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Add Input.is_anything_pressed method
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@@ -90,6 +90,7 @@ Input::MouseMode Input::get_mouse_mode() const {
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}
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void Input::_bind_methods() {
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ClassDB::bind_method(D_METHOD("is_anything_pressed"), &Input::is_anything_pressed);
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ClassDB::bind_method(D_METHOD("is_key_pressed", "keycode"), &Input::is_key_pressed);
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ClassDB::bind_method(D_METHOD("is_physical_key_pressed", "keycode"), &Input::is_physical_key_pressed);
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ClassDB::bind_method(D_METHOD("is_mouse_button_pressed", "button"), &Input::is_mouse_button_pressed);
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@@ -218,6 +219,19 @@ Input::VelocityTrack::VelocityTrack() {
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reset();
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}
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bool Input::is_anything_pressed() const {
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_THREAD_SAFE_METHOD_
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for (Map<StringName, Input::Action>::Element *E = action_state.front(); E; E = E->next()) {
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if (E->get().pressed) {
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return true;
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}
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}
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return !keys_pressed.is_empty() ||
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!joy_buttons_pressed.is_empty() ||
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mouse_button_mask > MouseButton::NONE;
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}
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bool Input::is_key_pressed(Key p_keycode) const {
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_THREAD_SAFE_METHOD_
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return keys_pressed.has(p_keycode);
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