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Add event_index to InputEventAction
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@ -1244,7 +1244,7 @@ void Input::_update_action_cache(const StringName &p_action_name, ActionState &r
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r_action_state.cache.strength = 0.0;
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r_action_state.cache.raw_strength = 0.0;
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int max_event = InputMap::get_singleton()->action_get_events(p_action_name)->size();
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int max_event = InputMap::get_singleton()->action_get_events(p_action_name)->size() + 1; // +1 comes from InputEventAction.
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for (const KeyValue<int, ActionState::DeviceState> &kv : r_action_state.device_states) {
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const ActionState::DeviceState &device_state = kv.value;
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for (int i = 0; i < max_event; i++) {
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@ -1585,6 +1585,14 @@ float InputEventAction::get_strength() const {
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return strength;
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}
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void InputEventAction::set_event_index(int p_index) {
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event_index = p_index;
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}
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int InputEventAction::get_event_index() const {
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return event_index;
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}
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bool InputEventAction::is_match(const Ref<InputEvent> &p_event, bool p_exact_match) const {
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if (p_event.is_null()) {
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return false;
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@ -1649,9 +1657,13 @@ void InputEventAction::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_strength", "strength"), &InputEventAction::set_strength);
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ClassDB::bind_method(D_METHOD("get_strength"), &InputEventAction::get_strength);
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ClassDB::bind_method(D_METHOD("set_event_index", "index"), &InputEventAction::set_event_index);
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ClassDB::bind_method(D_METHOD("get_event_index"), &InputEventAction::get_event_index);
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "action"), "set_action", "get_action");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "pressed"), "set_pressed", "is_pressed");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_strength", "get_strength");
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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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}
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///////////////////////////////////
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@ -453,6 +453,7 @@ class InputEventAction : public InputEvent {
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StringName action;
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float strength = 1.0f;
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int event_index = -1;
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protected:
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static void _bind_methods();
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@ -466,6 +467,9 @@ public:
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void set_strength(float p_strength);
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float get_strength() const;
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void set_event_index(int p_index);
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int get_event_index() const;
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virtual bool is_action(const StringName &p_action) const;
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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
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if (r_raw_strength != nullptr) {
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*r_raw_strength = strength;
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}
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if (r_event_index) {
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if (input_event_action->get_event_index() >= 0) {
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*r_event_index = input_event_action->get_event_index();
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} else {
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*r_event_index = E->value.inputs.size();
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}
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}
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return input_event_action->get_action() == p_action;
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}
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@ -16,6 +16,9 @@
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<member name="action" type="StringName" setter="set_action" getter="get_action" default="&""">
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The action's name. Actions are accessed via this [String].
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</member>
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<member name="event_index" type="int" setter="set_event_index" getter="get_event_index" default="-1">
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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].
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</member>
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<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
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If [code]true[/code], the action's state is pressed. If [code]false[/code], the action's state is released.
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</member>
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