2s32(x, y); }
358 virtual s32 getMouseWheel() { return 0; }
360 virtual void step(float dtime);
362 s32 Rand(s32 min, s32 max);