@@ -566,111 +566,6 @@ class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactor
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#define SIZE_TAG " size[11,5.5,true]" // Fixed size on desktop
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#endif
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- /* ***************************************************************************
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- Fast key cache for main game loop
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- ****************************************************************************/
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-
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- /* This is faster than using getKeySetting with the tradeoff that functions
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- * using it must make sure that it's initialised before using it and there is
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- * no error handling (for example bounds checking). This is really intended for
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- * use only in the main running loop of the client (the_game()) where the faster
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- * (up to 10x faster) key lookup is an asset. Other parts of the codebase
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- * (e.g. formspecs) should continue using getKeySetting().
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- */
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- struct KeyCache {
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-
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- KeyCache ()
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- {
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- handler = NULL ;
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- populate ();
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- populate_nonchanging ();
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- }
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-
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- void populate ();
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-
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- // Keys that are not settings dependent
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- void populate_nonchanging ();
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-
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- KeyPress key[KeyType::INTERNAL_ENUM_COUNT];
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- InputHandler *handler;
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- };
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-
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- void KeyCache::populate_nonchanging ()
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- {
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- key[KeyType::ESC] = EscapeKey;
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- }
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-
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- void KeyCache::populate ()
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- {
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- key[KeyType::FORWARD] = getKeySetting (" keymap_forward" );
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- key[KeyType::BACKWARD] = getKeySetting (" keymap_backward" );
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- key[KeyType::LEFT] = getKeySetting (" keymap_left" );
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- key[KeyType::RIGHT] = getKeySetting (" keymap_right" );
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- key[KeyType::JUMP] = getKeySetting (" keymap_jump" );
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- key[KeyType::SPECIAL1] = getKeySetting (" keymap_special1" );
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- key[KeyType::SNEAK] = getKeySetting (" keymap_sneak" );
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-
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- key[KeyType::AUTOFORWARD] = getKeySetting (" keymap_autoforward" );
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-
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- key[KeyType::DROP] = getKeySetting (" keymap_drop" );
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- key[KeyType::INVENTORY] = getKeySetting (" keymap_inventory" );
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- key[KeyType::CHAT] = getKeySetting (" keymap_chat" );
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- key[KeyType::CMD] = getKeySetting (" keymap_cmd" );
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- key[KeyType::CMD_LOCAL] = getKeySetting (" keymap_cmd_local" );
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- key[KeyType::CONSOLE] = getKeySetting (" keymap_console" );
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- key[KeyType::MINIMAP] = getKeySetting (" keymap_minimap" );
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- key[KeyType::FREEMOVE] = getKeySetting (" keymap_freemove" );
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- key[KeyType::FASTMOVE] = getKeySetting (" keymap_fastmove" );
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- key[KeyType::NOCLIP] = getKeySetting (" keymap_noclip" );
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- key[KeyType::HOTBAR_PREV] = getKeySetting (" keymap_hotbar_previous" );
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- key[KeyType::HOTBAR_NEXT] = getKeySetting (" keymap_hotbar_next" );
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- key[KeyType::MUTE] = getKeySetting (" keymap_mute" );
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- key[KeyType::INC_VOLUME] = getKeySetting (" keymap_increase_volume" );
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- key[KeyType::DEC_VOLUME] = getKeySetting (" keymap_decrease_volume" );
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- key[KeyType::CINEMATIC] = getKeySetting (" keymap_cinematic" );
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- key[KeyType::SCREENSHOT] = getKeySetting (" keymap_screenshot" );
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- key[KeyType::TOGGLE_HUD] = getKeySetting (" keymap_toggle_hud" );
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- key[KeyType::TOGGLE_CHAT] = getKeySetting (" keymap_toggle_chat" );
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- key[KeyType::TOGGLE_FORCE_FOG_OFF]
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- = getKeySetting (" keymap_toggle_force_fog_off" );
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- key[KeyType::TOGGLE_UPDATE_CAMERA]
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- = getKeySetting (" keymap_toggle_update_camera" );
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- key[KeyType::TOGGLE_DEBUG]
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- = getKeySetting (" keymap_toggle_debug" );
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- key[KeyType::TOGGLE_PROFILER]
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- = getKeySetting (" keymap_toggle_profiler" );
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- key[KeyType::CAMERA_MODE]
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- = getKeySetting (" keymap_camera_mode" );
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- key[KeyType::INCREASE_VIEWING_RANGE]
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- = getKeySetting (" keymap_increase_viewing_range_min" );
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- key[KeyType::DECREASE_VIEWING_RANGE]
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- = getKeySetting (" keymap_decrease_viewing_range_min" );
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- key[KeyType::RANGESELECT]
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- = getKeySetting (" keymap_rangeselect" );
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- key[KeyType::ZOOM] = getKeySetting (" keymap_zoom" );
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-
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- key[KeyType::QUICKTUNE_NEXT] = getKeySetting (" keymap_quicktune_next" );
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- key[KeyType::QUICKTUNE_PREV] = getKeySetting (" keymap_quicktune_prev" );
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- key[KeyType::QUICKTUNE_INC] = getKeySetting (" keymap_quicktune_inc" );
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- key[KeyType::QUICKTUNE_DEC] = getKeySetting (" keymap_quicktune_dec" );
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-
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- for (int i = 0 ; i < 23 ; i++) {
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- std::string slot_key_name = " keymap_slot" + std::to_string (i + 1 );
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- key[KeyType::SLOT_1 + i] = getKeySetting (slot_key_name.c_str ());
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- }
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-
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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 (const KeyPress &k : key) {
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- handler->listenForKey (k);
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- }
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- handler->listenForKey (EscapeKey);
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- handler->listenForKey (CancelKey);
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- }
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- }
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-
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-
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/* ***************************************************************************
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****************************************************************************/
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