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-rw-r--r--src/client/clientlauncher.cpp218
-rw-r--r--src/client/clientlauncher.h23
-rw-r--r--src/client/game.cpp102
-rw-r--r--src/client/game.h13
-rw-r--r--src/client/inputhandler.h10
5 files changed, 170 insertions, 196 deletions
diff --git a/src/client/clientlauncher.cpp b/src/client/clientlauncher.cpp
index f18915a55..ce16797e6 100644
--- a/src/client/clientlauncher.cpp
+++ b/src/client/clientlauncher.cpp
@@ -56,6 +56,20 @@ bool isMenuActive()
// Passed to menus to allow disconnecting and exiting
MainGameCallback *g_gamecallback = nullptr;
+#if 0
+// This can be helpful for the next code cleanup
+static void dump_start_data(const GameStartData &data)
+{
+ std::cout <<
+ "\ndedicated " << (int)data.is_dedicated_server <<
+ "\nport " << data.socket_port <<
+ "\nworld_path " << data.world_spec.path <<
+ "\nworld game " << data.world_spec.gameid <<
+ "\ngame path " << data.game_spec.path <<
+ "\nplayer name " << data.name <<
+ "\naddress " << data.address << std::endl;
+}
+#endif
ClientLauncher::~ClientLauncher()
{
@@ -74,9 +88,16 @@ ClientLauncher::~ClientLauncher()
}
-bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
+bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
{
- init_args(game_params, cmd_args);
+ /* This function is called when a client must be started.
+ * Covered cases:
+ * - Singleplayer (address but map provided)
+ * - Join server (no map but address provided)
+ * - Local server (for main menu only)
+ */
+
+ init_args(start_data, cmd_args);
// List video modes if requested
if (list_video_modes)
@@ -216,7 +237,7 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
core::rect<s32>(0, 0, 10000, 10000));
bool game_has_run = launch_game(error_message, reconnect_requested,
- game_params, cmd_args);
+ start_data, cmd_args);
// Reset the reconnect_requested flag
reconnect_requested = false;
@@ -241,13 +262,6 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
break;
}
- if (current_playername.length() > PLAYERNAME_SIZE-1) {
- error_message = gettext("Player name too long.");
- playername = current_playername.substr(0, PLAYERNAME_SIZE-1);
- g_settings->set("name", playername);
- continue;
- }
-
RenderingEngine::get_video_driver()->setTextureCreationFlag(
video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map"));
@@ -258,18 +272,11 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
the_game(
kill,
- random_input,
input,
- worldspec.path,
- current_playername,
- current_password,
- current_address,
- current_port,
+ start_data,
error_message,
chat_backend,
- &reconnect_requested,
- gamespec,
- simple_singleplayer_mode
+ &reconnect_requested
);
RenderingEngine::get_scene_manager()->clear();
@@ -311,31 +318,27 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
return retval;
}
-void ClientLauncher::init_args(GameParams &game_params, const Settings &cmd_args)
+void ClientLauncher::init_args(GameStartData &start_data, const Settings &cmd_args)
{
-
skip_main_menu = cmd_args.getFlag("go");
- // FIXME: This is confusing (but correct)
-
- /* If world_path is set then override it unless skipping the main menu using
- * the --go command line param. Else, give preference to the address
- * supplied on the command line
- */
- address = g_settings->get("address");
- if (!game_params.world_path.empty() && !skip_main_menu)
- address = "";
- else if (cmd_args.exists("address"))
- address = cmd_args.get("address");
+ start_data.address = g_settings->get("address");
+ if (cmd_args.exists("address")) {
+ // Join a remote server
+ start_data.address = cmd_args.get("address");
+ start_data.world_path.clear();
+ }
+ if (!start_data.world_path.empty()) {
+ // Start a singleplayer instance
+ start_data.address = "";
+ }
- playername = g_settings->get("name");
+ start_data.name = g_settings->get("name");
if (cmd_args.exists("name"))
- playername = cmd_args.get("name");
