feat: implement game-tick input handling and per-frame edge detection

This commit is contained in:
daoge_cmd
2026-03-01 19:59:48 +08:00
parent e067d710e3
commit 2aee607d6c
5 changed files with 68 additions and 43 deletions

View File

@@ -131,9 +131,11 @@ void Input::tick(LocalPlayer *player)
// Mouse look (added after stick-based turn)
if (iPad == 0 && KMInput.IsCaptured())
{
float mouseSensitivity = 1.25f;
float mdx = KMInput.GetMouseDeltaX() * mouseSensitivity;
float mdy = -KMInput.GetMouseDeltaY() * mouseSensitivity;
float mouseSensitivity = 0.5f;
float rawDx, rawDy;
KMInput.ConsumeMouseDelta(rawDx, rawDy);
float mdx = rawDx * mouseSensitivity;
float mdy = -rawDy * mouseSensitivity;
if (app.GetGameSettings(iPad, eGameSetting_ControlInvertLook))
mdy = -mdy;
player->interpolateTurn(mdx, mdy);

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@@ -1456,11 +1456,11 @@ void Minecraft::run_middle()
// Keyboard/mouse button presses for player 0
if (i == 0)
{
if (KMInput.IsKeyPressed(VK_ESCAPE)) localplayers[i]->ullButtonsPressed |= 1LL<<MINECRAFT_ACTION_PAUSEMENU;
if (KMInput.IsKeyPressed('E')) localplayers[i]->ullButtonsPressed |= 1LL<<MINECRAFT_ACTION_INVENTORY;
if (KMInput.IsKeyPressed('Q')) localplayers[i]->ullButtonsPressed |= 1LL<<MINECRAFT_ACTION_DROP;
if (KMInput.IsKeyPressed('C')) localplayers[i]->ullButtonsPressed |= 1LL<<MINECRAFT_ACTION_CRAFTING;
if (KMInput.IsKeyPressed(VK_F5)) localplayers[i]->ullButtonsPressed |= 1LL<<MINECRAFT_ACTION_RENDER_THIRD_PERSON;
if (KMInput.ConsumeKeyPress(VK_ESCAPE)) localplayers[i]->ullButtonsPressed |= 1LL<<MINECRAFT_ACTION_PAUSEMENU;
if (KMInput.ConsumeKeyPress('E')) localplayers[i]->ullButtonsPressed |= 1LL<<MINECRAFT_ACTION_INVENTORY;
if (KMInput.ConsumeKeyPress('Q')) localplayers[i]->ullButtonsPressed |= 1LL<<MINECRAFT_ACTION_DROP;
if (KMInput.ConsumeKeyPress('C')) localplayers[i]->ullButtonsPressed |= 1LL<<MINECRAFT_ACTION_CRAFTING;
if (KMInput.ConsumeKeyPress(VK_F5)) localplayers[i]->ullButtonsPressed |= 1LL<<MINECRAFT_ACTION_RENDER_THIRD_PERSON;
// In flying mode, Shift held = sneak/descend
if (localplayers[i]->abilities.flying && KMInput.IsKeyDown(VK_SHIFT))
localplayers[i]->ullButtonsPressed |= 1LL<<MINECRAFT_ACTION_SNEAK_TOGGLE;
@@ -3197,7 +3197,7 @@ void Minecraft::tick(bool bFirst, bool bUpdateTextures)
// Mouse scroll wheel for hotbar
if (iPad == 0)
{
int kbWheel = KMInput.GetScrollDelta();
int kbWheel = KMInput.ConsumeScrollDelta();
if (kbWheel > 0 && gameMode->isInputAllowed(MINECRAFT_ACTION_LEFT_SCROLL)) wheel += 1;
else if (kbWheel < 0 && gameMode->isInputAllowed(MINECRAFT_ACTION_RIGHT_SCROLL)) wheel -= 1;
@@ -3206,7 +3206,7 @@ void Minecraft::tick(bool bFirst, bool bUpdateTextures)
{
for (int k = '1'; k <= '9'; k++)
{
if (KMInput.IsKeyPressed(k))
if (KMInput.ConsumeKeyPress(k))
{
player->inventory->selected = k - '1';
app.SetOpacityTimer(iPad);
@@ -3248,7 +3248,7 @@ void Minecraft::tick(bool bFirst, bool bUpdateTextures)
player->lastClickTick[0] = ticks;
}
#ifdef _WINDOWS64
else if (iPad == 0 && KMInput.IsCaptured() && KMInput.IsMousePressed(0))
else if (iPad == 0 && KMInput.IsCaptured() && KMInput.ConsumeMousePress(0))
{
player->handleMouseClick(0);
player->lastClickTick[0] = ticks;

