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

Merge pull request #77055 from lawnjelly/input_just_pressed_4

Input - fix just pressed and released with short presses
This commit is contained in:
Rémi Verschelde
2023-06-12 14:13:52 +02:00
4 changed files with 56 additions and 31 deletions

View File

@@ -297,10 +297,13 @@ bool Input::is_action_just_pressed(const StringName &p_action, bool p_exact) con
return false;
}
// Backward compatibility for legacy behavior, only return true if currently pressed.
bool pressed_requirement = legacy_just_pressed_behavior ? E->value.pressed : true;
if (Engine::get_singleton()->is_in_physics_frame()) {
return E->value.pressed && E->value.physics_frame == Engine::get_singleton()->get_physics_frames();
return pressed_requirement && E->value.pressed_physics_frame == Engine::get_singleton()->get_physics_frames();
} else {
return E->value.pressed && E->value.process_frame == Engine::get_singleton()->get_process_frames();
return pressed_requirement && E->value.pressed_process_frame == Engine::get_singleton()->get_process_frames();
}
}
@@ -315,10 +318,13 @@ bool Input::is_action_just_released(const StringName &p_action, bool p_exact) co
return false;
}
// Backward compatibility for legacy behavior, only return true if currently released.
bool released_requirement = legacy_just_pressed_behavior ? !E->value.pressed : true;
if (Engine::get_singleton()->is_in_physics_frame()) {
return !E->value.pressed && E->value.physics_frame == Engine::get_singleton()->get_physics_frames();
return released_requirement && E->value.released_physics_frame == Engine::get_singleton()->get_physics_frames();
} else {
return !E->value.pressed && E->value.process_frame == Engine::get_singleton()->get_process_frames();
return released_requirement && E->value.released_process_frame == Engine::get_singleton()->get_process_frames();
}
}
@@ -686,19 +692,24 @@ void Input::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_em
for (const KeyValue<StringName, InputMap::Action> &E : InputMap::get_singleton()->get_action_map()) {
if (InputMap::get_singleton()->event_is_action(p_event, E.key)) {
Action &action = action_state[E.key];
// If not echo and action pressed state has changed
if (!p_event->is_echo() && is_action_pressed(E.key, false) != p_event->is_action_pressed(E.key)) {
Action action;
action.physics_frame = Engine::get_singleton()->get_physics_frames();
action.process_frame = Engine::get_singleton()->get_process_frames();
action.pressed = p_event->is_action_pressed(E.key);
if (p_event->is_action_pressed(E.key)) {
action.pressed = true;
action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
} else {
action.pressed = false;
action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
action.released_process_frame = Engine::get_singleton()->get_process_frames();
}
action.strength = 0.0f;
action.raw_strength = 0.0f;
action.exact = InputMap::get_singleton()->event_is_action(p_event, E.key, true);
action_state[E.key] = action;
}
action_state[E.key].strength = p_event->get_action_strength(E.key);
action_state[E.key].raw_strength = p_event->get_action_raw_strength(E.key);
action.strength = p_event->get_action_strength(E.key);
action.raw_strength = p_event->get_action_raw_strength(E.key);
}
}
@@ -813,29 +824,27 @@ Point2i Input::warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, con
}
void Input::action_press(const StringName &p_action, float p_strength) {
Action action;
// Create or retrieve existing action.
Action &action = action_state[p_action];
action.physics_frame = Engine::get_singleton()->get_physics_frames();
action.process_frame = Engine::get_singleton()->get_process_frames();
action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
action.pressed = true;
action.strength = p_strength;
action.raw_strength = p_strength;
action.exact = true;
action_state[p_action] = action;
}
void Input::action_release(const StringName &p_action) {
Action action;
// Create or retrieve existing action.
Action &action = action_state[p_action];
action.physics_frame = Engine::get_singleton()->get_physics_frames();
action.process_frame = Engine::get_singleton()->get_process_frames();
action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
action.released_process_frame = Engine::get_singleton()->get_process_frames();
action.pressed = false;
action.strength = 0.f;
action.raw_strength = 0.f;
action.strength = 0.0f;
action.raw_strength = 0.0f;
action.exact = true;
action_state[p_action] = action;
}
void Input::set_emulate_touch_from_mouse(bool p_emulate) {
@@ -1532,6 +1541,12 @@ Input::Input() {
parse_mapping(entries[i]);
}
}
legacy_just_pressed_behavior = GLOBAL_DEF("input_devices/compatibility/legacy_just_pressed_behavior", false);
if (Engine::get_singleton()->is_editor_hint()) {
// Always use standard behaviour in the editor.
legacy_just_pressed_behavior = false;
}
}
Input::~Input() {