+ start_data.name = cmd_args.get("name");
list_video_modes = cmd_args.getFlag("videomodes");
- use_freetype = g_settings->getBool("freetype");
-
random_input = g_settings->getBool("random_input")
|| cmd_args.getFlag("random-input");
}
@@ -375,28 +378,20 @@ void ClientLauncher::init_input()
}
bool ClientLauncher::launch_game(std::string &error_message,
- bool reconnect_requested, GameParams &game_params,
+ bool reconnect_requested, GameStartData &start_data,
const Settings &cmd_args)
{
- // Initialize menu data
- MainMenuData menudata;
- menudata.address = address;
- menudata.name = playername;
- menudata.password = password;
- menudata.port = itos(game_params.socket_port);
- menudata.script_data.errormessage = error_message;
- menudata.script_data.reconnect_requested = reconnect_requested;
-
+ // Prepare and check the start data to launch a game
+ std::string error_message_lua = error_message;
error_message.clear();
if (cmd_args.exists("password"))
- menudata.password = cmd_args.get("password");
-
+ start_data.password = cmd_args.get("password");
if (cmd_args.exists("password-file")) {
std::ifstream passfile(cmd_args.get("password-file"));
if (passfile.good()) {
- getline(passfile, menudata.password);
+ getline(passfile, start_data.password);
} else {
error_message = gettext("Provided password file "
"failed to open: ")
@@ -407,88 +402,112 @@ bool ClientLauncher::launch_game(std::string &error_message,
}
// If a world was commanded, append and select it
- if (!game_params.world_path.empty()) {
- worldspec.gameid = getWorldGameId(game_params.world_path, true);
- worldspec.name = _("[--world parameter]");
+ // This is provieded by "get_world_from_cmdline()", main.cpp
+ if (!start_data.world_path.empty()) {
+ auto &spec = start_data.world_spec;
- if (worldspec.gameid.empty()) { // Create new
- worldspec.gameid = g_settings->get("default_game");
- worldspec.name += " [new]";
+ spec.path = start_data.world_path;
+ spec.gameid = getWorldGameId(spec.path, true);
+ spec.name = _("[--world parameter]");
+
+ if (spec.gameid.empty()) { // Create new
+ spec.gameid = g_settings->get("default_game");
+ spec.name += " [new]";
}
- worldspec.path = game_params.world_path;
}
/* Show the GUI menu
*/
+ std::string server_name, server_description;
+ start_data.local_server = false;
if (!skip_main_menu) {
+ // Initialize menu data
+ // TODO: Re-use existing structs (GameStartData)
+ MainMenuData menudata;
+ menudata.address = start_data.address;
+ menudata.name = start_data.name;
+ menudata.password = start_data.password;
+ menudata.port = itos(start_data.socket_port);
+ menudata.script_data.errormessage = error_message_lua;
+ menudata.script_data.reconnect_requested = reconnect_requested;
+
main_menu(&menudata);
// Skip further loading if there was an exit signal.
if (*porting::signal_handler_killstatus())
return false;
- address = menudata.address;
+ if (!menudata.script_data.errormessage.empty()) {
+ /* The calling function will pass this back into this function upon the
+ * next iteration (if any) causing it to be displayed by the GUI
+ */
+ error_message = menudata.script_data.errormessage;
+ return false;
+ }
+
int newport = stoi(menudata.port);
if (newport != 0)
- game_params.socket_port = newport;
-
- simple_singleplayer_mode = menudata.simple_singleplayer_mode;
+ start_data.socket_port = newport;
+ // Update world information using main menu data
std::vector<WorldSpec> worldspecs = getAvailableWorlds();
- if (menudata.selected_world >= 0
- && menudata.selected_world < (int)worldspecs.size()) {
+ int world_index = menudata.selected_world;
+ if (world_index >= 0 && world_index < (int)worldspecs.size()) {
g_settings->set("selected_world_path",
- worldspecs[menudata.selected_world].path);
- worldspec = worldspecs[menudata.selected_world];
+ worldspecs[world_index].path);
+ start_data.world_spec = worldspecs[world_index];
}
+
