#endif
class InputHandler;
+class TouchScreenGUI;
/****************************************************************************
Fast key cache for main game loop
* (up to 10x faster) key lookup is an asset. Other parts of the codebase
* (e.g. formspecs) should continue using getKeySetting().
*/
-struct KeyCache {
+struct KeyCache
+{
KeyCache()
{
return b;
}
- void listenForKey(const KeyPress &keyCode) { keysListenedFor.set(keyCode); }
- void dontListenForKeys() { keysListenedFor.clear(); }
+ // Checks whether a key was just pressed. State will be cleared
+ // in the subsequent iteration of Game::processPlayerInteraction
+ bool WasKeyPressed(const KeyPress &keycode) const { return keyWasPressed[keycode]; }
+
+ // Checks whether a key was just released. State will be cleared
+ // 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();
+ }
s32 getMouseWheel()
{
{
keyIsDown.clear();
keyWasDown.clear();
+ keyWasPressed.clear();
+ keyWasReleased.clear();
- leftclicked = false;
- rightclicked = false;
- leftreleased = false;
- rightreleased = false;
+ mouse_wheel = 0;
+ }
- left_active = false;
- middle_active = false;
- right_active = false;
+ void clearWasKeyPressed()
+ {
+ keyWasPressed.clear();
+ }
- mouse_wheel = 0;
+ void clearWasKeyReleased()
+ {
+ keyWasReleased.clear();
}
MyEventReceiver()
#endif
}
- bool leftclicked = false;
- bool rightclicked = false;
- bool leftreleased = false;
- bool rightreleased = false;
-
- bool left_active = false;
- bool middle_active = false;
- bool right_active = false;
-
- s32 mouse_wheel = 0;
-
JoystickController *joystick = nullptr;
#ifdef HAVE_TOUCHSCREENGUI
TouchScreenGUI *m_touchscreengui;
#endif
-private:
+ s32 mouse_wheel = 0;
+
// The current state of keys
KeyList keyIsDown;
- // Whether a key has been pressed or not
+
+ // Like keyIsDown but only reset when that key is read
KeyList keyWasDown;
+
+ // Whether a key has just been pressed
+ KeyList keyWasPressed;
+
+ // Whether a key has just been released
+ KeyList keyWasReleased;
+
// List of keys we listen for
// TODO perhaps the type of this is not really
// performant as KeyList is designed for few but
class InputHandler
{
public:
- InputHandler() = default;
+ InputHandler()
+ {
+ keycache.handler = this;
+ keycache.populate();
+ }
virtual ~InputHandler() = default;
- virtual bool isKeyDown(const KeyPress &keyCode) = 0;
- virtual bool wasKeyDown(const KeyPress &keyCode) = 0;
+ virtual bool isRandom() const
+ {
+ return false;
+ }
+
+ virtual bool isKeyDown(GameKeyType k) = 0;
+ virtual void setKeypress(const KeyPress &keyCode) = 0;
+ virtual void unsetKeypress(const KeyPress &keyCode) = 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 getMovementSpeed() = 0;
+ virtual float getMovementDirection() = 0;
+
+ virtual void clearWasKeyPressed() {}
+ virtual void clearWasKeyReleased() {}
virtual void listenForKey(const KeyPress &keyCode) {}
virtual void dontListenForKeys() {}
virtual v2s32 getMousePos() = 0;
virtual void setMousePos(s32 x, s32 y) = 0;
- virtual bool getLeftState() = 0;
- virtual bool getRightState() = 0;
-
- virtual bool getLeftClicked() = 0;
- virtual bool getRightClicked() = 0;
- virtual void resetLeftClicked() = 0;
- virtual void resetRightClicked() = 0;
-
- virtual bool getLeftReleased() = 0;
- virtual bool getRightReleased() = 0;
- virtual void resetLeftReleased() = 0;
- virtual void resetRightReleased() = 0;
