forked from Mirrorlandia_minetest/minetest
Replace MyEventReceiver KeyList with std::unordered_set (#10419)
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@ -112,7 +112,7 @@ bool MyEventReceiver::OnEvent(const SEvent &event)
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// Remember whether each key is down or up
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if (event.EventType == irr::EET_KEY_INPUT_EVENT) {
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const KeyPress &keyCode = event.KeyInput;
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if (keysListenedFor[keyCode]) {
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if (keysListenedFor.count(keyCode)) {
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// If the key is being held down then the OS may
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// send a continuous stream of keydown events.
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// In this case, we don't want to let this
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@ -120,15 +120,15 @@ bool MyEventReceiver::OnEvent(const SEvent &event)
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// certain actions to repeat constantly.
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if (event.KeyInput.PressedDown) {
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if (!IsKeyDown(keyCode)) {
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keyWasDown.set(keyCode);
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keyWasPressed.set(keyCode);
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keyWasDown.insert(keyCode);
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keyWasPressed.insert(keyCode);
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}
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keyIsDown.set(keyCode);
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keyIsDown.insert(keyCode);
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} else {
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if (IsKeyDown(keyCode))
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keyWasReleased.set(keyCode);
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keyWasReleased.insert(keyCode);
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keyIsDown.unset(keyCode);
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keyIsDown.erase(keyCode);
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}
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return true;
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@ -153,36 +153,36 @@ bool MyEventReceiver::OnEvent(const SEvent &event)
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switch (event.MouseInput.Event) {
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case EMIE_LMOUSE_PRESSED_DOWN:
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key = "KEY_LBUTTON";
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keyIsDown.set(key);
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keyWasDown.set(key);
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keyWasPressed.set(key);
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keyIsDown.insert(key);
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keyWasDown.insert(key);
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keyWasPressed.insert(key);
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break;
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case EMIE_MMOUSE_PRESSED_DOWN:
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key = "KEY_MBUTTON";
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keyIsDown.set(key);
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keyWasDown.set(key);
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keyWasPressed.set(key);
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keyIsDown.insert(key);
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keyWasDown.insert(key);
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keyWasPressed.insert(key);
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break;
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case EMIE_RMOUSE_PRESSED_DOWN:
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key = "KEY_RBUTTON";
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keyIsDown.set(key);
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keyWasDown.set(key);
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keyWasPressed.set(key);
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keyIsDown.insert(key);
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keyWasDown.insert(key);
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keyWasPressed.insert(key);
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break;
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case EMIE_LMOUSE_LEFT_UP:
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key = "KEY_LBUTTON";
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keyIsDown.unset(key);
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keyWasReleased.set(key);
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keyIsDown.erase(key);
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keyWasReleased.insert(key);
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break;
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case EMIE_MMOUSE_LEFT_UP:
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key = "KEY_MBUTTON";
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keyIsDown.unset(key);
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keyWasReleased.set(key);
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keyIsDown.erase(key);
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keyWasReleased.insert(key);
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break;
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case EMIE_RMOUSE_LEFT_UP:
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key = "KEY_RBUTTON";
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keyIsDown.unset(key);
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keyWasReleased.set(key);
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keyIsDown.erase(key);
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keyWasReleased.insert(key);
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break;
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case EMIE_MOUSE_WHEEL:
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mouse_wheel += event.MouseInput.Wheel;
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@ -235,7 +235,11 @@ void RandomInputHandler::step(float dtime)
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i.counter -= dtime;
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if (i.counter < 0.0) {
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i.counter = 0.1 * Rand(1, i.time_max);
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keydown.toggle(getKeySetting(i.key.c_str()));
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KeyPress k = getKeySetting(i.key.c_str());
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if (keydown.count(k))
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keydown.erase(k);
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else
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keydown.insert(k);
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}
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}
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{
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@ -21,9 +21,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "irrlichttypes_extrabloated.h"
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#include "joystick_controller.h"
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#include <list>
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#include "keycode.h"
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#include "renderingengine.h"
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#include <unordered_set>
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#ifdef HAVE_TOUCHSCREENGUI
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#include "gui/touchscreengui.h"
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@ -61,98 +61,32 @@ struct KeyCache
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InputHandler *handler;
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};
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class KeyList : private std::list<KeyPress>
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{
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typedef std::list<KeyPress> super;
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typedef super::iterator iterator;
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typedef super::const_iterator const_iterator;
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virtual const_iterator find(const KeyPress &key) const
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{
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const_iterator f(begin());
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const_iterator e(end());
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while (f != e) {
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if (*f == key)
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return f;
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++f;
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}
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return e;
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}
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virtual iterator find(const KeyPress &key)
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{
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iterator f(begin());
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iterator e(end());
