Add event_index to InputEventAction

This commit is contained in:
kobewi 2023-12-10 19:23:29 +01:00
parent 60844997bb
commit 17d3f26e5d
5 changed files with 27 additions and 1 deletions

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@ -1244,7 +1244,7 @@ void Input::_update_action_cache(const StringName &p_action_name, ActionState &r
r_action_state.cache.strength = 0.0;
r_action_state.cache.raw_strength = 0.0;
int max_event = InputMap::get_singleton()->action_get_events(p_action_name)->size();
int max_event = InputMap::get_singleton()->action_get_events(p_action_name)->size() + 1; // +1 comes from InputEventAction.
for (const KeyValue<int, ActionState::DeviceState> &kv : r_action_state.device_states) {
const ActionState::DeviceState &device_state = kv.value;
for (int i = 0; i < max_event; i++) {

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@ -1585,6 +1585,14 @@ float InputEventAction::get_strength() const {
return strength;
}
void InputEventAction::set_event_index(int p_index) {
event_index = p_index;
}
int InputEventAction::get_event_index() const {
return event_index;
}
bool InputEventAction::is_match(const Ref<InputEvent> &p_event, bool p_exact_match) const {
if (p_event.is_null()) {
return false;
@ -1649,9 +1657,13 @@ void InputEventAction::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_strength", "strength"), &InputEventAction::set_strength);
ClassDB::bind_method(D_METHOD("get_strength"), &InputEventAction::get_strength);
ClassDB::bind_method(D_METHOD("set_event_index", "index"), &InputEventAction::set_event_index);
ClassDB::bind_method(D_METHOD("get_event_index"), &InputEventAction::get_event_index);
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "action"), "set_action", "get_action");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "pressed"), "set_pressed", "is_pressed");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_strength", "get_strength");
ADD_PROPERTY(PropertyInfo(Variant::INT, "event_index", PROPERTY_HINT_RANGE, "-1,31,1"), "set_event_index", "get_event_index"); // The max value equals to Input::MAX_EVENT - 1.
}
///////////////////////////////////

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@ -453,6 +453,7 @@ class InputEventAction : public InputEvent {
StringName action;
float strength = 1.0f;
int event_index = -1;
protected:
static void _bind_methods();
@ -466,6 +467,9 @@ public:
void set_strength(float p_strength);
float get_strength() const;
void set_event_index(int p_index);
int get_event_index() const;
virtual bool is_action(const StringName &p_action) const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool p_exact_match, float p_deadzone, bool *r_pressed, float *r_strength, float *r_raw_strength) const override;

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@ -274,6 +274,13 @@ bool InputMap::event_get_action_status(const Ref<InputEvent> &p_event, const Str
if (r_raw_strength != nullptr) {
*r_raw_strength = strength;
}
if (r_event_index) {
if (input_event_action->get_event_index() >= 0) {
*r_event_index = input_event_action->get_event_index();
} else {
*r_event_index = E->value.inputs.size();
}
}
return input_event_action->get_action() == p_action;
}

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@ -16,6 +16,9 @@
<member name="action" type="StringName" setter="set_action" getter="get_action" default="&amp;&quot;&quot;">
The action's name. Actions are accessed via this [String].
</member>
<member name="event_index" type="int" setter="set_event_index" getter="get_event_index" default="-1">
The real event index in action this event corresponds to (from events defined for this action in the [InputMap]). If [code]-1[/code], a unique ID will be used and actions pressed with this ID will need to be released with another [InputEventAction].
</member>
<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
If [code]true[/code], the action's state is pressed. If [code]false[/code], the action's state is released.
</member>