-
virtual s32 getMouseWheel() = 0;
virtual void step(float dtime) {}
virtual void clear() {}
JoystickController joystick;
+ KeyCache keycache;
};
/*
Separated input handler
{
m_receiver->joystick = &joystick;
}
- virtual bool isKeyDown(const KeyPress &keyCode)
+
+ virtual ~RealInputHandler()
{
- return m_receiver->IsKeyDown(keyCode);
+ m_receiver->joystick = nullptr;
}
- virtual bool wasKeyDown(const KeyPress &keyCode)
+
+ virtual bool isKeyDown(GameKeyType k)
{
- return m_receiver->WasKeyDown(keyCode);
+ return m_receiver->IsKeyDown(keycache.key[k]) || joystick.isKeyDown(k);
}
- virtual void listenForKey(const KeyPress &keyCode)
+ virtual void setKeypress(const KeyPress &keyCode)
{
- m_receiver->listenForKey(keyCode);
+ m_receiver->keyIsDown.set(keyCode);
+ m_receiver->keyWasDown.set(keyCode);
}
- virtual void dontListenForKeys() { m_receiver->dontListenForKeys(); }
- virtual v2s32 getMousePos()
+ virtual void unsetKeypress(const KeyPress &keyCode)
{
- if (RenderingEngine::get_raw_device()->getCursorControl()) {
- return RenderingEngine::get_raw_device()
- ->getCursorControl()
- ->getPosition();
- }
-
- return m_mousepos;
+ m_receiver->keyIsDown.unset(keyCode);
}
-
- virtual void setMousePos(s32 x, s32 y)
+ virtual bool wasKeyDown(GameKeyType k)
{
- if (RenderingEngine::get_raw_device()->getCursorControl()) {
- RenderingEngine::get_raw_device()
- ->getCursorControl()
- ->setPosition(x, y);
- } else {
- m_mousepos = v2s32(x, y);
- }
+ return m_receiver->WasKeyDown(keycache.key[k]) || joystick.wasKeyDown(k);
}
-
- virtual bool getLeftState()
+ virtual bool wasKeyPressed(GameKeyType k)
{
- return m_receiver->left_active || joystick.isKeyDown(KeyType::MOUSE_L);
+ return m_receiver->WasKeyPressed(keycache.key[k]) || joystick.wasKeyPressed(k);
}
- virtual bool getRightState()
+ virtual bool wasKeyReleased(GameKeyType k)
{
- return m_receiver->right_active || joystick.isKeyDown(KeyType::MOUSE_R);
+ return m_receiver->WasKeyReleased(keycache.key[k]) || joystick.wasKeyReleased(k);
}
- virtual bool getLeftClicked()
+ virtual float getMovementSpeed()
{
- return m_receiver->leftclicked || joystick.getWasKeyDown(KeyType::MOUSE_L);
+ 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 getRightClicked()
+
+ virtual bool cancelPressed()
{
- return m_receiver->rightclicked || joystick.getWasKeyDown(KeyType::MOUSE_R);
+ return wasKeyDown(KeyType::ESC) || m_receiver->WasKeyDown(CancelKey);
}
- virtual void resetLeftClicked()
+ virtual void clearWasKeyPressed()
{
- m_receiver->leftclicked = false;
- joystick.clearWasKeyDown(KeyType::MOUSE_L);
+ m_receiver->clearWasKeyPressed();
}
- virtual void resetRightClicked() {
- m_receiver->rightclicked = false;
- joystick.clearWasKeyDown(KeyType::MOUSE_R);
+ virtual void clearWasKeyReleased()
+ {
+ m_receiver->clearWasKeyReleased();
}
- virtual bool getLeftReleased()
+ virtual void listenForKey(const KeyPress &keyCode)
{
- return m_receiver->leftreleased || joystick.wasKeyReleased(KeyType::MOUSE_L);
+ m_receiver->listenForKey(keyCode);
}
- virtual bool getRightReleased()
+ virtual void dontListenForKeys()
{
- return m_receiver->rightreleased || joystick.wasKeyReleased(KeyType::MOUSE_R);
+ m_receiver->dontListenForKeys();
}
- virtual void resetLeftReleased()
+ virtual v2s32 getMousePos()
{
- m_receiver->leftreleased = false;
- joystick.clearWasKeyReleased(KeyType::MOUSE_L);
