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minetest/src/game.h
Giuseppe Bilotta 7e610aece5 Overhaul the input system
This allows us to map the keys which are not considered in
irrlicht's EKEY_CODE system, such as \, [, /, ] etc.
2011-08-22 13:01:11 +02:00

142 lines
2.8 KiB
C++

/*
Minetest-c55
Copyright (C) 2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef GAME_HEADER
#define GAME_HEADER
#include "common_irrlicht.h"
#include <string>
#include "keycode.h"
class KeyList : protected core::list<KeyPress>
{
typedef core::list<KeyPress> super;
typedef super::Iterator Iterator;
typedef super::ConstIterator ConstIterator;
virtual ConstIterator find(const KeyPress &key) const
{
ConstIterator f(begin());
ConstIterator 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 InputHandler
{
public:
InputHandler()
{
}
virtual ~InputHandler()
{
}
virtual bool isKeyDown(const KeyPress &keyCode) = 0;
virtual bool wasKeyDown(const KeyPress &keyCode) = 0;
virtual v2s32 getMousePos() = 0;
virtual void setMousePos(s32 x, s32 y) = 0;
virtual bool getLeftState() = 0;
virtual bool getRightState() = 0;
virtual bool getLeftClicked() = 0;
virtual bool getRightClicked() = 0;
virtual void resetLeftClicked() = 0;
virtual void resetRightClicked() = 0;
virtual bool getLeftReleased() = 0;
virtual bool getRightReleased() = 0;
virtual void resetLeftReleased() = 0;
virtual void resetRightReleased() = 0;
virtual s32 getMouseWheel() = 0;
virtual void step(float dtime) {};
virtual void clear() {};
};
void the_game(
bool &kill,
bool random_input,
InputHandler *input,
IrrlichtDevice *device,
gui::IGUIFont* font,
std::string map_dir,
std::string playername,
std::string password,
std::string address,
u16 port,
std::wstring &error_message,
std::string configpath
);
#endif