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mirror of https://github.com/luanti-org/luanti.git synced 2025-10-20 19:45:22 +02:00

Refactor input handler (#15933)

This commit is contained in:
y5nw
2025-03-30 18:16:20 +02:00
committed by GitHub
parent 309c0a0cb6
commit 4cd2273349
5 changed files with 168 additions and 254 deletions

View File

@@ -7,7 +7,10 @@
#include "irrlichttypes.h"
#include "irr_v2d.h"
#include "joystick_controller.h"
#include <array>
#include <list>
#include <set>
#include <unordered_map>
#include "keycode.h"
class InputHandler;
@@ -17,142 +20,32 @@ enum class PointerType {
Touch,
};
/****************************************************************************
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 KeyList : private std::list<KeyPress>
{
typedef std::list<KeyPress> super;
typedef super::iterator iterator;
typedef super::const_iterator const_iterator;
virtual const_iterator find(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(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(KeyPress key)
{
if (find(key) == end())
push_back(key);
}
void unset(KeyPress key)
{
iterator p(find(key));
if (p != end())
erase(p);
}
void toggle(KeyPress key)
{
iterator p(this->find(key));
if (p != end())
erase(p);
else
push_back(key);
}
void append(const KeyList &other)
{
for (auto key : other) {
set(key);
}
}
bool operator[](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(KeyPress keyCode) const { return keyIsDown[keyCode]; }
bool IsKeyDown(GameKeyType key) const { return keyIsDown[key]; }
// Checks whether a key was down and resets the state
bool WasKeyDown(KeyPress keyCode)
bool WasKeyDown(GameKeyType key)
{
bool b = keyWasDown[keyCode];
bool b = keyWasDown[key];
if (b)
keyWasDown.unset(keyCode);
keyWasDown.reset(key);
return b;
}
// Checks whether a key was just pressed. State will be cleared
// in the subsequent iteration of Game::processPlayerInteraction
bool WasKeyPressed(KeyPress keycode) const { return keyWasPressed[keycode]; }
bool WasKeyPressed(GameKeyType key) const { return keyWasPressed[key]; }
// Checks whether a key was just released. State will be cleared
// in the subsequent iteration of Game::processPlayerInteraction
bool WasKeyReleased(KeyPress keycode) const { return keyWasReleased[keycode]; }
bool WasKeyReleased(GameKeyType key) const { return keyWasReleased[key]; }
void listenForKey(KeyPress keyCode)
{
keysListenedFor.set(keyCode);
}
void dontListenForKeys()
{
keysListenedFor.clear();
}
void reloadKeybindings();
s32 getMouseWheel()
{
@@ -163,28 +56,30 @@ public:
void clearInput()
{
keyIsDown.clear();
keyWasDown.clear();
keyWasPressed.clear();
keyWasReleased.clear();
physicalKeyDown.clear();
keyIsDown.reset();
keyWasDown.reset();
keyWasPressed.reset();
keyWasReleased.reset();
mouse_wheel = 0;
}
void releaseAllKeys()
{
keyWasReleased.append(keyIsDown);
keyIsDown.clear();
physicalKeyDown.clear();
keyWasReleased |= keyIsDown;
keyIsDown.reset();
}
void clearWasKeyPressed()
{
keyWasPressed.clear();
keyWasPressed.reset();
}
void clearWasKeyReleased()
{
keyWasReleased.clear();
keyWasReleased.reset();
}
JoystickController *joystick = nullptr;
@@ -192,26 +87,41 @@ public:
PointerType getLastPointerType() { return last_pointer_type; }
private:
void listenForKey(KeyPress keyCode, GameKeyType action)
{
if (keyCode)
keysListenedFor[keyCode] = action;
}
bool setKeyDown(KeyPress keyCode, bool is_down);
void setKeyDown(GameKeyType action, bool is_down);
