diff options
Diffstat (limited to '')
-rw-r--r-- | src/client/inputhandler.h | 108 |
1 files changed, 89 insertions, 19 deletions
diff --git a/src/client/inputhandler.h b/src/client/inputhandler.h index 885f34e05..def147a82 100644 --- a/src/client/inputhandler.h +++ b/src/client/inputhandler.h @@ -21,9 +21,9 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "irrlichttypes_extrabloated.h" #include "joystick_controller.h" +#include <list> #include "keycode.h" #include "renderingengine.h" -#include <unordered_set> #ifdef HAVE_TOUCHSCREENGUI #include "gui/touchscreengui.h" @@ -61,32 +61,98 @@ struct KeyCache 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.count(keyCode); } + 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.count(keyCode); + bool b = keyWasDown[keyCode]; if (b) - keyWasDown.erase(keyCode); + 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.count(keycode); } + 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.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(); } s32 getMouseWheel() @@ -132,20 +198,24 @@ public: #endif private: - //! The current state of keys - std::unordered_set<KeyPress> keyIsDown; + // The current state of keys + KeyList keyIsDown; - //! Whether a key was down - std::unordered_set<KeyPress> keyWasDown; + // Whether a key was down + KeyList keyWasDown; - //! Whether a key has just been pressed - std::unordered_set<KeyPress> keyWasPressed; + // Whether a key has just been pressed + KeyList keyWasPressed; - //! Whether a key has just been released - std::unordered_set<KeyPress> keyWasReleased; + // Whether a key has just been released + KeyList keyWasReleased; - //! List of keys we listen for - std::unordered_set<KeyPress> keysListenedFor; + // 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 @@ -277,7 +347,7 @@ public: 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 wasKeyPressed(GameKeyType k) { return false; } virtual bool wasKeyReleased(GameKeyType k) { return false; } @@ -292,7 +362,7 @@ public: s32 Rand(s32 min, s32 max); private: - std::unordered_set<KeyPress> keydown; + KeyList keydown; v2s32 mousepos; v2s32 mousespeed; }; |