minetest/src/client/inputhandler.h

421 lines
9.4 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 <list>
#include "keycode.h"
#include "renderingengine.h"
#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 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
{
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]; }
// Checks whether a key was down and resets the state
bool WasKeyDown(const KeyPress &keyCode)
{
bool b = keyWasDown[keyCode];
if (b)
keyWasDown.unset(keyCode);
return b;
}
void listenForKey(const KeyPress &keyCode) { keysListenedFor.set(keyCode); }
void dontListenForKeys() { keysListenedFor.clear(); }
s32 getMouseWheel()
{
s32 a = mouse_wheel;
mouse_wheel = 0;
return a;
}
void clearInput()
{
keyIsDown.clear();
keyWasDown.clear();
leftclicked = false;
rightclicked = false;
leftreleased = false;
rightreleased = false;
left_active = false;
middle_active = false;
right_active = false;
mouse_wheel = 0;
}
MyEventReceiver()
{
#ifdef HAVE_TOUCHSCREENGUI
m_touchscreengui = NULL;
#endif
}
bool leftclicked = false;
bool rightclicked = false;
bool leftreleased = false;
bool rightreleased = false;
bool left_active = false;
bool middle_active = false;
bool right_active = false;
s32 mouse_wheel = 0;
JoystickController *joystick = nullptr;
#ifdef HAVE_TOUCHSCREENGUI
TouchScreenGUI *m_touchscreengui;
#endif
private:
// The current state of keys
KeyList keyIsDown;
// Whether a key has been pressed or not
KeyList keyWasDown;
// 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;
};
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 cancelPressed() = 0;
virtual void listenForKey(const KeyPress &keyCode) {}
virtual void dontListenForKeys() {}
virtual v2s32 getMousePos() = 0;
virtual void setMousePos(s32 x, s32 y) = 0;
virtual bool getLeftState() = 0;
virtual bool getRightState() = 0;
virtual bool getLeftClicked() = 0;
virtual bool getRightClicked() = 0;
virtual void resetLeftClicked() = 0;
virtual void resetRightClicked() = 0;
virtual bool getLeftReleased() = 0;
virtual bool getRightReleased() = 0;
virtual void resetLeftReleased() = 0;
virtual void resetRightReleased() = 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 cancelPressed()
{
return wasKeyDown(KeyType::ESC) || m_receiver->WasKeyDown(CancelKey);
}
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 bool getLeftState()
{
return m_receiver->left_active || joystick.isKeyDown(KeyType::MOUSE_L);
}
virtual bool getRightState()
{
return m_receiver->right_active || joystick.isKeyDown(KeyType::MOUSE_R);
}
virtual bool getLeftClicked()
{
return m_receiver->leftclicked ||
joystick.getWasKeyDown(KeyType::MOUSE_L);
}
virtual bool getRightClicked()
{
return m_receiver->rightclicked ||
joystick.getWasKeyDown(KeyType::MOUSE_R);
}
virtual void resetLeftClicked()
{
m_receiver->leftclicked = false;
joystick.clearWasKeyDown(KeyType::MOUSE_L);
}
virtual void resetRightClicked()
{
m_receiver->rightclicked = false;
joystick.clearWasKeyDown(KeyType::MOUSE_R);
}
virtual bool getLeftReleased()
{
return m_receiver->leftreleased ||
joystick.wasKeyReleased(KeyType::MOUSE_L);
}
virtual bool getRightReleased()
{
return m_receiver->rightreleased ||
joystick.wasKeyReleased(KeyType::MOUSE_R);
}
virtual void resetLeftReleased()
{
m_receiver->leftreleased = false;
joystick.clearWasKeyReleased(KeyType::MOUSE_L);
}
virtual void resetRightReleased()
{
m_receiver->rightreleased = false;
joystick.clearWasKeyReleased(KeyType::MOUSE_R);
}
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[keycache.key[k]]; }
virtual bool wasKeyDown(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 bool getLeftState() { return leftdown; }
virtual bool getRightState() { return rightdown; }
virtual bool getLeftClicked() { return leftclicked; }
virtual bool getRightClicked() { return rightclicked; }
virtual void resetLeftClicked() { leftclicked = false; }
virtual void resetRightClicked() { rightclicked = false; }
virtual bool getLeftReleased() { return leftreleased; }
virtual bool getRightReleased() { return rightreleased; }
virtual void resetLeftReleased() { leftreleased = false; }
virtual void resetRightReleased() { rightreleased = false; }
virtual s32 getMouseWheel() { return 0; }
virtual void step(float dtime);
s32 Rand(s32 min, s32 max);
private:
KeyList keydown;
v2s32 mousepos;
v2s32 mousespeed;
bool leftdown = false;
bool rightdown = false;
bool leftclicked = false;
bool rightclicked = false;
bool leftreleased = false;
bool rightreleased = false;
};