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mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

Fix action state when multiple events are assigned

This commit is contained in:
kobewi
2023-08-21 19:12:12 +02:00
parent 6f90b23702
commit ad1abca668
3 changed files with 38 additions and 23 deletions

View File

@@ -285,7 +285,9 @@ bool Input::is_joy_button_pressed(int p_device, JoyButton p_button) const {
bool Input::is_action_pressed(const StringName &p_action, bool p_exact) const {
ERR_FAIL_COND_V_MSG(!InputMap::get_singleton()->has_action(p_action), false, InputMap::get_singleton()->suggest_actions(p_action));
return action_state.has(p_action) && action_state[p_action].pressed && (p_exact ? action_state[p_action].exact : true);
if (p_action == "move_right")
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));
return action_state.has(p_action) && action_state[p_action].pressed > 0 && (p_exact ? action_state[p_action].exact : true);
}
bool Input::is_action_just_pressed(const StringName &p_action, bool p_exact) const {
@@ -697,23 +699,30 @@ 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)) {
bool is_pressed = false;
if (!p_event->is_echo()) {
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();
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 {
action.pressed = false;
action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
action.released_process_frame = Engine::get_singleton()->get_process_frames();
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.strength = 0.0f;
action.raw_strength = 0.0f;
action.exact = InputMap::get_singleton()->event_is_action(p_event, E.key, true);
}
action.strength = p_event->get_action_strength(E.key);
action.raw_strength = p_event->get_action_raw_strength(E.key);
if (is_pressed || action.pressed == 0) {
action.strength = p_event->get_action_strength(E.key);
action.raw_strength = p_event->get_action_raw_strength(E.key);
}
}
}
@@ -831,9 +840,11 @@ void Input::action_press(const StringName &p_action, float p_strength) {
// Create or retrieve existing action.
Action &action = action_state[p_action];
action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
action.pressed = true;
action.pressed++;
if (action.pressed == 1) {
action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
}
action.strength = p_strength;
action.raw_strength = p_strength;
action.exact = true;
@@ -843,9 +854,11 @@ void Input::action_release(const StringName &p_action) {
// Create or retrieve existing action.
Action &action = action_state[p_action];
action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
action.released_process_frame = Engine::get_singleton()->get_process_frames();
action.pressed = false;
action.pressed--;
if (action.pressed == 0) {
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 = true;
@@ -1006,8 +1019,10 @@ void Input::release_pressed_events() {
joy_buttons_pressed.clear();
_joy_axis.clear();
for (const KeyValue<StringName, Input::Action> &E : action_state) {
if (E.value.pressed) {
for (KeyValue<StringName, Input::Action> &E : action_state) {
if (E.value.pressed > 0) {
// Make sure the action is really released.
E.value.pressed = 1;
action_release(E.key);
}
}