minetest/src/client/inputhandler.h

456 lines
9.9 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);
}
void append(const KeyList &other)
{
for (const KeyPress &key : other) {
set(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;
}
// 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[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[keycode]; }
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();
keyWasPressed.clear();
keyWasReleased.clear();
mouse_wheel = 0;
}
void releaseAllKeys()
{
keyWasReleased.append(keyIsDown);
keyIsDown.clear();
}
void clearWasKeyPressed()
{
keyWasPressed.clear();
}
void clearWasKeyReleased()
{
keyWasReleased.clear();
}
MyEventReceiver()
{
#ifdef HAVE_TOUCHSCREENGUI
m_touchscreengui = NULL;
#endif
}
JoystickController *joystick = nullptr;
#ifdef HAVE_TOUCHSCREENGUI
TouchScreenGUI *m_touchscreengui;
#endif
private:
s32 mouse_wheel = 0;
// The current state of keys
KeyList keyIsDown;
// Like keyIsDown but only reset when that key is read
KeyList keyWasDown;
// Whether a key has just been pressed
KeyList keyWasPressed;
// Whether a key has just been released
KeyList 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;
};
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 float getMovementSpeed() = 0;
virtual float getMovementDirection() = 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() {}
virtual void releaseAllKeys() {}
JoystickController joystick;
KeyCache keycache;
};
/*
Separated input handler
*/
class RealInputHandler : public InputHandler
{
public:
RealInputHandler(MyEventReceiver *receiver) : m_receiver(receiver)
{
m_receiver->joystick = &joystick;
}
virtual ~RealInputHandler()
{
m_receiver->joystick = nullptr;
}
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.wasKeyPressed(k);
}
virtual bool wasKeyReleased(GameKeyType k)
{
return m_receiver->WasKeyReleased(keycache.key[k]) || joystick.wasKeyReleased(k);
}
virtual float getMovementSpeed()
{
bool f = m_receiver->IsKeyDown(keycache.key[KeyType::FORWARD]),
b = m_receiver->IsKeyDown(keycache.key[KeyType::BACKWARD]),
l = m_receiver->IsKeyDown(keycache.key[KeyType::LEFT]),
r = m_receiver->IsKeyDown(keycache.key[KeyType::RIGHT]);
if (f || b || l || r)
{
// if contradictory keys pressed, stay still
if (f && b && l && r)
return 0.0f;
else if (f && b && !l && !r)
return 0.0f;
else if (!f && !b && l && r)
return 0.0f;
return 1.0f; // If there is a keyboard event, assume maximum speed
}
return joystick.getMovementSpeed();
}
virtual float getMovementDirection()
{
float x = 0, z = 0;
/* Check keyboard for input */
if (m_receiver->IsKeyDown(keycache.key[KeyType::FORWARD]))
z += 1;
if (m_receiver->IsKeyDown(keycache.key[KeyType::BACKWARD]))
z -= 1;
if (m_receiver->IsKeyDown(keycache.key[KeyType::RIGHT]))
x += 1;
if (m_receiver->IsKeyDown(keycache.key[KeyType::LEFT]))
x -= 1;
if (x != 0 || z != 0) /* If there is a keyboard event, it takes priority */
return atan2(x, z);
else
return joystick.getMovementDirection();
}
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()
{
auto control = RenderingEngine::get_raw_device()->getCursorControl();
if (control) {
return control->getPosition();
}
return m_mousepos;
}
virtual void setMousePos(s32 x, s32 y)
{
auto control = RenderingEngine::get_raw_device()->getCursorControl();
if (control) {
control->setPosition(x, y);
} else {
m_mousepos = v2s32(x, y);
}
}
virtual s32 getMouseWheel()
{
return m_receiver->getMouseWheel();
}
void clear()
{
joystick.clear();
m_receiver->clearInput();
}
void releaseAllKeys()
{
joystick.releaseAllKeys();
m_receiver->releaseAllKeys();
}
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 wasKeyPressed(GameKeyType k) { return false; }
virtual bool wasKeyReleased(GameKeyType k) { return false; }
virtual bool cancelPressed() { return false; }
virtual float getMovementSpeed() { return movementSpeed; }
virtual float getMovementDirection() { return movementDirection; }
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:
KeyList keydown;
v2s32 mousepos;
v2s32 mousespeed;
float movementSpeed;
float movementDirection;
};