+ start_data.name = menudata.name;
+ start_data.password = menudata.password;
+ start_data.address = std::move(menudata.address);
+ server_name = menudata.servername;
+ server_description = menudata.serverdescription;
+
+ start_data.local_server = !menudata.simple_singleplayer_mode &&
+ start_data.address.empty();
}
- if (!menudata.script_data.errormessage.empty()) {
- /* The calling function will pass this back into this function upon the
- * next iteration (if any) causing it to be displayed by the GUI
- */
- error_message = menudata.script_data.errormessage;
+ if (!RenderingEngine::run())
return false;
- }
- if (menudata.name.empty() && !simple_singleplayer_mode) {
+ if (!start_data.isSinglePlayer() && start_data.name.empty()) {
error_message = gettext("Please choose a name!");
errorstream << error_message << std::endl;
return false;
}
- playername = menudata.name;
- password = menudata.password;
-
- current_playername = playername;
- current_password = password;
- current_address = address;
- current_port = game_params.socket_port;
-
// If using simple singleplayer mode, override
- if (simple_singleplayer_mode) {
- assert(!skip_main_menu);
- current_playername = "singleplayer";
- current_password = "";
- current_address = "";
- current_port = myrand_range(49152, 65535);
+ if (start_data.isSinglePlayer()) {
+ start_data.name = "singleplayer";
+ start_data.password = "";
+ start_data.socket_port = myrand_range(49152, 65535);
} else {
- g_settings->set("name", playername);
- if (!address.empty()) {
+ g_settings->set("name", start_data.name);
+ if (!start_data.address.empty()) {
ServerListSpec server;
- server["name"] = menudata.servername;
- server["address"] = menudata.address;
- server["port"] = menudata.port;
- server["description"] = menudata.serverdescription;
+ server["name"] = server_name;
+ server["address"] = start_data.address;
+ server["port"] = itos(start_data.socket_port);
+ server["description"] = server_description;
ServerList::insert(server);
}
}
+ if (start_data.name.length() > PLAYERNAME_SIZE - 1) {
+ error_message = gettext("Player name too long.");
+ start_data.name.resize(PLAYERNAME_SIZE);
+ g_settings->set("name", start_data.name);
+ return false;
+ }
+
+ auto &worldspec = start_data.world_spec;
infostream << "Selected world: " << worldspec.name
<< " [" << worldspec.path << "]" << std::endl;
- if (current_address.empty()) { // If local game
+ if (start_data.address.empty()) {
+ // For singleplayer and local server
if (worldspec.path.empty()) {
error_message = gettext("No world selected and no address "
"provided. Nothing to do.");
@@ -504,8 +523,8 @@ bool ClientLauncher::launch_game(std::string &error_message,
}
// Load gamespec for required game
- gamespec = findWorldSubgame(worldspec.path);
- if (!gamespec.isValid() && !game_params.game_spec.isValid()) {
+ start_data.game_spec = findWorldSubgame(worldspec.path);
+ if (!start_data.game_spec.isValid()) {
error_message = gettext("Could not find or load game \"")
+ worldspec.gameid + "\"";
errorstream << error_message << std::endl;
@@ -515,15 +534,7 @@ bool ClientLauncher::launch_game(std::string &error_message,
if (porting::signal_handler_killstatus())
return true;
- if (game_params.game_spec.isValid() &&
- game_params.game_spec.id != worldspec.gameid) {
- warningstream << "Overriding gamespec from \""
- << worldspec.gameid << "\" to \""
- << game_params.game_spec.id << "\"" << std::endl;
- gamespec = game_params.game_spec;
- }
-
- if (!gamespec.isValid()) {
+ if (!start_data.game_spec.isValid()) {
error_message = gettext("Invalid gamespec.");
error_message += " (world.gameid=" + worldspec.gameid + ")";
errorstream << error_message << std::endl;
@@ -531,6 +542,7 @@ bool ClientLauncher::launch_game(std::string &error_message,
}
}
+ start_data.world_path = start_data.world_spec.path;
return true;
}
diff --git a/src/client/clientlauncher.h b/src/client/clientlauncher.h
