Tell irrlicht if we handle a key or not.
We can remove the function in MtNativeActivity now as it serves precisely that purpose: to tell irrlicht that we handled the esc key. TODO for later: * Perhaps try to find a more performant container than KeyListmaster
parent
ef100f12a1
commit
fa6b21a15b
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@ -20,11 +20,6 @@ public class MtNativeActivity extends NativeActivity {
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super.onDestroy();
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}
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@Override
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public void onBackPressed() {
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}
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public void copyAssets() {
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Intent intent = new Intent(this, MinetestAssetCopy.class);
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startActivity(intent);
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@ -42,11 +42,15 @@ public:
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// Remember whether each key is down or up
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if (event.EventType == irr::EET_KEY_INPUT_EVENT) {
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if (event.KeyInput.PressedDown) {
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keyIsDown.set(event.KeyInput);
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keyWasDown.set(event.KeyInput);
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} else {
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keyIsDown.unset(event.KeyInput);
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const KeyPress &keyCode = event.KeyInput;
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if (keysListenedFor[keyCode]) {
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if (event.KeyInput.PressedDown) {
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keyIsDown.set(keyCode);
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keyWasDown.set(keyCode);
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} else {
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keyIsDown.unset(keyCode);
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}
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return true;
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}
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}
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@ -116,6 +120,15 @@ public:
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return b;
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}
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void listenForKey(const KeyPress &keyCode)
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{
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keysListenedFor.set(keyCode);
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}
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void dontListenForKeys()
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{
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keysListenedFor.clear();
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}
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s32 getMouseWheel()
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{
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s32 a = mouse_wheel;
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@ -168,6 +181,12 @@ private:
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KeyList keyIsDown;
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// Whether a key has been pressed or not
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KeyList keyWasDown;
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// List of keys we listen for
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// TODO perhaps the type of this is not really
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// performant as KeyList is designed for few but
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// often changing keys, and keysListenedFor is expected
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// to change seldomly but contain lots of keys.
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KeyList keysListenedFor;
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};
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@ -192,6 +211,14 @@ public:
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{
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return m_receiver->WasKeyDown(keyCode);
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}
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virtual void listenForKey(const KeyPress &keyCode)
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{
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m_receiver->listenForKey(keyCode);
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}
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virtual void dontListenForKeys()
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{
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m_receiver->dontListenForKeys();
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}
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virtual v2s32 getMousePos()
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{
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if (m_device->getCursorControl()) {
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23
src/game.cpp
23
src/game.cpp
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@ -1297,7 +1297,11 @@ static void updateChat(Client &client, f32 dtime, bool show_debug,
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*/
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struct KeyCache {
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KeyCache() { populate(); }
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KeyCache()
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{
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handler = NULL;
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populate();
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}
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enum {
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// Player movement
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@ -1349,6 +1353,7 @@ struct KeyCache {
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void populate();
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KeyPress key[KEYMAP_INTERNAL_ENUM_COUNT];
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InputHandler *handler;
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};
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void KeyCache::populate()
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@ -1399,6 +1404,19 @@ void KeyCache::populate()
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key[KEYMAP_ID_QUICKTUNE_DEC] = getKeySetting("keymap_quicktune_dec");
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key[KEYMAP_ID_DEBUG_STACKS] = getKeySetting("keymap_print_debug_stacks");
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if (handler) {
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// First clear all keys, then re-add the ones we listen for
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handler->dontListenForKeys();
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for (size_t i = 0; i < KEYMAP_INTERNAL_ENUM_COUNT; i++) {
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handler->listenForKey(key[i]);
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}
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handler->listenForKey(EscapeKey);
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handler->listenForKey(CancelKey);
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for (size_t i = 0; i < 10; i++) {
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handler->listenForKey(NumberKey[i]);
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}
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}
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}
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@ -1829,6 +1847,9 @@ bool Game::startup(bool *kill,
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this->chat_backend = chat_backend;
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this->simple_singleplayer_mode = simple_singleplayer_mode;
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keycache.handler = input;
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keycache.populate();
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driver = device->getVideoDriver();
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smgr = device->getSceneManager();
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@ -110,6 +110,9 @@ public:
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virtual bool isKeyDown(const KeyPress &keyCode) = 0;
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virtual bool wasKeyDown(const KeyPress &keyCode) = 0;
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virtual void listenForKey(const KeyPress &keyCode) {}
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virtual void dontListenForKeys() {}
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virtual v2s32 getMousePos() = 0;
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virtual void setMousePos(s32 x, s32 y) = 0;
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