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Fix action state when multiple events are assigned
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@ -285,7 +285,9 @@ bool Input::is_joy_button_pressed(int p_device, JoyButton p_button) const {
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bool Input::is_action_pressed(const StringName &p_action, bool p_exact) const {
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ERR_FAIL_COND_V_MSG(!InputMap::get_singleton()->has_action(p_action), false, InputMap::get_singleton()->suggest_actions(p_action));
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return action_state.has(p_action) && action_state[p_action].pressed && (p_exact ? action_state[p_action].exact : true);
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if (p_action == "move_right")
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print_line(action_state.has(p_action), action_state[p_action].pressed, action_state[p_action].pressed > 0, (p_exact ? action_state[p_action].exact : true));
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return action_state.has(p_action) && action_state[p_action].pressed > 0 && (p_exact ? action_state[p_action].exact : true);
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}
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bool Input::is_action_just_pressed(const StringName &p_action, bool p_exact) const {
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@ -697,23 +699,30 @@ void Input::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_em
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for (const KeyValue<StringName, InputMap::Action> &E : InputMap::get_singleton()->get_action_map()) {
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if (InputMap::get_singleton()->event_is_action(p_event, E.key)) {
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Action &action = action_state[E.key];
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// If not echo and action pressed state has changed
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if (!p_event->is_echo() && is_action_pressed(E.key, false) != p_event->is_action_pressed(E.key)) {
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bool is_pressed = false;
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if (!p_event->is_echo()) {
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if (p_event->is_action_pressed(E.key)) {
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action.pressed = true;
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action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
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action.pressed++;
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is_pressed = true;
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if (action.pressed == 1) {
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action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
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}
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} else {
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action.pressed = false;
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action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.released_process_frame = Engine::get_singleton()->get_process_frames();
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if (action.pressed == 1) {
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action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.released_process_frame = Engine::get_singleton()->get_process_frames();
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}
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action.pressed = MAX(action.pressed - 1, 0);
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}
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action.strength = 0.0f;
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action.raw_strength = 0.0f;
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action.exact = InputMap::get_singleton()->event_is_action(p_event, E.key, true);
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}
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action.strength = p_event->get_action_strength(E.key);
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action.raw_strength = p_event->get_action_raw_strength(E.key);
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if (is_pressed || action.pressed == 0) {
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action.strength = p_event->get_action_strength(E.key);
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action.raw_strength = p_event->get_action_raw_strength(E.key);
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}
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}
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}
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@ -831,9 +840,11 @@ void Input::action_press(const StringName &p_action, float p_strength) {
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// Create or retrieve existing action.
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Action &action = action_state[p_action];
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action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
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action.pressed = true;
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action.pressed++;
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if (action.pressed == 1) {
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action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
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}
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action.strength = p_strength;
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action.raw_strength = p_strength;
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action.exact = true;
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@ -843,9 +854,11 @@ void Input::action_release(const StringName &p_action) {
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// Create or retrieve existing action.
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Action &action = action_state[p_action];
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action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.released_process_frame = Engine::get_singleton()->get_process_frames();
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action.pressed = false;
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action.pressed--;
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if (action.pressed == 0) {
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action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.released_process_frame = Engine::get_singleton()->get_process_frames();
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}
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action.strength = 0.0f;
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action.raw_strength = 0.0f;
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action.exact = true;
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@ -1006,8 +1019,10 @@ void Input::release_pressed_events() {
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joy_buttons_pressed.clear();
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_joy_axis.clear();
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for (const KeyValue<StringName, Input::Action> &E : action_state) {
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if (E.value.pressed) {
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for (KeyValue<StringName, Input::Action> &E : action_state) {
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if (E.value.pressed > 0) {
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// Make sure the action is really released.
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E.value.pressed = 1;
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action_release(E.key);
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}
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}
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@ -103,7 +103,7 @@ private:
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uint64_t pressed_process_frame = UINT64_MAX;
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uint64_t released_physics_frame = UINT64_MAX;
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uint64_t released_process_frame = UINT64_MAX;
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bool pressed = false;
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int pressed = 0;
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bool exact = true;
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float strength = 0.0f;
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float raw_strength = 0.0f;
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@ -215,7 +215,7 @@
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<param index="0" name="action" type="StringName" />
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<param index="1" name="exact_match" type="bool" default="false" />
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<description>
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Returns [code]true[/code] if you are pressing the action event. Note that if an action has multiple buttons assigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed.
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Returns [code]true[/code] if you are pressing the action event.
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If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
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[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
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</description>
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