index 2702895d6..b280d8e6b 100644
--- a/src/client/clientlauncher.h
+++ b/src/client/clientlauncher.h
@@ -32,15 +32,15 @@ public:
~ClientLauncher();
- bool run(GameParams &game_params, const Settings &cmd_args);
+ bool run(GameStartData &start_data, const Settings &cmd_args);
-protected:
- void init_args(GameParams &game_params, const Settings &cmd_args);
+private:
+ void init_args(GameStartData &start_data, const Settings &cmd_args);
bool init_engine();
void init_input();
bool launch_game(std::string &error_message, bool reconnect_requested,
- GameParams &game_params, const Settings &cmd_args);
+ GameStartData &start_data, const Settings &cmd_args);
void main_menu(MainMenuData *menudata);
@@ -48,23 +48,8 @@ protected:
bool list_video_modes = false;
bool skip_main_menu = false;
- bool use_freetype = false;
bool random_input = false;
- std::string address = "";
- std::string playername = "";
- std::string password = "";
InputHandler *input = nullptr;
MyEventReceiver *receiver = nullptr;
gui::IGUISkin *skin = nullptr;
- gui::IGUIFont *font = nullptr;
- SubgameSpec gamespec;
- WorldSpec worldspec;
- bool simple_singleplayer_mode = false;
-
- // These are set up based on the menu and other things
- // TODO: Are these required since there's already playername, password, etc
- std::string current_playername = "invĀ£lid";
- std::string current_password = "";
- std::string current_address = "does-not-exist";
- int current_port = 0;
};
diff --git a/src/client/game.cpp b/src/client/game.cpp
index 069c482ca..5f3ff5649 100644
--- a/src/client/game.cpp
+++ b/src/client/game.cpp
@@ -34,11 +34,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "clouds.h"
#include "config.h"
#include "content_cao.h"
+#include "content/subgames.h"
#include "client/event_manager.h"
#include "fontengine.h"
#include "itemdef.h"
#include "log.h"
#include "filesys.h"
+#include "gameparams.h"
#include "gettext.h"
#include "gui/guiChatConsole.h"
#include "gui/guiConfirmRegistration.h"
@@ -669,19 +671,11 @@ public:
~Game();
bool startup(bool *kill,
- bool random_input,
InputHandler *input,
- const std::string &map_dir,
- const std::string &playername,
- const std::string &password,
- // If address is "", local server is used and address is updated
- std::string *address,
- u16 port,
+ const GameStartData &game_params,
std::string &error_message,
bool *reconnect,
- ChatBackend *chat_backend,
- const SubgameSpec &gamespec, // Used for local game
- bool simple_singleplayer_mode);
+ ChatBackend *chat_backend);
void run();
void shutdown();
@@ -691,21 +685,18 @@ protected:
void extendedResourceCleanup();
// Basic initialisation
- bool init(const std::string &map_dir, std::string *address,
- u16 port,
- const SubgameSpec &gamespec);
+ bool init(const std::string &map_dir, const std::string &address,
+ u16 port, const SubgameSpec &gamespec);
bool initSound();
bool createSingleplayerServer(const std::string &map_dir,
- const SubgameSpec &gamespec, u16 port, std::string *address);
+ const SubgameSpec &gamespec, u16 port);
// Client creation
- bool createClient(const std::string &playername,
- const std::string &password, std::string *address, u16 port);
+ bool createClient(const GameStartData &start_data);
bool initGui();
// Client connection
- bool connectToServer(const std::string &playername,
- const std::string &password, std::string *address, u16 port,
+ bool connectToServer(const GameStartData &start_data,
bool *connect_ok, bool *aborted);
bool getServerContent(bool *aborted);
@@ -885,7 +876,6 @@ private:
bool *reconnect_requested;
scene::ISceneNode *skybox;
- bool random_input;
bool simple_singleplayer_mode;
/* End 'cache' */
@@ -1017,28 +1007,21 @@ Game::~Game()
}
bool Game::startup(bool *kill,
- bool random_input,
InputHandler *input,
- const std::string &map_dir,
- const std::string &playername,
- const std::string &password,
