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Game refactor [3/X]: Move keycache to inputhandler
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@ -22,6 +22,81 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "inputhandler.h"
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#include "gui/mainmenumanager.h"
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void KeyCache::populate_nonchanging()
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{
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key[KeyType::ESC] = EscapeKey;
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}
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void KeyCache::populate()
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{
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key[KeyType::FORWARD] = getKeySetting("keymap_forward");
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key[KeyType::BACKWARD] = getKeySetting("keymap_backward");
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key[KeyType::LEFT] = getKeySetting("keymap_left");
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key[KeyType::RIGHT] = getKeySetting("keymap_right");
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key[KeyType::JUMP] = getKeySetting("keymap_jump");
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key[KeyType::SPECIAL1] = getKeySetting("keymap_special1");
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key[KeyType::SNEAK] = getKeySetting("keymap_sneak");
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key[KeyType::AUTOFORWARD] = getKeySetting("keymap_autoforward");
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key[KeyType::DROP] = getKeySetting("keymap_drop");
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key[KeyType::INVENTORY] = getKeySetting("keymap_inventory");
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key[KeyType::CHAT] = getKeySetting("keymap_chat");
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key[KeyType::CMD] = getKeySetting("keymap_cmd");
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key[KeyType::CMD_LOCAL] = getKeySetting("keymap_cmd_local");
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key[KeyType::CONSOLE] = getKeySetting("keymap_console");
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key[KeyType::MINIMAP] = getKeySetting("keymap_minimap");
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key[KeyType::FREEMOVE] = getKeySetting("keymap_freemove");
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key[KeyType::FASTMOVE] = getKeySetting("keymap_fastmove");
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key[KeyType::NOCLIP] = getKeySetting("keymap_noclip");
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key[KeyType::HOTBAR_PREV] = getKeySetting("keymap_hotbar_previous");
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key[KeyType::HOTBAR_NEXT] = getKeySetting("keymap_hotbar_next");
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key[KeyType::MUTE] = getKeySetting("keymap_mute");
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key[KeyType::INC_VOLUME] = getKeySetting("keymap_increase_volume");
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key[KeyType::DEC_VOLUME] = getKeySetting("keymap_decrease_volume");
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key[KeyType::CINEMATIC] = getKeySetting("keymap_cinematic");
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key[KeyType::SCREENSHOT] = getKeySetting("keymap_screenshot");
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key[KeyType::TOGGLE_HUD] = getKeySetting("keymap_toggle_hud");
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key[KeyType::TOGGLE_CHAT] = getKeySetting("keymap_toggle_chat");
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key[KeyType::TOGGLE_FORCE_FOG_OFF]
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= getKeySetting("keymap_toggle_force_fog_off");
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key[KeyType::TOGGLE_UPDATE_CAMERA]
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= getKeySetting("keymap_toggle_update_camera");
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key[KeyType::TOGGLE_DEBUG]
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= getKeySetting("keymap_toggle_debug");
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key[KeyType::TOGGLE_PROFILER]
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= getKeySetting("keymap_toggle_profiler");
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key[KeyType::CAMERA_MODE]
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= getKeySetting("keymap_camera_mode");
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key[KeyType::INCREASE_VIEWING_RANGE]
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= getKeySetting("keymap_increase_viewing_range_min");
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key[KeyType::DECREASE_VIEWING_RANGE]
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= getKeySetting("keymap_decrease_viewing_range_min");
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key[KeyType::RANGESELECT]
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= getKeySetting("keymap_rangeselect");
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key[KeyType::ZOOM] = getKeySetting("keymap_zoom");
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key[KeyType::QUICKTUNE_NEXT] = getKeySetting("keymap_quicktune_next");
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key[KeyType::QUICKTUNE_PREV] = getKeySetting("keymap_quicktune_prev");
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key[KeyType::QUICKTUNE_INC] = getKeySetting("keymap_quicktune_inc");
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key[KeyType::QUICKTUNE_DEC] = getKeySetting("keymap_quicktune_dec");
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for (int i = 0; i < 23; i++) {
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std::string slot_key_name = "keymap_slot" + std::to_string(i + 1);
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key[KeyType::SLOT_1 + i] = getKeySetting(slot_key_name.c_str());
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}
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if (handler) {
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// First clear all keys, then re-add the ones we listen for
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handler->dontListenForKeys();
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for (const KeyPress &k : key) {
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handler->listenForKey(k);
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}
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handler->listenForKey(EscapeKey);
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handler->listenForKey(CancelKey);
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}
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}
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bool MyEventReceiver::OnEvent(const SEvent &event)
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{
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/*
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@ -29,6 +29,37 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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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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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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105
