local get_connected_players = minetest.get_connected_players
local clock = os.clock

controls = {}
controls.players = {}

controls.registered_on_press = {}
function controls.register_on_press(func)
	controls.registered_on_press[#controls.registered_on_press+1] = func
end

controls.registered_on_release = {}
function controls.register_on_release(func)
	controls.registered_on_release[#controls.registered_on_release+1] = func
end

controls.registered_on_hold = {}
function controls.register_on_hold(func)
	controls.registered_on_hold[#controls.registered_on_hold+1]=func
end

local known_controls = {
	jump=true,
	right=true,
	left=true,
	LMB=true,
	RMB=true,
	sneak=true,
	aux1=true,
	down=true,
	up=true,
}

minetest.register_on_joinplayer(function(player)
	local name = player:get_player_name()
	controls.players[name] = {}
	for cname,_ in pairs(known_controls) do
		controls.players[name][cname] = { false }
	end
end)

minetest.register_on_leaveplayer(function(player)
	local name = player:get_player_name()
	controls.players[name] = nil
end)

minetest.register_globalstep(function(dtime)
	for _, player in pairs(get_connected_players()) do
		local player_name = player:get_player_name()
		local player_controls = player:get_player_control()
		if controls.players[player_name] then
		for cname, cbool in pairs(player_controls) do
		if known_controls[cname] == true then
			--Press a key
			if cbool==true and controls.players[player_name][cname][1]==false then
				for _, func in pairs(controls.registered_on_press) do
					func(player, cname)
				end
				controls.players[player_name][cname] = {true, clock()}
			elseif cbool==true and controls.players[player_name][cname][1]==true then
				for _, func in pairs(controls.registered_on_hold) do
					func(player, cname, clock()-controls.players[player_name][cname][2])
				end
			--Release a key
			elseif cbool==false and controls.players[player_name][cname][1]==true then
				for _, func in pairs(controls.registered_on_release) do
					func(player, cname, clock()-controls.players[player_name][cname][2])
				end
				controls.players[player_name][cname] = {false}
			end
		end
		end
		end
	end
end)