diff --git a/src/client/inputhandler.cpp b/src/client/inputhandler.cpp index 608a405a8..ee3e37ae9 100644 --- a/src/client/inputhandler.cpp +++ b/src/client/inputhandler.cpp @@ -112,7 +112,7 @@ bool MyEventReceiver::OnEvent(const SEvent &event) // Remember whether each key is down or up if (event.EventType == irr::EET_KEY_INPUT_EVENT) { const KeyPress &keyCode = event.KeyInput; - if (keysListenedFor[keyCode]) { + if (keysListenedFor.count(keyCode)) { // If the key is being held down then the OS may // send a continuous stream of keydown events. // In this case, we don't want to let this @@ -120,15 +120,15 @@ bool MyEventReceiver::OnEvent(const SEvent &event) // certain actions to repeat constantly. if (event.KeyInput.PressedDown) { if (!IsKeyDown(keyCode)) { - keyWasDown.set(keyCode); - keyWasPressed.set(keyCode); + keyWasDown.insert(keyCode); + keyWasPressed.insert(keyCode); } - keyIsDown.set(keyCode); + keyIsDown.insert(keyCode); } else { if (IsKeyDown(keyCode)) - keyWasReleased.set(keyCode); + keyWasReleased.insert(keyCode); - keyIsDown.unset(keyCode); + keyIsDown.erase(keyCode); } return true; @@ -153,36 +153,36 @@ bool MyEventReceiver::OnEvent(const SEvent &event) switch (event.MouseInput.Event) { case EMIE_LMOUSE_PRESSED_DOWN: key = "KEY_LBUTTON"; - keyIsDown.set(key); - keyWasDown.set(key); - keyWasPressed.set(key); + keyIsDown.insert(key); + keyWasDown.insert(key); + keyWasPressed.insert(key); break; case EMIE_MMOUSE_PRESSED_DOWN: key = "KEY_MBUTTON"; - keyIsDown.set(key); - keyWasDown.set(key); - keyWasPressed.set(key); + keyIsDown.insert(key); + keyWasDown.insert(key); + keyWasPressed.insert(key); break; case EMIE_RMOUSE_PRESSED_DOWN: key = "KEY_RBUTTON"; - keyIsDown.set(key); - keyWasDown.set(key); - keyWasPressed.set(key); + keyIsDown.insert(key); + keyWasDown.insert(key); + keyWasPressed.insert(key); break; case EMIE_LMOUSE_LEFT_UP: key = "KEY_LBUTTON"; - keyIsDown.unset(key); - keyWasReleased.set(key); + keyIsDown.erase(key); + keyWasReleased.insert(key); break; case EMIE_MMOUSE_LEFT_UP: key = "KEY_MBUTTON"; - keyIsDown.unset(key); - keyWasReleased.set(key); + keyIsDown.erase(key); + keyWasReleased.insert(key); break; case EMIE_RMOUSE_LEFT_UP: key = "KEY_RBUTTON"; - keyIsDown.unset(key); - keyWasReleased.set(key); + keyIsDown.erase(key); + keyWasReleased.insert(key); break; case EMIE_MOUSE_WHEEL: mouse_wheel += event.MouseInput.Wheel; @@ -235,7 +235,11 @@ void RandomInputHandler::step(float dtime) i.counter -= dtime; if (i.counter < 0.0) { i.counter = 0.1 * Rand(1, i.time_max); - keydown.toggle(getKeySetting(i.key.c_str())); + KeyPress k = getKeySetting(i.key.c_str()); + if (keydown.count(k)) + keydown.erase(k); + else + keydown.insert(k); } } { diff --git a/src/client/inputhandler.h b/src/client/inputhandler.h index def147a82..885f34e05 100644 --- a/src/client/inputhandler.h +++ b/src/client/inputhandler.h @@ -21,9 +21,9 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "irrlichttypes_extrabloated.h" #include "joystick_controller.h" -#include #include "keycode.h" #include "renderingengine.h" +#include #ifdef HAVE_TOUCHSCREENGUI #include "gui/touchscreengui.h" @@ -61,98 +61,32 @@ struct KeyCache InputHandler *handler; }; -class KeyList : private std::list -{ - typedef std::list super; - typedef super::iterator iterator; - typedef super::const_iterator const_iterator; - - virtual const_iterator find(const KeyPress &key) const - { - const_iterator f(begin()); - const_iterator e(end()); - - while (f != e) { - if (*f == key) - return f; - - ++f; - } - - return e; - } - - virtual iterator find(const KeyPress &key) - { - iterator f(begin()); - iterator e(end()); - - while (f != e) { - if (*f == key) - return f; - - ++f; - } - - return e; - } - -public: - void