controls = { --util values modpath = minetest.get_modpath("controls"), testsmode = minetest.settings:get_bool("controls_enable_tests", false), --location to store callbacks registered_on_press = {}, registered_on_hold = {}, registered_on_release = {}, --store player control data players = {}, } --api functions function controls.register_on_press(callback) table.insert(controls.registered_on_press, callback) end function controls.register_on_hold(callback) table.insert(controls.registered_on_hold, callback) end function controls.register_on_release(callback) table.insert(controls.registered_on_release, callback) end --set up key store on join minetest.register_on_joinplayer(function(player, _) local pname = player:get_player_name() local controls_names = player:get_player_control() --note: could hardcode this, but this is more future proof in case minetest adds more controls controls.players[pname] = {} for key, _ in pairs(controls_names) do controls.players[pname][key] = {false} --in theory its false when they join, but hard coding just in case end end) --discard when leaving minetest.register_on_leaveplayer(function(player, _) local pname = player:get_player_name() controls.players[pname] = nil end) --event loop minetest.register_globalstep(function(dtime) for _, player in pairs(minetest.get_connected_players()) do local pname = player:get_player_name() local pcontrols = player:get_player_control() if not controls.players[pname] then break end --safety check for key, key_status in pairs(pcontrols) do if(key_status) then --yes, this is a hold or press event, intial testing for _, callback in pairs(controls.registered_on_press) do callback(player, key) end end end end end) --tests if(controls.testsmode) then dofile(controls.modpath .. "/test.lua") end