src/game.cpp
105
src/game.cpp
@ -566,111 +566,6 @@ public:
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#define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
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#endif
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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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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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void KeyCache::populate_nonchanging()
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{
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key[KeyType::ESC] = EscapeKey;
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}
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void KeyCache::populate()
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{
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key[KeyType::FORWARD] = getKeySetting("keymap_forward");
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key[KeyType::BACKWARD] = getKeySetting("keymap_backward");
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key[KeyType::LEFT] = getKeySetting("keymap_left");
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key[KeyType::RIGHT] = getKeySetting("keymap_right");
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key[KeyType::JUMP] = getKeySetting("keymap_jump");
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key[KeyType::SPECIAL1] = getKeySetting("keymap_special1");
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key[KeyType::SNEAK] = getKeySetting("keymap_sneak");
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key[KeyType::AUTOFORWARD] = getKeySetting("keymap_autoforward");
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key[KeyType::DROP] = getKeySetting("keymap_drop");
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key[KeyType::INVENTORY] = getKeySetting("keymap_inventory");
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key[KeyType::CHAT] = getKeySetting("keymap_chat");
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key[KeyType::CMD] = getKeySetting("keymap_cmd");
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key[KeyType::CMD_LOCAL] = getKeySetting("keymap_cmd_local");
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key[KeyType::CONSOLE] = getKeySetting("keymap_console");
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key[KeyType::MINIMAP] = getKeySetting("keymap_minimap");
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key[KeyType::FREEMOVE] = getKeySetting("keymap_freemove");
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key[KeyType::FASTMOVE] = getKeySetting("keymap_fastmove");
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key[KeyType::NOCLIP] = getKeySetting("keymap_noclip");
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key[KeyType::HOTBAR_PREV] = getKeySetting("keymap_hotbar_previous");
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key[KeyType::HOTBAR_NEXT] = getKeySetting("keymap_hotbar_next");
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key[KeyType::MUTE] = getKeySetting("keymap_mute");
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key[KeyType::INC_VOLUME] = getKeySetting("keymap_increase_volume");
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key[KeyType::DEC_VOLUME] = getKeySetting("keymap_decrease_volume");
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key[KeyType::CINEMATIC] = getKeySetting("keymap_cinematic");
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key[KeyType::SCREENSHOT] = getKeySetting("keymap_screenshot");
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key[KeyType::TOGGLE_HUD] = getKeySetting("keymap_toggle_hud");
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key[KeyType::TOGGLE_CHAT] = getKeySetting("keymap_toggle_chat");
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key[KeyType::TOGGLE_FORCE_FOG_OFF]
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= getKeySetting("keymap_toggle_force_fog_off");
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key[KeyType::TOGGLE_UPDATE_CAMERA]
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= getKeySetting("keymap_toggle_update_camera");
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key[KeyType::TOGGLE_DEBUG]
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= getKeySetting("keymap_toggle_debug");
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key[KeyType::TOGGLE_PROFILER]
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= getKeySetting("keymap_toggle_profiler");
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key[KeyType::CAMERA_MODE]
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= getKeySetting("keymap_camera_mode");
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key[KeyType::INCREASE_VIEWING_RANGE]
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= getKeySetting("keymap_increase_viewing_range_min");
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key[KeyType::DECREASE_VIEWING_RANGE]
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= getKeySetting("keymap_decrease_viewing_range_min");
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key[KeyType::RANGESELECT]
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= getKeySetting("keymap_rangeselect");
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key[KeyType::ZOOM] = getKeySetting("keymap_zoom");
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key[KeyType::QUICKTUNE_NEXT] = getKeySetting("keymap_quicktune_next");
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key[KeyType::QUICKTUNE_PREV] = getKeySetting("keymap_quicktune_prev");
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key[KeyType::QUICKTUNE_INC] = getKeySetting("keymap_quicktune_inc");
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key[KeyType::QUICKTUNE_DEC] = getKeySetting("keymap_quicktune_dec");
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for (int i = 0; i < 23; i++) {
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std::string slot_key_name = "keymap_slot" + std::to_string(i + 1);
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key[KeyType::SLOT_1 + i] = getKeySetting(slot_key_name.c_str());
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}
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if (handler) {
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// First clear all keys, then re-add the ones we listen for
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handler->dontListenForKeys();
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for (const KeyPress &k : key) {
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handler->listenForKey(k);
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}
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handler->listenForKey(EscapeKey);
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handler->listenForKey(CancelKey);
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}
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}
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/****************************************************************************
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****************************************************************************/
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