forked from Mirrorlandia_minetest/minetest
456 lines
9.9 KiB
C++
456 lines
9.9 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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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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#ifdef HAVE_TOUCHSCREENGUI
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#include "gui/touchscreengui.h"
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#endif
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class InputHandler;
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/****************************************************************************
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Fast key cache for main game loop
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****************************************************************************/
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/* This is faster than using getKeySetting with the tradeoff that functions
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* using it must make sure that it's initialised before using it and there is
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* no error handling (for example bounds checking). This is really intended for
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* use only in the main running loop of the client (the_game()) where the faster
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* (up to 10x faster) key lookup is an asset. Other parts of the codebase
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* (e.g. formspecs) should continue using getKeySetting().
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*/
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struct KeyCache
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{
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KeyCache()
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{
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handler = NULL;
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populate();
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populate_nonchanging();
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}
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void populate();
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// Keys that are not settings dependent
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void populate_nonchanging();
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KeyPress key[KeyType::INTERNAL_ENUM_COUNT];
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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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void append(const KeyList &other)
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{
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for (const KeyPress &key : other) {
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set(key);
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}
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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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// 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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if (b)
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keyWasDown.unset(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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// 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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void listenForKey(const KeyPress &keyCode)
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{
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keysListenedFor.set(keyCode);
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}
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void dontListenForKeys()
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{
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keysListenedFor.clear();
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}
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s32 getMouseWheel()
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{
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s32 a = mouse_wheel;
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mouse_wheel = 0;
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return a;
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}
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void clearInput()
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{
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keyIsDown.clear();
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keyWasDown.clear();
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keyWasPressed.clear();
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keyWasReleased.clear();
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mouse_wheel = 0;
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}
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void releaseAllKeys()
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{
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keyWasReleased.append(keyIsDown);
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keyIsDown.clear();
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}
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void clearWasKeyPressed()
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{
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keyWasPressed.clear();
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}
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void clearWasKeyReleased()
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{
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keyWasReleased.clear();
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}
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MyEventReceiver()
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{
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#ifdef HAVE_TOUCHSCREENGUI
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m_touchscreengui = NULL;
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#endif
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}
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JoystickController *joystick = nullptr;
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#ifdef HAVE_TOUCHSCREENGUI
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TouchScreenGUI *m_touchscreengui;
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#endif
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private:
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s32 mouse_wheel = 0;
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// The current state of keys
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KeyList keyIsDown;
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// Like keyIsDown but only reset when that key is read
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KeyList 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 released
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KeyList 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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};
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class InputHandler
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{
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public:
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InputHandler()
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{
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keycache.handler = this;
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keycache.populate();
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}
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virtual ~InputHandler() = default;
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virtual bool isRandom() const
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{
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return false;
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}
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virtual bool isKeyDown(GameKeyType k) = 0;
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virtual bool wasKeyDown(GameKeyType k) = 0;
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virtual bool wasKeyPressed(GameKeyType k) = 0;
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virtual bool wasKeyReleased(GameKeyType k) = 0;
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virtual bool cancelPressed() = 0;
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virtual float getMovementSpeed() = 0;
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virtual float getMovementDirection() = 0;
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virtual void clearWasKeyPressed() {}
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virtual void clearWasKeyReleased() {}
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virtual void listenForKey(const KeyPress &keyCode) {}
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virtual void dontListenForKeys() {}
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virtual v2s32 getMousePos() = 0;
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virtual void setMousePos(s32 x, s32 y) = 0;
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virtual s32 getMouseWheel() = 0;
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virtual void step(float dtime) {}
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virtual void clear() {}
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virtual void releaseAllKeys() {}
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JoystickController joystick;
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KeyCache keycache;
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};
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/*
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Separated input handler
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*/
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class RealInputHandler : public InputHandler
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{
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public:
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RealInputHandler(MyEventReceiver *receiver) : m_receiver(receiver)
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{