- std::string *address, // can change if simple_singleplayer_mode
- u16 port,
+ const GameStartData &start_data,
std::string &error_message,
bool *reconnect,
- ChatBackend *chat_backend,
- const SubgameSpec &gamespec,
- bool simple_singleplayer_mode)
+ ChatBackend *chat_backend)
{
+
// "cache"
this->device = RenderingEngine::get_raw_device();
this->kill = kill;
this->error_message = &error_message;
this->reconnect_requested = reconnect;
- this->random_input = random_input;
this->input = input;
this->chat_backend = chat_backend;
- this->simple_singleplayer_mode = simple_singleplayer_mode;
+ this->simple_singleplayer_mode = start_data.isSinglePlayer();
input->keycache.populate();
@@ -1059,10 +1042,12 @@ bool Game::startup(bool *kill,
g_client_translations->clear();
- if (!init(map_dir, address, port, gamespec))
+ // address can change if simple_singleplayer_mode
+ if (!init(start_data.world_spec.path, start_data.address,
+ start_data.socket_port, start_data.game_spec))
return false;
- if (!createClient(playername, password, address, port))
+ if (!createClient(start_data))
return false;
RenderingEngine::initialize(client, hud);
@@ -1221,7 +1206,7 @@ void Game::shutdown()
bool Game::init(
const std::string &map_dir,
- std::string *address,
+ const std::string &address,
u16 port,
const SubgameSpec &gamespec)
{
@@ -1245,8 +1230,8 @@ bool Game::init(
return false;
// Create a server if not connecting to an existing one
- if (address->empty()) {
- if (!createSingleplayerServer(map_dir, gamespec, port, address))
+ if (address.empty()) {
+ if (!createSingleplayerServer(map_dir, gamespec, port))
return false;
}
@@ -1281,7 +1266,7 @@ bool Game::initSound()
}
bool Game::createSingleplayerServer(const std::string &map_dir,
- const SubgameSpec &gamespec, u16 port, std::string *address)
+ const SubgameSpec &gamespec, u16 port)
{
showOverlayMessage(N_("Creating server..."), 0, 5);
@@ -1314,8 +1299,7 @@ bool Game::createSingleplayerServer(const std::string &map_dir,
return true;
}
-bool Game::createClient(const std::string &playername,
- const std::string &password, std::string *address, u16 port)
+bool Game::createClient(const GameStartData &start_data)
{
showOverlayMessage(N_("Creating client..."), 0, 10);
@@ -1330,8 +1314,7 @@ bool Game::createClient(const std::string &playername,
g_touchscreengui->hide();
}
#endif
- if (!connectToServer(playername, password, address, port,
- &could_connect, &connect_aborted))
+ if (!connectToServer(start_data, &could_connect, &connect_aborted))
return false;
if (!could_connect) {
@@ -1463,8 +1446,7 @@ bool Game::initGui()
return true;
}
-bool Game::connectToServer(const std::string &playername,
- const std::string &password, std::string *address, u16 port,
+bool Game::connectToServer(const GameStartData &start_data,
bool *connect_ok, bool *connection_aborted)
{
*connect_ok = false; // Let's not be overly optimistic
@@ -1473,10 +1455,10 @@ bool Game::connectToServer(const std::string &playername,
showOverlayMessage(N_("Resolving address..."), 0, 15);
- Address connect_address(0, 0, 0, 0, port);
+ Address connect_address(0, 0, 0, 0, start_data.socket_port);
try {
- connect_address.Resolve(address->c_str());
+ connect_address.Resolve(start_data.address.c_str());
if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
//connect_address.Resolve("localhost");
@@ -1503,7 +1485,8 @@ bool Game::connectToServer(const std::string &playername,
return false;
}
- client = new Client(playername.c_str(), password, *address,
+ client = new Client(start_data.name.c_str(),
+ start_data.password, start_data.address,
*draw_control, texture_src, shader_src,
itemdef_manager, nodedef_manager, sound, eventmgr,
connect_address.isIPv6(), m_game_ui.get());
@@ -1574,13 +1557,13 @@ bool Game::connectToServer(const std::string &playername,
} else {
registration_confirmation_shown = true;
(new GUIConfirmRegistration(guienv, guienv->getRootGUIElement(), -1,
