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-rw-r--r--src/client/inputhandler.h108
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;
};