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path: root/games/minimal/mods/default/textures/player_back.png
Commit message (Expand)AuthorAge
* Compress texturesDavid Gumberg2013-06-18
* Move games/minetest to games/minimal and update README.txtPerttu Ahola2012-03-26
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/*
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;
	}

	// 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 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() {}

	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();
	}

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;
};