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while (f != e) {
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if (*f == key)
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return f;
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++f;
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}
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return e;
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}
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public:
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void clear() { super::clear(); }
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void set(const KeyPress &key)
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{
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if (find(key) == end())
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push_back(key);
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}
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void unset(const KeyPress &key)
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{
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iterator p(find(key));
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if (p != end())
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erase(p);
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}
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void toggle(const KeyPress &key)
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{
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iterator p(this->find(key));
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if (p != end())
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erase(p);
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else
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push_back(key);
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}
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bool operator[](const KeyPress &key) const { return find(key) != end(); }
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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(const KeyPress &keyCode) const { return keyIsDown[keyCode]; }
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bool IsKeyDown(const KeyPress &keyCode) const { return keyIsDown.count(keyCode); }
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// Checks whether a key was down and resets the state
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bool WasKeyDown(const KeyPress &keyCode)
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{
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bool b = keyWasDown[keyCode];
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bool b = keyWasDown.count(keyCode);
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if (b)
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keyWasDown.unset(keyCode);
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keyWasDown.erase(keyCode);
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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(const KeyPress &keycode) const { return keyWasPressed[keycode]; }
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bool WasKeyPressed(const KeyPress &keycode) const { return keyWasPressed.count(keycode); }
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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(const KeyPress &keycode) const { return keyWasReleased[keycode]; }
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bool WasKeyReleased(const KeyPress &keycode) const { return keyWasReleased.count(keycode); }
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void listenForKey(const KeyPress &keyCode) { keysListenedFor.set(keyCode); }
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void listenForKey(const KeyPress &keyCode) { keysListenedFor.insert(keyCode); }
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void dontListenForKeys() { keysListenedFor.clear(); }
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s32 getMouseWheel()
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@ -198,24 +132,20 @@ public:
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#endif
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private:
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// The current state of keys
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KeyList keyIsDown;
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//! The current state of keys
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std::unordered_set<KeyPress> keyIsDown;
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// Whether a key was down
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KeyList keyWasDown;
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//! Whether a key was down
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std::unordered_set<KeyPress> keyWasDown;
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// Whether a key has just been pressed
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KeyList keyWasPressed;
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//! Whether a key has just been pressed
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std::unordered_set<KeyPress> keyWasPressed;
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// Whether a key has just been released
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KeyList keyWasReleased;
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//! Whether a key has just been released
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std::unordered_set<KeyPress> keyWasReleased;
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// List of keys we listen for
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// TODO perhaps the type of this is not really
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// performant as KeyList is designed for few but
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// often changing keys, and keysListenedFor is expected
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// to change seldomly but contain lots of keys.
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KeyList keysListenedFor;
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//! List of keys we listen for
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std::unordered_set<KeyPress> keysListenedFor;
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};
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class InputHandler
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@ -347,7 +277,7 @@ public:
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return true;
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}
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virtual bool isKeyDown(GameKeyType k) { return keydown[keycache.key[k]]; }
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virtual bool isKeyDown(GameKeyType k) { return keydown.count(keycache.key[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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@ -362,7 +292,7 @@ public:
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s32 Rand(s32 min, s32 max);
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private:
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KeyList keydown;
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std::unordered_set<KeyPress> keydown;
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v2s32 mousepos;
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v2s32 mousespeed;
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};
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@ -24,12 +24,20 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <IEventReceiver.h>
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#include <string>
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class KeyPress;
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namespace std
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{
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template <> struct hash<KeyPress>;
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}
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/* A key press, consisting of either an Irrlicht keycode
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or an actual char */
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class KeyPress
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{
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public:
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friend struct std::hash<KeyPress>;
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KeyPress() = default;
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KeyPress(const char *name);
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@ -55,6 +63,17 @@ protected:
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std::string m_name = "";
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};
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namespace std
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{
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template <> struct hash<KeyPress>
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{
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size_t operator()(const KeyPress &key) const
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{
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return key.Key;
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}
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};
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}
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extern const KeyPress EscapeKey;
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extern const KeyPress CancelKey;
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