- &g_menumgr, client, playername, password,
+ &g_menumgr, client, start_data.name, start_data.password,
connection_aborted, texture_src))->drop();
}
} else {
wait_time += dtime;
// Only time out if we aren't waiting for the server we started
- if (!address->empty() && wait_time > 10) {
+ if (!start_data.isSinglePlayer() && wait_time > 10) {
*error_message = "Connection timed out.";
errorstream << *error_message << std::endl;
break;
@@ -2399,10 +2382,10 @@ void Game::checkZoomEnabled()
void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
{
if ((device->isWindowActive() && device->isWindowFocused()
- && !isMenuActive()) || random_input) {
+ && !isMenuActive()) || input->isRandom()) {
#ifndef __ANDROID__
- if (!random_input) {
+ if (!input->isRandom()) {
// Mac OSX gets upset if this is set every frame
if (device->getCursorControl()->isVisible())
device->getCursorControl()->setVisible(false);
@@ -3349,7 +3332,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
}
// formspec in meta
- if (meta && !meta->getString("formspec").empty() && !random_input
+ if (meta && !meta->getString("formspec").empty() && !input->isRandom()
&& !isKeyDown(KeyType::SNEAK)) {
// on_rightclick callbacks are called anyway
if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
@@ -4260,19 +4243,11 @@ void Game::showPauseMenu()
/****************************************************************************/
void the_game(bool *kill,
- bool random_input,
InputHandler *input,
- const std::string &map_dir,
- const std::string &playername,
- const std::string &password,
- const std::string &address, // If empty local server is created
- u16 port,
-
+ const GameStartData &start_data,
std::string &error_message,
ChatBackend &chat_backend,
- bool *reconnect_requested,
- const SubgameSpec &gamespec, // Used for local game
- bool simple_singleplayer_mode)
+ bool *reconnect_requested) // Used for local game
{
Game game;
@@ -4280,14 +4255,11 @@ void the_game(bool *kill,
* is created then this is updated and we don't want to change the value
* passed to us by the calling function
*/
- std::string server_address = address;
try {
- if (game.startup(kill, random_input, input, map_dir,
- playername, password, &server_address, port, error_message,
- reconnect_requested, &chat_backend, gamespec,
- simple_singleplayer_mode)) {
+ if (game.startup(kill, input, start_data, error_message,
+ reconnect_requested, &chat_backend)) {
game.run();
}
diff --git a/src/client/game.h b/src/client/game.h
index 69e6eed0b..d04153271 100644
--- a/src/client/game.h
+++ b/src/client/game.h
@@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
class InputHandler;
class ChatBackend; /* to avoid having to include chat.h */
struct SubgameSpec;
+struct GameStartData;
struct Jitter {
f32 max, min, avg, counter, max_sample, min_sample, max_fraction;
@@ -41,16 +42,10 @@ struct CameraOrientation {
f32 camera_pitch; // "up/down"
};
+
void the_game(bool *kill,
- bool random_input,
InputHandler *input,
- const std::string &map_dir,
- const std::string &playername,
- const std::string &password,
- const std::string &address, // If "", local server is used
- u16 port,
+ const GameStartData &start_data,
std::string &error_message,
ChatBackend &chat_backend,
- bool *reconnect_requested,
- const SubgameSpec &gamespec, // Used for local game
- bool simple_singleplayer_mode);
+ bool *reconnect_requested);
diff --git a/src/client/inputhandler.h b/src/client/inputhandler.h
index 9be2a2ed4..fc7998f20 100644
--- a/src/client/inputhandler.h
+++ b/src/client/inputhandler.h
@@ -219,6 +219,11 @@ public:
virtual ~InputHandler() = default;
+ virtual bool isRandom() const
+ {
+ return false;
+ }
+
virtual bool isKeyDown(GameKeyType k) = 0;
virtual bool wasKeyDown(GameKeyType k) = 0;
virtual bool cancelPressed() = 0;
@@ -372,6 +377,11 @@ 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 cancelPressed() { return false; }