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m_receiver->joystick = &joystick;
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}
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virtual ~RealInputHandler()
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{
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m_receiver->joystick = nullptr;
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}
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virtual bool isKeyDown(GameKeyType k)
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{
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return m_receiver->IsKeyDown(keycache.key[k]) || joystick.isKeyDown(k);
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}
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virtual bool wasKeyDown(GameKeyType k)
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{
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return m_receiver->WasKeyDown(keycache.key[k]) || joystick.wasKeyDown(k);
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}
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virtual bool wasKeyPressed(GameKeyType k)
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{
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return m_receiver->WasKeyPressed(keycache.key[k]) || joystick.wasKeyPressed(k);
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}
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virtual bool wasKeyReleased(GameKeyType k)
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{
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return m_receiver->WasKeyReleased(keycache.key[k]) || joystick.wasKeyReleased(k);
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}
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virtual float getMovementSpeed()
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{
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bool f = m_receiver->IsKeyDown(keycache.key[KeyType::FORWARD]),
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b = m_receiver->IsKeyDown(keycache.key[KeyType::BACKWARD]),
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l = m_receiver->IsKeyDown(keycache.key[KeyType::LEFT]),
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r = m_receiver->IsKeyDown(keycache.key[KeyType::RIGHT]);
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if (f || b || l || r)
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{
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// if contradictory keys pressed, stay still
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if (f && b && l && r)
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return 0.0f;
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else if (f && b && !l && !r)
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return 0.0f;
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else if (!f && !b && l && r)
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return 0.0f;
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return 1.0f; // If there is a keyboard event, assume maximum speed
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}
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return joystick.getMovementSpeed();
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}
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virtual float getMovementDirection()
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{
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float x = 0, z = 0;
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/* Check keyboard for input */
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if (m_receiver->IsKeyDown(keycache.key[KeyType::FORWARD]))
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z += 1;
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if (m_receiver->IsKeyDown(keycache.key[KeyType::BACKWARD]))
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z -= 1;
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if (m_receiver->IsKeyDown(keycache.key[KeyType::RIGHT]))
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x += 1;
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if (m_receiver->IsKeyDown(keycache.key[KeyType::LEFT]))
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x -= 1;
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if (x != 0 || z != 0) /* If there is a keyboard event, it takes priority */
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return atan2(x, z);
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else
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return joystick.getMovementDirection();
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}
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virtual bool cancelPressed()
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{
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return wasKeyDown(KeyType::ESC) || m_receiver->WasKeyDown(CancelKey);
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}
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virtual void clearWasKeyPressed()
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{
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m_receiver->clearWasKeyPressed();
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}
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virtual void clearWasKeyReleased()
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{
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m_receiver->clearWasKeyReleased();
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}
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virtual void listenForKey(const KeyPress &keyCode)
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{
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m_receiver->listenForKey(keyCode);
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}
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virtual void dontListenForKeys()
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{
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m_receiver->dontListenForKeys();
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}
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virtual v2s32 getMousePos()
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{
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auto control = RenderingEngine::get_raw_device()->getCursorControl();
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if (control) {
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return control->getPosition();
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}
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return m_mousepos;
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}
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virtual void setMousePos(s32 x, s32 y)
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{
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auto control = RenderingEngine::get_raw_device()->getCursorControl();
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if (control) {
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control->setPosition(x, y);
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} else {
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m_mousepos = v2s32(x, y);
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}
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}
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virtual s32 getMouseWheel()
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{
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return m_receiver->getMouseWheel();
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}
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void clear()
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{
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joystick.clear();
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m_receiver->clearInput();
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}
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void releaseAllKeys()
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{
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joystick.releaseAllKeys();
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m_receiver->releaseAllKeys();
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}
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private:
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MyEventReceiver *m_receiver = nullptr;
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v2s32 m_mousepos;
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};
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class RandomInputHandler : public InputHandler
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{
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public:
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RandomInputHandler() = default;
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bool isRandom() const
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{
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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 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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virtual bool cancelPressed() { return false; }
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virtual float getMovementSpeed() { return movementSpeed; }
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virtual float getMovementDirection() { return movementDirection; }
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virtual v2s32 getMousePos() { return mousepos; }
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virtual void setMousePos(s32 x, s32 y) { mousepos = v2s32(x, y); }
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virtual s32 getMouseWheel() { return 0; }
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virtual void step(float dtime);
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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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v2s32 mousepos;
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v2s32 mousespeed;
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float movementSpeed;
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float movementDirection;
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};
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