clear() { super::clear(); } - - void set(const KeyPress &key) - { - if (find(key) == end()) - push_back(key); - } - - void unset(const KeyPress &key) - { - iterator p(find(key)); - - if (p != end()) - erase(p); - } - - void toggle(const KeyPress &key) - { - iterator p(this->find(key)); - - if (p != end()) - erase(p); - else - push_back(key); - } - - bool operator[](const KeyPress &key) const { return find(key) != end(); } -}; - class MyEventReceiver : public IEventReceiver { public: // This is the one method that we have to implement virtual bool OnEvent(const SEvent &event); - bool IsKeyDown(const KeyPress &keyCode) const { return keyIsDown[keyCode]; } + bool IsKeyDown(const KeyPress &keyCode) const { return keyIsDown.count(keyCode); } // Checks whether a key was down and resets the state bool WasKeyDown(const KeyPress &keyCode) { - bool b = keyWasDown[keyCode]; + bool b = keyWasDown.count(keyCode); if (b) - keyWasDown.unset(keyCode); + keyWasDown.erase(keyCode); return b; } // 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]; } + bool WasKeyPressed(const KeyPress &keycode) const { return keyWasPressed.count(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]; } + bool WasKeyReleased(const KeyPress &keycode) const { return keyWasReleased.count(keycode); } - void listenForKey(const KeyPress &keyCode) { keysListenedFor.set(keyCode); } + void listenForKey(const KeyPress &keyCode) { keysListenedFor.insert(keyCode); } void dontListenForKeys() { keysListenedFor.clear(); } s32 getMouseWheel() @@ -198,24 +132,20 @@ public: #endif private: - // The current state of keys - KeyList keyIsDown; + //! The current state of keys + std::unordered_set keyIsDown; - // Whether a key was down - KeyList keyWasDown; + //! Whether a key was down + std::unordered_set keyWasDown; - // Whether a key has just been pressed - KeyList keyWasPressed; + //! Whether a key has just been pressed + std::unordered_set keyWasPressed; - // Whether a key has just been released - KeyList keyWasReleased; + //! Whether a key has just been released + std::unordered_set keyWasReleased; - // List of keys we listen for - // TODO perhaps the type of this is not really - // performant as KeyList is designed for few but - // often changing keys, and keysListenedFor is expected - // to change seldomly but contain lots of keys. - KeyList keysListenedFor; + //! List of keys we listen for + std::unordered_set keysListenedFor; }; class InputHandler @@ -347,7 +277,7 @@ public: return true; } - virtual bool isKeyDown(GameKeyType k) { return keydown[keycache.key[k]]; } + virtual bool isKeyDown(GameKeyType k) { return keydown.count(keycache.key[k]); } virtual bool wasKeyDown(GameKeyType k) { return false; } virtual bool wasKeyPressed(GameKeyType k) { return false; } virtual bool wasKeyReleased(GameKeyType k) { return false; } @@ -362,7 +292,7 @@ public: s32 Rand(s32 min, s32 max); private: - KeyList keydown; + std::unordered_set keydown; v2s32 mousepos; v2s32 mousespeed; }; diff --git a/src/client/keycode.h b/src/client/keycode.h index 7036705d1..263b722c7 100644 --- a/src/client/keycode.h +++ b/src/client/keycode.h @@ -24,12 +24,20 @@ with this program; if not, write to the Free Software Foundation, Inc., #include #include +class KeyPress; +namespace std +{ + template <> struct hash; +} + /* A key press, consisting of either an Irrlicht keycode or an actual char */ class KeyPress { public: + friend struct std::hash; + KeyPress() = default; KeyPress(const char *name); @@ -55,6 +63,17 @@ protected: std::string m_name = ""; }; +namespace std +{ + template <> struct hash + { + size_t operator()(const KeyPress &key) const + { + return key.Key; + } + }; +} + extern const KeyPress EscapeKey; extern const KeyPress CancelKey;