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Fix action state when multiple events are assigned
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@@ -285,7 +285,9 @@ bool Input::is_joy_button_pressed(int p_device, JoyButton p_button) const {
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bool Input::is_action_pressed(const StringName &p_action, bool p_exact) const {
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ERR_FAIL_COND_V_MSG(!InputMap::get_singleton()->has_action(p_action), false, InputMap::get_singleton()->suggest_actions(p_action));
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return action_state.has(p_action) && action_state[p_action].pressed && (p_exact ? action_state[p_action].exact : true);
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if (p_action == "move_right")
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print_line(action_state.has(p_action), action_state[p_action].pressed, action_state[p_action].pressed > 0, (p_exact ? action_state[p_action].exact : true));
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return action_state.has(p_action) && action_state[p_action].pressed > 0 && (p_exact ? action_state[p_action].exact : true);
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}
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bool Input::is_action_just_pressed(const StringName &p_action, bool p_exact) const {
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@@ -697,23 +699,30 @@ void Input::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_em
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for (const KeyValue<StringName, InputMap::Action> &E : InputMap::get_singleton()->get_action_map()) {
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if (InputMap::get_singleton()->event_is_action(p_event, E.key)) {
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Action &action = action_state[E.key];
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// If not echo and action pressed state has changed
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if (!p_event->is_echo() && is_action_pressed(E.key, false) != p_event->is_action_pressed(E.key)) {
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bool is_pressed = false;
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if (!p_event->is_echo()) {
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if (p_event->is_action_pressed(E.key)) {
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action.pressed = true;
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action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
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action.pressed++;
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is_pressed = true;
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if (action.pressed == 1) {
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action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
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}
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} else {
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action.pressed = false;
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action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.released_process_frame = Engine::get_singleton()->get_process_frames();
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if (action.pressed == 1) {
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action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.released_process_frame = Engine::get_singleton()->get_process_frames();
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}
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action.pressed = MAX(action.pressed - 1, 0);
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}
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action.strength = 0.0f;
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action.raw_strength = 0.0f;
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action.exact = InputMap::get_singleton()->event_is_action(p_event, E.key, true);
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}
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action.strength = p_event->get_action_strength(E.key);
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action.raw_strength = p_event->get_action_raw_strength(E.key);
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if (is_pressed || action.pressed == 0) {
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action.strength = p_event->get_action_strength(E.key);
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action.raw_strength = p_event->get_action_raw_strength(E.key);
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}
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}
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}
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@@ -831,9 +840,11 @@ void Input::action_press(const StringName &p_action, float p_strength) {
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// Create or retrieve existing action.
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Action &action = action_state[p_action];
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action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
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action.pressed = true;
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action.pressed++;
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if (action.pressed == 1) {
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action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
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}
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action.strength = p_strength;
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action.raw_strength = p_strength;
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action.exact = true;
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@@ -843,9 +854,11 @@ void Input::action_release(const StringName &p_action) {
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// Create or retrieve existing action.
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Action &action = action_state[p_action];
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action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.released_process_frame = Engine::get_singleton()->get_process_frames();
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action.pressed = false;
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action.pressed--;
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if (action.pressed == 0) {
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action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
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action.released_process_frame = Engine::get_singleton()->get_process_frames();
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}
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action.strength = 0.0f;
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action.raw_strength = 0.0f;
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action.exact = true;
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@@ -1006,8 +1019,10 @@ void Input::release_pressed_events() {
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joy_buttons_pressed.clear();
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_joy_axis.clear();
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for (const KeyValue<StringName, Input::Action> &E : action_state) {
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if (E.value.pressed) {
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for (KeyValue<StringName, Input::Action> &E : action_state) {
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if (E.value.pressed > 0) {
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// Make sure the action is really released.
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E.value.pressed = 1;
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action_release(E.key);
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}
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}
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