+ auto control = RenderingEngine::get_raw_device()->getCursorControl();
+ if (control) {
+ return control->getPosition();
+ }
+
+ return m_mousepos;
}
- virtual void resetRightReleased()
+
+ virtual void setMousePos(s32 x, s32 y)
{
- m_receiver->rightreleased = false;
- joystick.clearWasKeyReleased(KeyType::MOUSE_R);
+ 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()
{
public:
RandomInputHandler() = default;
- virtual bool isKeyDown(const KeyPress &keyCode) { return keydown[keyCode]; }
- virtual bool wasKeyDown(const KeyPress &keyCode) { return false; }
+ bool isRandom() const
+ {
+ return true;
+ }
+
+ virtual bool isKeyDown(GameKeyType k) { return keydown[keycache.key[k]]; }
+ virtual void setKeypress(const KeyPress &keyCode)
+ {
+ keydown.set(keyCode);
+ }
+ virtual void unsetKeypress(const KeyPress &keyCode)
+ {
+ keydown.unset(keyCode);
+ }
+ 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 getMovementSpeed() { return movementSpeed; }
+ virtual float getMovementDirection() { return movementDirection; }
virtual v2s32 getMousePos() { return mousepos; }
virtual void setMousePos(s32 x, s32 y) { mousepos = v2s32(x, y); }
- virtual bool getLeftState() { return leftdown; }
- virtual bool getRightState() { return rightdown; }
-
- virtual bool getLeftClicked() { return leftclicked; }
- virtual bool getRightClicked() { return rightclicked; }
- virtual void resetLeftClicked() { leftclicked = false; }
- virtual void resetRightClicked() { rightclicked = false; }
-
- virtual bool getLeftReleased() { return leftreleased; }
- virtual bool getRightReleased() { return rightreleased; }
- virtual void resetLeftReleased() { leftreleased = false; }
- virtual void resetRightReleased() { rightreleased = false; }
-
virtual s32 getMouseWheel() { return 0; }
- virtual void step(float dtime)
- {
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if (counter1 < 0.0) {
- counter1 = 0.1 * Rand(1, 40);
- keydown.toggle(getKeySetting("keymap_jump"));
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if (counter1 < 0.0) {
- counter1 = 0.1 * Rand(1, 40);
- keydown.toggle(getKeySetting("keymap_special1"));
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if (counter1 < 0.0) {
- counter1 = 0.1 * Rand(1, 40);
- keydown.toggle(getKeySetting("keymap_forward"));
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if (counter1 < 0.0) {
- counter1 = 0.1 * Rand(1, 40);
- keydown.toggle(getKeySetting("keymap_left"));
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if (counter1 < 0.0) {
- counter1 = 0.1 * Rand(1, 20);
- mousespeed = v2s32(Rand(-20, 20), Rand(-15, 20));
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if (counter1 < 0.0) {
- counter1 = 0.1 * Rand(1, 30);
- leftdown = !leftdown;
- if (leftdown)
- leftclicked = true;
- if (!leftdown)
- leftreleased = true;
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if (counter1 < 0.0) {
- counter1 = 0.1 * Rand(1, 15);
- rightdown = !rightdown;
- if (rightdown)
- rightclicked = true;
- if (!rightdown)
- rightreleased = true;
- }
- }
- mousepos += mousespeed;
- }
+ virtual void step(float dtime);
s32 Rand(s32 min, s32 max);
KeyList keydown;
v2s32 mousepos;
v2s32 mousespeed;
- bool leftdown = false;
- bool rightdown = false;
- bool leftclicked = false;
- bool rightclicked = false;
- bool leftreleased = false;
- bool rightreleased = false;
+ float movementSpeed;
+ float movementDirection;
};