View File

@@ -7,11 +7,8 @@
KeyboardMouseInput KMInput;
KeyboardMouseInput::KeyboardMouseInput()
: m_mouseDeltaX(0.0f)
, m_mouseDeltaY(0.0f)
, m_mouseDeltaXAccum(0.0f)
: m_mouseDeltaXAccum(0.0f)
, m_mouseDeltaYAccum(0.0f)
, m_scrollDelta(0)
, m_scrollDeltaAccum(0)
, m_captured(false)
, m_hWnd(NULL)
@@ -21,6 +18,8 @@ KeyboardMouseInput::KeyboardMouseInput()
memset(m_keyStatePrev, 0, sizeof(m_keyStatePrev));
memset(m_mouseButtons, 0, sizeof(m_mouseButtons));
memset(m_mouseButtonsPrev, 0, sizeof(m_mouseButtonsPrev));
memset(m_keyPressedAccum, 0, sizeof(m_keyPressedAccum));
memset(m_mousePressedAccum, 0, sizeof(m_mousePressedAccum));
}
KeyboardMouseInput::~KeyboardMouseInput()
@@ -47,16 +46,6 @@ void KeyboardMouseInput::Init(HWND hWnd)
void KeyboardMouseInput::Tick()
{
// Snapshot accumulated mouse deltas
m_mouseDeltaX = m_mouseDeltaXAccum;
m_mouseDeltaY = m_mouseDeltaYAccum;
m_mouseDeltaXAccum = 0.0f;
m_mouseDeltaYAccum = 0.0f;
// Snapshot scroll delta
m_scrollDelta = m_scrollDeltaAccum;
m_scrollDeltaAccum = 0;
// Keep cursor pinned to center while captured
if (m_captured)
CenterCursor();
@@ -65,7 +54,7 @@ void KeyboardMouseInput::Tick()
void KeyboardMouseInput::EndFrame()
{
// Advance previous state for next frame's edge detection.
// Must be called AFTER all consumers have read IsKeyPressed/Released etc.
// Must be called AFTER all per-frame consumers have read IsKeyPressed/Released etc.
memcpy(m_keyStatePrev, m_keyState, sizeof(m_keyState));
memcpy(m_mouseButtonsPrev, m_mouseButtons, sizeof(m_mouseButtons));
}
@@ -74,6 +63,7 @@ void KeyboardMouseInput::OnKeyDown(WPARAM vk)
{
if (vk < 256)
{
if (!m_keyState[vk]) m_keyPressedAccum[vk] = true;
m_keyState[vk] = true;
}
}
@@ -112,6 +102,7 @@ void KeyboardMouseInput::OnMouseButton(int button, bool down)
{
if (button >= 0 && button < 3)
{
if (down && !m_mouseButtons[button]) m_mousePressedAccum[button] = true;
m_mouseButtons[button] = down;
}
}
@@ -125,12 +116,14 @@ void KeyboardMouseInput::ClearAllState()
{
memset(m_keyState, 0, sizeof(m_keyState));
memset(m_mouseButtons, 0, sizeof(m_mouseButtons));
memset(m_keyPressedAccum, 0, sizeof(m_keyPressedAccum));
memset(m_mousePressedAccum, 0, sizeof(m_mousePressedAccum));
m_mouseDeltaXAccum = 0.0f;
m_mouseDeltaYAccum = 0.0f;
m_scrollDeltaAccum = 0;
}
// Key queries
// Per-frame key queries
bool KeyboardMouseInput::IsKeyDown(int vk) const
{
if (vk < 0 || vk >= 256) return false;
@@ -149,7 +142,7 @@ bool KeyboardMouseInput::IsKeyReleased(int vk) const
return !m_keyState[vk] && m_keyStatePrev[vk];
}
// Mouse button queries
// Per-frame mouse button queries
bool KeyboardMouseInput::IsMouseDown(int btn) const
{
if (btn < 0 || btn >= 3) return false;
@@ -168,10 +161,37 @@ bool KeyboardMouseInput::IsMouseReleased(int btn) const
return !m_mouseButtons[btn] && m_mouseButtonsPrev[btn];
}
// Delta queries
float KeyboardMouseInput::GetMouseDeltaX() const { return m_mouseDeltaX; }
float KeyboardMouseInput::GetMouseDeltaY() const { return m_mouseDeltaY; }
int KeyboardMouseInput::GetScrollDelta() const { return m_scrollDelta; }
// Game-tick consume methods
bool KeyboardMouseInput::ConsumeKeyPress(int vk)
{
if (vk < 0 || vk >= 256) return false;
bool pressed = m_keyPressedAccum[vk];
m_keyPressedAccum[vk] = false;
return pressed;
}
bool KeyboardMouseInput::ConsumeMousePress(int btn)
{
if (btn < 0 || btn >= 3) return false;
bool pressed = m_mousePressedAccum[btn];
m_mousePressedAccum[btn] = false;
return pressed;
}
void KeyboardMouseInput::ConsumeMouseDelta(float &dx, float &dy)
{
dx = m_mouseDeltaXAccum;
dy = m_mouseDeltaYAccum;
m_mouseDeltaXAccum = 0.0f;
m_mouseDeltaYAccum = 0.0f;
}
int KeyboardMouseInput::ConsumeScrollDelta()
{
int delta = m_scrollDeltaAccum;
m_scrollDeltaAccum = 0;
return delta;
}
// Mouse capture
void KeyboardMouseInput::SetCapture(bool capture)

