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Prevent axis-based actions from getting stuck

This commit is contained in:
kobewi
2023-08-30 17:17:30 +02:00
parent 75de1ca768
commit a490fad82d
2 changed files with 27 additions and 5 deletions

View File

@@ -701,18 +701,39 @@ void Input::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_em
if (!p_event->is_echo()) {
if (p_event->is_action_pressed(E.key)) {
action.pressed++;
if (jm.is_valid()) {
// If axis is already pressed, don't increase the pressed counter.
if (!action.axis_pressed) {
action.pressed++;
action.axis_pressed = true;
}
} else {
action.pressed++;
}
is_pressed = true;
if (action.pressed == 1) {
action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
}
} else {
if (action.pressed == 1) {
action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
action.released_process_frame = Engine::get_singleton()->get_process_frames();
bool is_released = true;
if (jm.is_valid()) {
// Same as above. Don't release axis when not pressed.
if (action.axis_pressed) {
action.axis_pressed = false;
} else {
is_released = false;
}
}
if (is_released) {
if (action.pressed == 1) {
action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
action.released_process_frame = Engine::get_singleton()->get_process_frames();
}
action.pressed = MAX(action.pressed - 1, 0);
}
action.pressed = MAX(action.pressed - 1, 0);
}
action.exact = InputMap::get_singleton()->event_is_action(p_event, E.key, true);
}