diff options
Diffstat (limited to 'src/game.cpp')
-rw-r--r-- | src/game.cpp | 105 |
1 files changed, 0 insertions, 105 deletions
diff --git a/src/game.cpp b/src/game.cpp index ec9c2667a..ff348a47b 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -567,111 +567,6 @@ public: #endif /**************************************************************************** - 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; -}; - -void KeyCache::populate_nonchanging() -{ - key[KeyType::ESC] = EscapeKey; -} - -void KeyCache::populate() -{ - key[KeyType::FORWARD] = getKeySetting("keymap_forward"); - key[KeyType::BACKWARD] = getKeySetting("keymap_backward"); - key[KeyType::LEFT] = getKeySetting("keymap_left"); - key[KeyType::RIGHT] = getKeySetting("keymap_right"); - key[KeyType::JUMP] = getKeySetting("keymap_jump"); - key[KeyType::SPECIAL1] = getKeySetting("keymap_special1"); - key[KeyType::SNEAK] = getKeySetting("keymap_sneak"); - - key[KeyType::AUTOFORWARD] = getKeySetting("keymap_autoforward"); - - key[KeyType::DROP] = getKeySetting("keymap_drop"); - key[KeyType::INVENTORY] = getKeySetting("keymap_inventory"); - key[KeyType::CHAT] = getKeySetting("keymap_chat"); - key[KeyType::CMD] = getKeySetting("keymap_cmd"); - key[KeyType::CMD_LOCAL] = getKeySetting("keymap_cmd_local"); - key[KeyType::CONSOLE] = getKeySetting("keymap_console"); - key[KeyType::MINIMAP] = getKeySetting("keymap_minimap"); - key[KeyType::FREEMOVE] = getKeySetting("keymap_freemove"); - key[KeyType::FASTMOVE] = getKeySetting("keymap_fastmove"); - key[KeyType::NOCLIP] = getKeySetting("keymap_noclip"); - key[KeyType::HOTBAR_PREV] = getKeySetting("keymap_hotbar_previous"); - key[KeyType::HOTBAR_NEXT] = getKeySetting("keymap_hotbar_next"); - key[KeyType::MUTE] = getKeySetting("keymap_mute"); - key[KeyType::INC_VOLUME] = getKeySetting("keymap_increase_volume"); - key[KeyType::DEC_VOLUME] = getKeySetting("keymap_decrease_volume"); - key[KeyType::CINEMATIC] = getKeySetting("keymap_cinematic"); - key[KeyType::SCREENSHOT] = getKeySetting("keymap_screenshot"); - key[KeyType::TOGGLE_HUD] = getKeySetting("keymap_toggle_hud"); - key[KeyType::TOGGLE_CHAT] = getKeySetting("keymap_toggle_chat"); - key[KeyType::TOGGLE_FORCE_FOG_OFF] - = getKeySetting("keymap_toggle_force_fog_off"); - key[KeyType::TOGGLE_UPDATE_CAMERA] - = getKeySetting("keymap_toggle_update_camera"); - key[KeyType::TOGGLE_DEBUG] - = getKeySetting("keymap_toggle_debug"); - key[KeyType::TOGGLE_PROFILER] - = getKeySetting("keymap_toggle_profiler"); - key[KeyType::CAMERA_MODE] - = getKeySetting("keymap_camera_mode"); - key[KeyType::INCREASE_VIEWING_RANGE] - = getKeySetting("keymap_increase_viewing_range_min"); - key[KeyType::DECREASE_VIEWING_RANGE] - = getKeySetting("keymap_decrease_viewing_range_min"); - key[KeyType::RANGESELECT] - = getKeySetting("keymap_rangeselect"); - key[KeyType::ZOOM] = getKeySetting("keymap_zoom"); - - key[KeyType::QUICKTUNE_NEXT] = getKeySetting("keymap_quicktune_next"); - key[KeyType::QUICKTUNE_PREV] = getKeySetting("keymap_quicktune_prev"); - key[KeyType::QUICKTUNE_INC] = getKeySetting("keymap_quicktune_inc"); - key[KeyType::QUICKTUNE_DEC] = getKeySetting("keymap_quicktune_dec"); - - for (int i = 0; i < 23; i++) { - std::string slot_key_name = "keymap_slot" + std::to_string(i + 1); - key[KeyType::SLOT_1 + i] = getKeySetting(slot_key_name.c_str()); - } - - if (handler) { - // First clear all keys, then re-add the ones we listen for - handler->dontListenForKeys(); - for (const KeyPress &k : key) { - handler->listenForKey(k); - } - handler->listenForKey(EscapeKey); - handler->listenForKey(CancelKey); - } -} - - -/**************************************************************************** ****************************************************************************/ |