minetest/src/client/inputhandler.h

299 lines
7.2 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
#include "joystick_controller.h"
#include "keycode.h"
#include "renderingengine.h"
#include <unordered_set>
#ifdef HAVE_TOUCHSCREENGUI
#include "gui/touchscreengui.h"
#endif
class InputHandler;
/****************************************************************************
Fast key cache for main game loop
****************************************************************************/
/* This is faster than using getKeySetting with the tradeoff that functions
* using it must make sure that it's initialised before using it and there is
* no error handling (for example bounds checking). This is really intended for
* use only in the main running loop of the client (the_game()) where the faster
* (up to 10x faster) key lookup is an asset. Other parts of the codebase
* (e.g. formspecs) should continue using getKeySetting().
*/
struct KeyCache
{
KeyCache()
{
handler = NULL;
populate();
populate_nonchanging();
}
void populate();
// Keys that are not settings dependent
void populate_nonchanging();
KeyPress key[KeyType::INTERNAL_ENUM_COUNT];
InputHandler *handler;
};
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.count(keyCode); }
// Checks whether a key was down and resets the state
bool WasKeyDown(const KeyPress &keyCode)
{
bool b = keyWasDown.count(keyCode);
if (b)
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.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.count(keycode); }
void listenForKey(const KeyPress &keyCode) { keysListenedFor.insert(keyCode); }
void dontListenForKeys() { keysListenedFor.clear(); }
s32 getMouseWheel()
{
s32 a = mouse_wheel;
mouse_wheel = 0;
return a;
}
void clearInput()
{
keyIsDown.clear();
keyWasDown.clear();
keyWasPressed.clear();
keyWasReleased.clear();
mouse_wheel = 0;
}
void clearWasKeyPressed()
{
keyWasPressed.clear();
}
void clearWasKeyReleased()
{
keyWasReleased.clear();
}
MyEventReceiver()
{
#ifdef HAVE_TOUCHSCREENGUI
m_touchscreengui = NULL;
#endif
}
s32 mouse_wheel = 0;
JoystickController *joystick = nullptr;
#ifdef HAVE_TOUCHSCREENGUI
TouchScreenGUI *m_touchscreengui;
#endif
private:
//! The current state of keys
std::unordered_set<KeyPress> keyIsDown;
//! Whether a key was down
std::unordered_set<KeyPress> keyWasDown;
//! Whether a key has just been pressed
std::unordered_set<KeyPress> keyWasPressed;
//! Whether a key has just been released
std::unordered_set<KeyPress> keyWasReleased;
//! List of keys we listen for
std::unordered_set<KeyPress> keysListenedFor;
};
class InputHandler
{
public:
InputHandler()
{
keycache.handler = this;
keycache.populate();
}
virtual ~InputHandler() = default;
virtual bool isRandom() const
{
return false;
}
virtual bool isKeyDown(GameKeyType k) = 0;
virtual bool wasKeyDown(GameKeyType k) = 0;
virtual bool wasKeyPressed(GameKeyType k) = 0;
virtual bool wasKeyReleased(GameKeyType k) = 0;
virtual bool cancelPressed() = 0;
virtual void clearWasKeyPressed() {}
virtual void clearWasKeyReleased() {}
virtual void listenForKey(const KeyPress &keyCode) {}
virtual void dontListenForKeys() {}
virtual v2s32 getMousePos() = 0;
virtual void setMousePos(s32 x, s32 y) = 0;
virtual s32 getMouseWheel() = 0;
virtual void step(float dtime) {}
virtual void clear() {}
JoystickController joystick;
KeyCache keycache;
};
/*
Separated input handler
*/
class RealInputHandler : public InputHandler
{
public:
RealInputHandler(MyEventReceiver *receiver) : m_receiver(receiver)
{
m_receiver->joystick = &joystick;
}
virtual bool isKeyDown(GameKeyType k)
{
return m_receiver->IsKeyDown(keycache.key[k]) || joystick.isKeyDown(k);
}
virtual bool wasKeyDown(GameKeyType k)
{
return m_receiver->WasKeyDown(keycache.key[k]) || joystick.wasKeyDown(k);
}
virtual bool wasKeyPressed(GameKeyType k)
{
return m_receiver->WasKeyPressed(keycache.key[k]) || joystick.wasKeyReleased(k);
}
virtual bool wasKeyReleased(GameKeyType k)
{
return m_receiver->WasKeyReleased(keycache.key[k]) || joystick.wasKeyReleased(k);
}
virtual bool cancelPressed()
{
return wasKeyDown(KeyType::ESC) || m_receiver->WasKeyDown(CancelKey);
}
virtual void clearWasKeyPressed()
{
m_receiver->clearWasKeyPressed();
}
virtual void clearWasKeyReleased()
{
m_receiver->clearWasKeyReleased();
}
virtual void listenForKey(const KeyPress &keyCode)
{
m_receiver->listenForKey(keyCode);
}
virtual void dontListenForKeys() { m_receiver->dontListenForKeys(); }
virtual v2s32 getMousePos()
{
if (RenderingEngine::get_raw_device()->getCursorControl()) {
return RenderingEngine::get_raw_device()
->getCursorControl()
->getPosition();
}
return m_mousepos;
}
virtual void setMousePos(s32 x, s32 y)
{
if (RenderingEngine::get_raw_device()->getCursorControl()) {
RenderingEngine::get_raw_device()
->getCursorControl()
->setPosition(x, y);
} else {
m_mousepos = v2s32(x, y);
}
}
virtual s32 getMouseWheel() { return m_receiver->getMouseWheel(); }
void clear()
{
joystick.clear();
m_receiver->clearInput();
}
private:
MyEventReceiver *m_receiver = nullptr;
v2s32 m_mousepos;
};
class RandomInputHandler : public InputHandler
{
public:
RandomInputHandler() = default;
bool isRandom() const
{
return true;
}
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; }
virtual bool cancelPressed() { return false; }
virtual v2s32 getMousePos() { return mousepos; }
virtual void setMousePos(s32 x, s32 y) { mousepos = v2s32(x, y); }
virtual s32 getMouseWheel() { return 0; }
virtual void step(float dtime);
s32 Rand(s32 min, s32 max);
private:
std::unordered_set<KeyPress> keydown;
v2s32 mousepos;
v2s32 mousespeed;
};