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authorSmallJoker <SmallJoker@users.noreply.github.com>2020-11-12 19:16:02 +0100
committerGitHub <noreply@github.com>2020-11-12 19:16:02 +0100
commit68139a28eb8b43b3685b81c77258912ffc5e0b8f (patch)
tree8e602c3649da387238374594f030811dda53f6f7 /src/client
parentadffef2b94f2d9cb3104cbc75e315cda3c0728aa (diff)
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Revert "Replace MyEventReceiver KeyList with std::unordered_set" (#10622)
This reverts commit 787561b29afdbc78769f68c2f5c4f2cff1b32340.
Diffstat (limited to 'src/client')
-rw-r--r--src/client/inputhandler.cpp48
-rw-r--r--src/client/inputhandler.h108
-rw-r--r--src/client/keycode.h19
3 files changed, 111 insertions, 64 deletions
diff --git a/src/client/inputhandler.cpp b/src/client/inputhandler.cpp
index ee3e37ae9..608a405a8 100644
--- a/src/client/inputhandler.cpp
+++ b/src/client/inputhandler.cpp
@@ -112,7 +112,7 @@ bool MyEventReceiver::OnEvent(const SEvent &event)
// Remember whether each key is down or up
if (event.EventType == irr::EET_KEY_INPUT_EVENT) {
const KeyPress &keyCode = event.KeyInput;
- if (keysListenedFor.count(keyCode)) {
+ if (keysListenedFor[keyCode]) {
// If the key is being held down then the OS may
// send a continuous stream of keydown events.
// In this case, we don't want to let this
@@ -120,15 +120,15 @@ bool MyEventReceiver::OnEvent(const SEvent &event)
// certain actions to repeat constantly.
if (event.KeyInput.PressedDown) {
if (!IsKeyDown(keyCode)) {
- keyWasDown.insert(keyCode);
- keyWasPressed.insert(keyCode);
+ keyWasDown.set(keyCode);
+ keyWasPressed.set(keyCode);
}
- keyIsDown.insert(keyCode);
+ keyIsDown.set(keyCode);
} else {
if (IsKeyDown(keyCode))
- keyWasReleased.insert(keyCode);
+ keyWasReleased.set(keyCode);
- keyIsDown.erase(keyCode);
+ keyIsDown.unset(keyCode);
}
return true;
@@ -153,36 +153,36 @@ bool MyEventReceiver::OnEvent(const SEvent &event)
switch (event.MouseInput.Event) {
case EMIE_LMOUSE_PRESSED_DOWN:
key = "KEY_LBUTTON";
- keyIsDown.insert(key);
- keyWasDown.insert(key);
- keyWasPressed.insert(key);
+ keyIsDown.set(key);
+ keyWasDown.set(key);
+ keyWasPressed.set(key);
break;
case EMIE_MMOUSE_PRESSED_DOWN:
key = "KEY_MBUTTON";
- keyIsDown.insert(key);
- keyWasDown.insert(key);
- keyWasPressed.insert(key);
+ keyIsDown.set(key);
+ keyWasDown.set(key);
+ keyWasPressed.set(key);
break;
case EMIE_RMOUSE_PRESSED_DOWN:
key = "KEY_RBUTTON";
- keyIsDown.insert(key);
- keyWasDown.insert(key);
- keyWasPressed.insert(key);
+ keyIsDown.set(key);
+ keyWasDown.set(key);
+ keyWasPressed.set(key);
break;
case EMIE_LMOUSE_LEFT_UP:
key = "KEY_LBUTTON";
- keyIsDown.erase(key);
- keyWasReleased.insert(key);
+ keyIsDown.unset(key);
+ keyWasReleased.set(key);
break;
case EMIE_MMOUSE_LEFT_UP:
key = "KEY_MBUTTON";
- keyIsDown.erase(key);
- keyWasReleased.insert(key);
+ keyIsDown.unset(key);
+ keyWasReleased.set(key);
break;
case EMIE_RMOUSE_LEFT_UP:
key = "KEY_RBUTTON";
- keyIsDown.erase(key);
- keyWasReleased.insert(key);
+ keyIsDown.unset(key);
+ keyWasReleased.set(key);
break;
case EMIE_MOUSE_WHEEL:
mouse_wheel += event.MouseInput.Wheel;
@@ -235,11 +235,7 @@ void RandomInputHandler::step(float dtime)
i.counter -= dtime;
if (i.counter < 0.0) {
i.counter = 0.1 * Rand(1, i.time_max);
- KeyPress k = getKeySetting(i.key.c_str());
- if (keydown.count(k))
- keydown.erase(k);
- else
- keydown.insert(k);
+ keydown.toggle(getKeySetting(i.key.c_str()));
}
}
{
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;
};
diff --git a/src/client/keycode.h b/src/client/keycode.h
index 263b722c7..7036705d1 100644
--- a/src/client/keycode.h
+++ b/src/client/keycode.h
@@ -24,20 +24,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <IEventReceiver.h>
#include <string>
-class KeyPress;
-namespace std
-{
- template <> struct hash<KeyPress>;
-}
-
/* A key press, consisting of either an Irrlicht keycode
or an actual char */
class KeyPress
{
public:
- friend struct std::hash<KeyPress>;
-
KeyPress() = default;
KeyPress(const char *name);
@@ -63,17 +55,6 @@ protected:
std::string m_name = "";
};
-namespace std
-{
- template <> struct hash<KeyPress>
- {
- size_t operator()(const KeyPress &key) const
- {
- return key.Key;
- }
- };
-}
-
extern const KeyPress EscapeKey;
extern const KeyPress CancelKey;