Revert "Replace MyEventReceiver KeyList with std::unordered_set" (#10622)

This reverts commit 787561b29a.
This commit is contained in:
SmallJoker 2020-11-12 19:16:02 +01:00 committed by GitHub
parent adffef2b94
commit 68139a28eb
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3 changed files with 111 additions and 64 deletions

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@ -112,7 +112,7 @@ bool MyEventReceiver::OnEvent(const SEvent &event)
// Remember whether each key is down or up // Remember whether each key is down or up
if (event.EventType == irr::EET_KEY_INPUT_EVENT) { if (event.EventType == irr::EET_KEY_INPUT_EVENT) {
const KeyPress &keyCode = event.KeyInput; const KeyPress &keyCode = event.KeyInput;
if (keysListenedFor.count(keyCode)) { if (keysListenedFor[keyCode]) {
// If the key is being held down then the OS may // If the key is being held down then the OS may
// send a continuous stream of keydown events. // send a continuous stream of keydown events.
// In this case, we don't want to let this // 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. // certain actions to repeat constantly.
if (event.KeyInput.PressedDown) { if (event.KeyInput.PressedDown) {
if (!IsKeyDown(keyCode)) { if (!IsKeyDown(keyCode)) {
keyWasDown.insert(keyCode); keyWasDown.set(keyCode);
keyWasPressed.insert(keyCode); keyWasPressed.set(keyCode);
} }
keyIsDown.insert(keyCode); keyIsDown.set(keyCode);
} else { } else {
if (IsKeyDown(keyCode)) if (IsKeyDown(keyCode))
keyWasReleased.insert(keyCode); keyWasReleased.set(keyCode);
keyIsDown.erase(keyCode); keyIsDown.unset(keyCode);
} }
return true; return true;
@ -153,36 +153,36 @@ bool MyEventReceiver::OnEvent(const SEvent &event)
switch (event.MouseInput.Event) { switch (event.MouseInput.Event) {
case EMIE_LMOUSE_PRESSED_DOWN: case EMIE_LMOUSE_PRESSED_DOWN:
key = "KEY_LBUTTON"; key = "KEY_LBUTTON";
keyIsDown.insert(key); keyIsDown.set(key);
keyWasDown.insert(key); keyWasDown.set(key);
keyWasPressed.insert(key); keyWasPressed.set(key);
break; break;
case EMIE_MMOUSE_PRESSED_DOWN: case EMIE_MMOUSE_PRESSED_DOWN:
key = "KEY_MBUTTON"; key = "KEY_MBUTTON";
keyIsDown.insert(key); keyIsDown.set(key);
keyWasDown.insert(key); keyWasDown.set(key);
keyWasPressed.insert(key); keyWasPressed.set(key);
break; break;
case EMIE_RMOUSE_PRESSED_DOWN: case EMIE_RMOUSE_PRESSED_DOWN:
key = "KEY_RBUTTON"; key = "KEY_RBUTTON";
keyIsDown.insert(key); keyIsDown.set(key);
keyWasDown.insert(key); keyWasDown.set(key);
keyWasPressed.insert(key); keyWasPressed.set(key);
break; break;
case EMIE_LMOUSE_LEFT_UP: case EMIE_LMOUSE_LEFT_UP:
key = "KEY_LBUTTON"; key = "KEY_LBUTTON";
keyIsDown.erase(key); keyIsDown.unset(key);
keyWasReleased.insert(key); keyWasReleased.set(key);
break; break;
case EMIE_MMOUSE_LEFT_UP: case EMIE_MMOUSE_LEFT_UP:
key = "KEY_MBUTTON"; key = "KEY_MBUTTON";
keyIsDown.erase(key); keyIsDown.unset(key);
keyWasReleased.insert(key); keyWasReleased.set(key);
break; break;
case EMIE_RMOUSE_LEFT_UP: case EMIE_RMOUSE_LEFT_UP:
key = "KEY_RBUTTON"; key = "KEY_RBUTTON";
keyIsDown.erase(key); keyIsDown.unset(key);
keyWasReleased.insert(key); keyWasReleased.set(key);
break; break;
case EMIE_MOUSE_WHEEL: case EMIE_MOUSE_WHEEL:
mouse_wheel += event.MouseInput.Wheel; mouse_wheel += event.MouseInput.Wheel;
@ -235,11 +235,7 @@ void RandomInputHandler::step(float dtime)
i.counter -= dtime; i.counter -= dtime;
if (i.counter < 0.0) { if (i.counter < 0.0) {
i.counter = 0.1 * Rand(1, i.time_max); i.counter = 0.1 * Rand(1, i.time_max);
KeyPress k = getKeySetting(i.key.c_str()); keydown.toggle(getKeySetting(i.key.c_str()));
if (keydown.count(k))
keydown.erase(k);
else
keydown.insert(k);
} }
} }
{ {