View File

@@ -30,20 +30,20 @@ public:
void OnMouseWheel(int delta);
void ClearAllState();
// Key state queries (call after Tick)
// Per-frame edge detection (for UI / per-frame logic like Alt toggle)
bool IsKeyDown(int vk) const;
bool IsKeyPressed(int vk) const;
bool IsKeyReleased(int vk) const;
// Mouse button queries: 0=left, 1=right, 2=middle
bool IsMouseDown(int btn) const;
bool IsMousePressed(int btn) const;
bool IsMouseReleased(int btn) const;
// Mouse deltas (consumed each Tick)
float GetMouseDeltaX() const;
float GetMouseDeltaY() const;
int GetScrollDelta() const;
// Game-tick consume methods: accumulate across frames, clear on read.
// Use these from code that runs at game tick rate (20Hz).
bool ConsumeKeyPress(int vk);
bool ConsumeMousePress(int btn);
void ConsumeMouseDelta(float &dx, float &dy);
int ConsumeScrollDelta();
// Mouse capture for FPS look
void SetCapture(bool capture);
@@ -52,18 +52,21 @@ public:
private:
void CenterCursor();
// Per-frame double-buffered state (for IsKeyPressed/Released per-frame edge detection)
bool m_keyState[256];
bool m_keyStatePrev[256];
bool m_mouseButtons[3];
bool m_mouseButtonsPrev[3];
float m_mouseDeltaX;
float m_mouseDeltaY;
// Sticky press accumulators (persist until consumed by game tick)
bool m_keyPressedAccum[256];
bool m_mousePressedAccum[3];
// Mouse delta accumulators (persist until consumed by game tick)
float m_mouseDeltaXAccum;
float m_mouseDeltaYAccum;
int m_scrollDelta;
// Scroll accumulator (persists until consumed by game tick)
int m_scrollDeltaAccum;
bool m_captured;