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-rw-r--r--core/input/input.cpp43
1 files changed, 41 insertions, 2 deletions
diff --git a/core/input/input.cpp b/core/input/input.cpp
index 0afa004515..aa89facdd7 100644
--- a/core/input/input.cpp
+++ b/core/input/input.cpp
@@ -93,6 +93,7 @@ void Input::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_anything_pressed"), &Input::is_anything_pressed);
ClassDB::bind_method(D_METHOD("is_key_pressed", "keycode"), &Input::is_key_pressed);
ClassDB::bind_method(D_METHOD("is_physical_key_pressed", "keycode"), &Input::is_physical_key_pressed);
+ ClassDB::bind_method(D_METHOD("is_key_label_pressed", "keycode"), &Input::is_key_label_pressed);
ClassDB::bind_method(D_METHOD("is_mouse_button_pressed", "button"), &Input::is_mouse_button_pressed);
ClassDB::bind_method(D_METHOD("is_joy_button_pressed", "device", "button"), &Input::is_joy_button_pressed);
ClassDB::bind_method(D_METHOD("is_action_pressed", "action", "exact_match"), &Input::is_action_pressed, DEFVAL(false));
@@ -250,6 +251,11 @@ bool Input::is_physical_key_pressed(Key p_keycode) const {
return physical_keys_pressed.has(p_keycode);
}
+bool Input::is_key_label_pressed(Key p_keycode) const {
+ _THREAD_SAFE_METHOD_
+ return key_label_pressed.has(p_keycode);
+}
+
bool Input::is_mouse_button_pressed(MouseButton p_button) const {
_THREAD_SAFE_METHOD_
return mouse_button_mask.has_flag(mouse_button_to_mask(p_button));
@@ -343,8 +349,8 @@ float Input::get_axis(const StringName &p_negative_action, const StringName &p_p
Vector2 Input::get_vector(const StringName &p_negative_x, const StringName &p_positive_x, const StringName &p_negative_y, const StringName &p_positive_y, float p_deadzone) const {
Vector2 vector = Vector2(
- get_action_raw_strength(p_positive_x) - get_action_raw_strength(p_negative_x),
- get_action_raw_strength(p_positive_y) - get_action_raw_strength(p_negative_y));
+ get_action_strength(p_positive_x) - get_action_strength(p_negative_x),
+ get_action_strength(p_positive_y) - get_action_strength(p_negative_y));
if (p_deadzone < 0.0f) {
// If the deadzone isn't specified, get it from the average of the actions.
@@ -499,6 +505,13 @@ void Input::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_em
physical_keys_pressed.erase(k->get_physical_keycode());
}
}
+ if (k.is_valid() && !k->is_echo() && k->get_key_label() != Key::NONE) {
+ if (k->is_pressed()) {
+ key_label_pressed.insert(k->get_key_label());
+ } else {
+ key_label_pressed.erase(k->get_key_label());
+ }
+ }
Ref<InputEventMouseButton> mb = p_event;
@@ -878,6 +891,31 @@ void Input::parse_input_event(const Ref<InputEvent> &p_event) {
ERR_FAIL_COND(p_event.is_null());
+#ifdef DEBUG_ENABLED
+ uint64_t curr_frame = Engine::get_singleton()->get_process_frames();
+ if (curr_frame != last_parsed_frame) {
+ frame_parsed_events.clear();
+ last_parsed_frame = curr_frame;
+ frame_parsed_events.insert(p_event);
+ } else if (frame_parsed_events.has(p_event)) {
+ // It would be technically safe to send the same event in cases such as:
+ // - After an explicit flush.
+ // - In platforms using buffering when agile flushing is enabled, after one of the mid-frame flushes.
+ // - If platform doesn't use buffering and event accumulation is disabled.
+ // - If platform doesn't use buffering and the event type is not accumulable.
+ // However, it wouldn't be reasonable to ask users to remember the full ruleset and be aware at all times
+ // of the possibilites of the target platform, project settings and engine internals, which may change
+ // without prior notice.
+ // Therefore, the guideline is, "don't send the same event object more than once per frame".
+ WARN_PRINT_ONCE(
+ "An input event object is being parsed more than once in the same frame, which is unsafe.\n"
+ "If you are generating events in a script, you have to instantiate a new event instead of sending the same one more than once, unless the original one was sent on an earlier frame.\n"
+ "You can call duplicate() on the event to get a new instance with identical values.");
+ } else {
+ frame_parsed_events.insert(p_event);
+ }
+#endif
+
if (use_accumulated_input) {
if (buffered_events.is_empty() || !buffered_events.back()->get()->accumulate(p_event)) {
buffered_events.push_back(p_event);
@@ -919,6 +957,7 @@ void Input::release_pressed_events() {
keys_pressed.clear();
physical_keys_pressed.clear();
+ key_label_pressed.clear();
joy_buttons_pressed.clear();
_joy_axis.clear();