Allow to specify a custom strength when calling Input.action_press(), this allows virtual axis, mainly for mobile.

This commit is contained in:
Davide Baldo 2018-11-09 21:32:32 +00:00
parent a16d9c6ab6
commit 1b0c7515ff
5 changed files with 8 additions and 6 deletions

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@ -86,7 +86,7 @@ void Input::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mouse_mode", "mode"), &Input::set_mouse_mode);
ClassDB::bind_method(D_METHOD("get_mouse_mode"), &Input::get_mouse_mode);
ClassDB::bind_method(D_METHOD("warp_mouse_position", "to"), &Input::warp_mouse_position);
ClassDB::bind_method(D_METHOD("action_press", "action"), &Input::action_press);
ClassDB::bind_method(D_METHOD("action_press", "action", "strength"), &Input::action_press);
ClassDB::bind_method(D_METHOD("action_release", "action"), &Input::action_release);
ClassDB::bind_method(D_METHOD("set_default_cursor_shape", "shape"), &Input::set_default_cursor_shape, DEFVAL(CURSOR_ARROW));
ClassDB::bind_method(D_METHOD("set_custom_mouse_cursor", "image", "shape", "hotspot"), &Input::set_custom_mouse_cursor, DEFVAL(CURSOR_ARROW), DEFVAL(Vector2()));

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@ -113,7 +113,7 @@ public:
virtual Vector3 get_magnetometer() const = 0;
virtual Vector3 get_gyroscope() const = 0;
virtual void action_press(const StringName &p_action) = 0;
virtual void action_press(const StringName &p_action, float p_strength = 1.f) = 0;
virtual void action_release(const StringName &p_action) = 0;
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;

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@ -17,8 +17,10 @@
</return>
<argument index="0" name="action" type="String">
</argument>
<argument index="1" name="strength" type="float" default="1.0f">
</argument>
<description>
This will simulate pressing the specified action.
This will simulate pressing the specified action. The strength can be used for non-boolean actions.
</description>
</method>
<method name="action_release">

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@ -556,14 +556,14 @@ Point2i InputDefault::warp_mouse_motion(const Ref<InputEventMouseMotion> &p_moti
void InputDefault::iteration(float p_step) {
}
void InputDefault::action_press(const StringName &p_action) {
void InputDefault::action_press(const StringName &p_action, float p_strength) {
Action action;
action.physics_frame = Engine::get_singleton()->get_physics_frames();
action.idle_frame = Engine::get_singleton()->get_idle_frames();
action.pressed = true;
action.strength = 0.f;
action.strength = p_strength;
action_state[p_action] = action;
}

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@ -227,7 +227,7 @@ public:
void set_main_loop(MainLoop *p_main_loop);
void set_mouse_position(const Point2 &p_posf);
void action_press(const StringName &p_action);
void action_press(const StringName &p_action, float p_strength = 1.f);
void action_release(const StringName &p_action);
void iteration(float p_step);