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@ -21,9 +21,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_extrabloated.h" #include "irrlichttypes_extrabloated.h"
#include "joystick_controller.h" #include "joystick_controller.h"
#include <list>
#include "keycode.h" #include "keycode.h"
#include "renderingengine.h" #include "renderingengine.h"
#include <unordered_set>
#ifdef HAVE_TOUCHSCREENGUI #ifdef HAVE_TOUCHSCREENGUI
#include "gui/touchscreengui.h" #include "gui/touchscreengui.h"
@ -61,32 +61,98 @@ struct KeyCache
InputHandler *handler; 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(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 class MyEventReceiver : public IEventReceiver
{ {
public: public:
// This is the one method that we have to implement // This is the one method that we have to implement
virtual bool OnEvent(const SEvent &event); virtual bool OnEvent(const SEvent &event);
bool IsKeyDown(const KeyPress &keyCode) const { return keyIsDown.count(keyCode); } bool IsKeyDown(const KeyPress &keyCode) const { return keyIsDown[keyCode]; }
// Checks whether a key was down and resets the state // Checks whether a key was down and resets the state
bool WasKeyDown(const KeyPress &keyCode) bool WasKeyDown(const KeyPress &keyCode)
{ {
bool b = keyWasDown.count(keyCode); bool b = keyWasDown[keyCode];
if (b) if (b)
keyWasDown.erase(keyCode); keyWasDown.unset(keyCode);
return b; return b;
} }
// Checks whether a key was just pressed. State will be cleared // Checks whether a key was just pressed. State will be cleared
// in the subsequent iteration of Game::processPlayerInteraction // in the subsequent iteration of Game::processPlayerInteraction
bool WasKeyPressed(const KeyPress &keycode) const { return keyWasPressed.count(keycode); } bool WasKeyPressed(const KeyPress &keycode) const { return keyWasPressed[keycode]; }
// Checks whether a key was just released. State will be cleared // Checks whether a key was just released. State will be cleared
// in the subsequent iteration of Game::processPlayerInteraction // in the subsequent iteration of Game::processPlayerInteraction
bool WasKeyReleased(const KeyPress &keycode) const { return keyWasReleased.count(keycode); } bool WasKeyReleased(const KeyPress &keycode) const { return keyWasReleased[keycode]; }
void listenForKey(const KeyPress &keyCode) { keysListenedFor.insert(keyCode); } void listenForKey(const KeyPress &keyCode) { keysListenedFor.set(keyCode); }
void dontListenForKeys() { keysListenedFor.clear(); } void dontListenForKeys() { keysListenedFor.clear(); }
s32 getMouseWheel() s32 getMouseWheel()
@ -132,20 +198,24 @@ public:
#endif #endif
private: private:
//! The current state of keys // The current state of keys
std::unordered_set<KeyPress> keyIsDown; KeyList keyIsDown;
//! Whether a key was down // Whether a key was down
std::unordered_set<KeyPress> keyWasDown; KeyList keyWasDown;
//! Whether a key has just been pressed // Whether a key has just been pressed
std::unordered_set<KeyPress> keyWasPressed; KeyList keyWasPressed;
//! Whether a key has just been released // Whether a key has just been released
std::unordered_set<KeyPress> keyWasReleased; KeyList keyWasReleased;
//! List of keys we listen for // List of keys we listen for
std::unordered_set<KeyPress> keysListenedFor; // 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;
}; };
class InputHandler class InputHandler
@ -277,7 +347,7 @@ public:
return true; return true;
} }
virtual bool isKeyDown(GameKeyType k) { return keydown.count(keycache.key[k]); } virtual bool isKeyDown(GameKeyType k) { return keydown[keycache.key[k]]; }
virtual bool wasKeyDown(GameKeyType k) { return false; } virtual bool wasKeyDown(GameKeyType k) { return false; }
virtual bool wasKeyPressed(GameKeyType k) { return false; } virtual bool wasKeyPressed(GameKeyType k) { return false; }
virtual bool wasKeyReleased(GameKeyType k) { return false; } virtual bool wasKeyReleased(GameKeyType k) { return false; }
@ -292,7 +362,7 @@ public:
s32 Rand(s32 min, s32 max); s32 Rand(s32 min, s32 max);
private: private:
std::unordered_set<KeyPress> keydown; KeyList keydown;
v2s32 mousepos; v2s32 mousepos;
v2s32 mousespeed; v2s32 mousespeed;
}; };

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@ -24,20 +24,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <IEventReceiver.h> #include <IEventReceiver.h>
#include <string> #include <string>
class KeyPress;
namespace std
{
template <> struct hash<KeyPress>;
}
/* A key press, consisting of either an Irrlicht keycode /* A key press, consisting of either an Irrlicht keycode
or an actual char */ or an actual char */
class KeyPress class KeyPress
{ {
public: public:
friend struct std::hash<KeyPress>;
KeyPress() = default; KeyPress() = default;
KeyPress(const char *name); KeyPress(const char *name);
@ -63,17 +55,6 @@ protected:
std::string m_name = ""; std::string m_name = "";
}; };
namespace std
{
template <> struct hash<KeyPress>
{
size_t operator()(const KeyPress &key) const
{
return key.Key;
}
};
}
extern const KeyPress EscapeKey; extern const KeyPress EscapeKey;
extern const KeyPress CancelKey; extern const KeyPress CancelKey;