1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-07 12:30:27 +00:00

Fixing input strength and the impossibility to erase action events

This commit is contained in:
groud
2018-04-25 22:29:39 +02:00
parent 6faa96fb89
commit 0aa8b35ee6
3 changed files with 7 additions and 5 deletions

View File

@@ -656,12 +656,14 @@ bool InputEventJoypadMotion::action_match(const Ref<InputEvent> &p_event, bool *
if (jm.is_null())
return false;
bool match = (axis == jm->axis && (((axis_value < 0) == (jm->axis_value < 0)) || jm->axis_value == 0));
bool match = (axis == jm->axis); // Matches even if not in the same direction, but returns a "not pressed" event.
if (match) {
bool same_direction = (((axis_value < 0) == (jm->axis_value < 0)) || jm->axis_value == 0);
bool pressed = same_direction ? Math::abs(jm->get_axis_value()) >= p_deadzone : false;
if (p_pressed != NULL)
*p_pressed = Math::abs(jm->get_axis_value()) >= p_deadzone;
*p_pressed = pressed;
if (p_strength != NULL)
*p_strength = (*p_pressed) ? Math::inverse_lerp(p_deadzone, 1.0f, Math::abs(jm->get_axis_value())) : 0.0f;
*p_strength = pressed ? CLAMP(Math::inverse_lerp(p_deadzone, 1.0f, Math::abs(jm->get_axis_value())), 0.0f, 1.0f) : 0.0f;
}
return match;
}