/* 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 useful here as the
* faster (up to 10x faster) key lookup is an asset.
*/
std::array<KeyPress, KeyType::INTERNAL_ENUM_COUNT> keybindings;
s32 mouse_wheel = 0;
// The current state of physical keys.
std::set<KeyPress> physicalKeyDown;
// The current state of keys
KeyList keyIsDown;
std::bitset<GameKeyType::INTERNAL_ENUM_COUNT> keyIsDown;
// Like keyIsDown but only reset when that key is read
KeyList keyWasDown;
std::bitset<GameKeyType::INTERNAL_ENUM_COUNT> keyWasDown;
// Whether a key has just been pressed
KeyList keyWasPressed;
std::bitset<GameKeyType::INTERNAL_ENUM_COUNT> keyWasPressed;
// Whether a key has just been released
KeyList keyWasReleased;
std::bitset<GameKeyType::INTERNAL_ENUM_COUNT> 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;
std::unordered_map<KeyPress, GameKeyType> keysListenedFor;
// Intentionally not reset by clearInput/releaseAllKeys.
bool fullscreen_is_down = false;
@@ -222,12 +132,6 @@ private:
class InputHandler
{
public:
InputHandler()
{
keycache.handler = this;
keycache.populate();
}
virtual ~InputHandler() = default;
virtual bool isRandom() const
@@ -247,8 +151,7 @@ public:
virtual void clearWasKeyPressed() {}
virtual void clearWasKeyReleased() {}
virtual void listenForKey(KeyPress keyCode) {}
virtual void dontListenForKeys() {}
virtual void reloadKeybindings() {}
virtual v2s32 getMousePos() = 0;
virtual void setMousePos(s32 x, s32 y) = 0;
@@ -261,7 +164,6 @@ public:
virtual void releaseAllKeys() {}
JoystickController joystick;
KeyCache keycache;
};
/*
@@ -274,6 +176,7 @@ public:
RealInputHandler(MyEventReceiver *receiver) : m_receiver(receiver)
{
m_receiver->joystick = &joystick;
m_receiver->reloadKeybindings();
}
virtual ~RealInputHandler()
@@ -283,19 +186,19 @@ public:
virtual bool isKeyDown(GameKeyType k)
{
return m_receiver->IsKeyDown(keycache.key[k]) || joystick.isKeyDown(k);
return m_receiver->IsKeyDown(k) || joystick.isKeyDown(k);
}
virtual bool wasKeyDown(GameKeyType k)
{
return m_receiver->WasKeyDown(keycache.key[k]) || joystick.wasKeyDown(k);
return m_receiver->WasKeyDown(k) || joystick.wasKeyDown(k);
}
virtual bool wasKeyPressed(GameKeyType k)
{
return m_receiver->WasKeyPressed(keycache.key[k]) || joystick.wasKeyPressed(k);
return m_receiver->WasKeyPressed(k) || joystick.wasKeyPressed(k);
}
virtual bool wasKeyReleased(GameKeyType k)
{
return m_receiver->WasKeyReleased(keycache.key[k]) || joystick.wasKeyReleased(k);
return m_receiver->WasKeyReleased(k) || joystick.wasKeyReleased(k);
}
virtual float getJoystickSpeed();
@@ -316,13 +219,9 @@ public:
m_receiver->clearWasKeyReleased();
}
virtual void listenForKey(KeyPress keyCode)
virtual void reloadKeybindings()
{
m_receiver->listenForKey(keyCode);
}
virtual void dontListenForKeys()
{
m_receiver->dontListenForKeys();
m_receiver->reloadKeybindings();
}
virtual v2s32 getMousePos();
@@ -360,7 +259,7 @@ public:
return true;
}
virtual bool isKeyDown(GameKeyType k) { return keydown[keycache.key[k]]; }
virtual bool isKeyDown(GameKeyType k) { return keydown[k]; }
virtual bool wasKeyDown(GameKeyType k) { return false; }
virtual bool wasKeyPressed(GameKeyType k) { return false; }
virtual bool wasKeyReleased(GameKeyType k) { return false; }
@@ -377,7 +276,7 @@ public:
s32 Rand(s32 min, s32 max);
private:
KeyList keydown;
std::bitset<GameKeyType::INTERNAL_ENUM_COUNT> keydown;
v2s32 mousepos;
v2s32 mousespeed;
float joystickSpeed;