// in the subsequent iteration of Game::processPlayerInteraction
bool WasKeyReleased(const KeyPress &keycode) const { return keyWasReleased[keycode]; }
- void listenForKey(const KeyPress &keyCode) { keysListenedFor.set(keyCode); }
- void dontListenForKeys() { keysListenedFor.clear(); }
+ void listenForKey(const KeyPress &keyCode)
+ {
+ keysListenedFor.set(keyCode);
+ }
+ void dontListenForKeys()
+ {
+ keysListenedFor.clear();
+ }
s32 getMouseWheel()
{
#endif
}
- s32 mouse_wheel = 0;
-
JoystickController *joystick = nullptr;
#ifdef HAVE_TOUCHSCREENGUI
#endif
private:
+ s32 mouse_wheel = 0;
+
// The current state of keys
KeyList keyIsDown;
- // Whether a key was down
+ // Like keyIsDown but only reset when that key is read
KeyList keyWasDown;
// Whether a key has just been pressed
virtual bool wasKeyReleased(GameKeyType k) = 0;
virtual bool cancelPressed() = 0;
+ virtual float getMovementSpeed() = 0;
+ virtual float getMovementDirection() = 0;
+
virtual void clearWasKeyPressed() {}
virtual void clearWasKeyReleased() {}
{
m_receiver->joystick = &joystick;
}
+
+ virtual ~RealInputHandler()
+ {
+ m_receiver->joystick = nullptr;
+ }
+
virtual bool isKeyDown(GameKeyType k)
{
return m_receiver->IsKeyDown(keycache.key[k]) || joystick.isKeyDown(k);
{
return m_receiver->WasKeyReleased(keycache.key[k]) || joystick.wasKeyReleased(k);
}
+
+ virtual float getMovementSpeed()
+ {
+ bool f = m_receiver->IsKeyDown(keycache.key[KeyType::FORWARD]),
+ b = m_receiver->IsKeyDown(keycache.key[KeyType::BACKWARD]),
+ l = m_receiver->IsKeyDown(keycache.key[KeyType::LEFT]),
+ r = m_receiver->IsKeyDown(keycache.key[KeyType::RIGHT]);
+ if (f || b || l || r)
+ {
+ // if contradictory keys pressed, stay still
+ if (f && b && l && r)
+ return 0.0f;
+ else if (f && b && !l && !r)
+ return 0.0f;
+ else if (!f && !b && l && r)
+ return 0.0f;
+ return 1.0f; // If there is a keyboard event, assume maximum speed
+ }
+ return joystick.getMovementSpeed();
+ }
+
+ virtual float getMovementDirection()
+ {
+ float x = 0, z = 0;
+
+ /* Check keyboard for input */
+ if (m_receiver->IsKeyDown(keycache.key[KeyType::FORWARD]))
+ z += 1;
+ if (m_receiver->IsKeyDown(keycache.key[KeyType::BACKWARD]))
+ z -= 1;
+ if (m_receiver->IsKeyDown(keycache.key[KeyType::RIGHT]))
+ x += 1;
+ if (m_receiver->IsKeyDown(keycache.key[KeyType::LEFT]))
+ x -= 1;
+
+ if (x != 0 || z != 0) /* If there is a keyboard event, it takes priority */
+ return atan2(x, z);
+ else
+ return joystick.getMovementDirection();
+ }
+
virtual bool cancelPressed()
{
return wasKeyDown(KeyType::ESC) || m_receiver->WasKeyDown(CancelKey);
}
+
virtual void clearWasKeyPressed()
{
m_receiver->clearWasKeyPressed();
{
m_receiver->clearWasKeyReleased();
}
+
virtual void listenForKey(const KeyPress &keyCode)
{
m_receiver->listenForKey(keyCode);
}
- virtual void dontListenForKeys() { m_receiver->dontListenForKeys(); }
+ virtual void dontListenForKeys()
+ {
+ m_receiver->dontListenForKeys();
+ }
+
virtual v2s32 getMousePos()
{
- if (RenderingEngine::get_raw_device()->getCursorControl()) {
- return RenderingEngine::get_raw_device()
- ->getCursorControl()
- ->getPosition();
+ auto control = RenderingEngine::get_raw_device()->getCursorControl();
+ if (control) {
+ return control->getPosition();
}
return m_mousepos;
virtual void setMousePos(s32 x, s32 y)
{
- if (RenderingEngine::get_raw_device()->getCursorControl()) {
- RenderingEngine::get_raw_device()
- ->getCursorControl()
- ->setPosition(x, y);
+ auto control = RenderingEngine::get_raw_device()->getCursorControl();
+ if (control) {
+ control->setPosition(x, y);
} else {
m_mousepos = v2s32(x, y);
}
}
- virtual s32 getMouseWheel() { return m_receiver->getMouseWheel(); }
+ virtual s32 getMouseWheel()
+ {
+ return m_receiver->getMouseWheel();
+ }
void clear()
{
virtual bool wasKeyPressed(GameKeyType k) { return false; }
virtual bool wasKeyReleased(GameKeyType k) { return false; }
virtual bool cancelPressed() { return false; }
+ virtual float getMovementSpeed() { return movementSpeed; }
+ virtual float getMovementDirection() { return movementDirection; }
virtual v2s32 getMousePos() { return mousepos; }
virtual void setMousePos(s32 x, s32 y) { mousepos = v2s32(x, y); }
KeyList keydown;
v2s32 mousepos;
v2s32 mousespeed;
+ float movementSpeed;
+ float movementDirection;
};