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Add Input.is_physical_key_pressed method.
(cherry picked from commit 9877d91c4a)
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@@ -76,6 +76,11 @@ bool InputDefault::is_key_pressed(int p_scancode) const {
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return keys_pressed.has(p_scancode);
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}
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bool InputDefault::is_physical_key_pressed(int p_scancode) const {
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_THREAD_SAFE_METHOD_
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return physical_keys_pressed.has(p_scancode);
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}
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bool InputDefault::is_mouse_button_pressed(int p_button) const {
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_THREAD_SAFE_METHOD_
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return (mouse_button_mask & (1 << (p_button - 1))) != 0;
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@@ -316,6 +321,13 @@ void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool
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keys_pressed.erase(k->get_scancode());
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}
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}
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if (k.is_valid() && !k->is_echo() && k->get_physical_scancode() != 0) {
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if (k->is_pressed()) {
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physical_keys_pressed.insert(k->get_physical_scancode());
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} else {
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physical_keys_pressed.erase(k->get_physical_scancode());
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}
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}
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Ref<InputEventMouseButton> mb = p_event;
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@@ -716,6 +728,7 @@ void InputDefault::release_pressed_events() {
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flush_buffered_events(); // this is needed to release actions strengths
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keys_pressed.clear();
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physical_keys_pressed.clear();
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joy_buttons_pressed.clear();
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_joy_axis.clear();
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