Skip to content
Permalink
Browse files

Replace MyEventReceiver KeyList with std::unordered_set (#10419)

  • Loading branch information
v-rob committed Sep 23, 2020
1 parent 34e3ede commit 787561b29afdbc78769f68c2f5c4f2cff1b32340
Showing with 64 additions and 111 deletions.
  1. +26 −22 src/client/inputhandler.cpp
  2. +19 −89 src/client/inputhandler.h
  3. +19 −0 src/client/keycode.h
@@ -112,23 +112,23 @@ 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[keyCode]) {
if (keysListenedFor.count(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
// stream reach the application as it will cause
// certain actions to repeat constantly.
if (event.KeyInput.PressedDown) {
if (!IsKeyDown(keyCode)) {
keyWasDown.set(keyCode);
keyWasPressed.set(keyCode);
keyWasDown.insert(keyCode);
keyWasPressed.insert(keyCode);
}
keyIsDown.set(keyCode);
keyIsDown.insert(keyCode);
} else {
if (IsKeyDown(keyCode))
keyWasReleased.set(keyCode);
keyWasReleased.insert(keyCode);

keyIsDown.unset(keyCode);
keyIsDown.erase(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.set(key);
keyWasDown.set(key);
keyWasPressed.set(key);
keyIsDown.insert(key);
keyWasDown.insert(key);
keyWasPressed.insert(key);
break;
case EMIE_MMOUSE_PRESSED_DOWN:
key = "KEY_MBUTTON";
keyIsDown.set(key);
keyWasDown.set(key);
keyWasPressed.set(key);
keyIsDown.insert(key);
keyWasDown.insert(key);
keyWasPressed.insert(key);
break;
case EMIE_RMOUSE_PRESSED_DOWN:
key = "KEY_RBUTTON";
keyIsDown.set(key);
keyWasDown.set(key);
keyWasPressed.set(key);
keyIsDown.insert(key);
keyWasDown.insert(key);
keyWasPressed.insert(key);
break;
case EMIE_LMOUSE_LEFT_UP:
key = "KEY_LBUTTON";
keyIsDown.unset(key);
keyWasReleased.set(key);
keyIsDown.erase(key);
keyWasReleased.insert(key);
break;
case EMIE_MMOUSE_LEFT_UP:
key = "KEY_MBUTTON";
keyIsDown.unset(key);
keyWasReleased.set(key);
keyIsDown.erase(key);
keyWasReleased.insert(key);
break;
case EMIE_RMOUSE_LEFT_UP:
key = "KEY_RBUTTON";
keyIsDown.unset(key);
keyWasReleased.set(key);
keyIsDown.erase(key);
keyWasReleased.insert(key);
break;
case EMIE_MOUSE_WHEEL:
mouse_wheel += event.MouseInput.Wheel;
@@ -235,7 +235,11 @@ void RandomInputHandler::step(float dtime)
i.counter -= dtime;
if (i.counter < 0.0) {
i.counter = 0.1 * Rand(1, i.time_max);
keydown.toggle(getKeySetting(i.key.c_str()));
KeyPress k = getKeySetting(i.key.c_str());
if (keydown.count(k))
keydown.erase(k);
else
keydown.insert(k);
}
}
{
@@ -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"
@@ -61,98 +61,32 @@ 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[keyCode]; }
bool IsKeyDown(const KeyPress &keyCode) const { return keyIsDown.count(keyCode); }

// Checks whether a key was down and resets the state
bool WasKeyDown(const KeyPress &keyCode)
{
bool b = keyWasDown[keyCode];
bool b = keyWasDown.count(keyCode);
if (b)
keyWasDown.unset(keyCode);
keyWasDown.erase(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]; }
bool WasKeyPressed(const KeyPress &keycode) const { return keyWasPressed.count(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]; }
bool WasKeyReleased(const KeyPress &keycode) const { return keyWasReleased.count(keycode); }

void listenForKey(const KeyPress &keyCode) { keysListenedFor.set(keyCode); }
void listenForKey(const KeyPress &keyCode) { keysListenedFor.insert(keyCode); }
void dontListenForKeys() { keysListenedFor.clear(); }

s32 getMouseWheel()
@@ -198,24 +132,20 @@ class MyEventReceiver : public IEventReceiver
#endif

private:
// The current state of keys
KeyList keyIsDown;
//! The current state of keys
std::unordered_set<KeyPress> keyIsDown;

// Whether a key was down
KeyList keyWasDown;
//! Whether a key was down
std::unordered_set<KeyPress> keyWasDown;

// Whether a key has just been pressed
KeyList keyWasPressed;
//! Whether a key has just been pressed
std::unordered_set<KeyPress> keyWasPressed;

// Whether a key has just been released
KeyList keyWasReleased;
//! Whether a key has just been released
std::unordered_set<KeyPress> 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;
//! List of keys we listen for
std::unordered_set<KeyPress> keysListenedFor;
};

class InputHandler
@@ -347,7 +277,7 @@ class RandomInputHandler : public InputHandler
return true;
}

virtual bool isKeyDown(GameKeyType k) { return keydown[keycache.key[k]]; }
virtual bool isKeyDown(GameKeyType k) { return keydown.count(keycache.key[k]); }
virtual bool wasKeyDown(GameKeyType k) { return false; }
virtual bool wasKeyPressed(GameKeyType k) { return false; }
virtual bool wasKeyReleased(GameKeyType k) { return false; }
@@ -362,7 +292,7 @@ class RandomInputHandler : public InputHandler
s32 Rand(s32 min, s32 max);

private:
KeyList keydown;
std::unordered_set<KeyPress> keydown;
v2s32 mousepos;
v2s32 mousespeed;
};
@@ -24,12 +24,20 @@ 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);
@@ -55,6 +63,17 @@ class KeyPress
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;

0 comments on commit 787561b

Please sign in to comment.
You can’t perform that action at this time.