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-rw-r--r--core/input/input.cpp44
1 files changed, 25 insertions, 19 deletions
diff --git a/core/input/input.cpp b/core/input/input.cpp
index 2da50b7dff..8ba8b892ac 100644
--- a/core/input/input.cpp
+++ b/core/input/input.cpp
@@ -460,10 +460,6 @@ Vector3 Input::get_gyroscope() const {
return gyroscope;
}
-void Input::parse_input_event(const Ref<InputEvent> &p_event) {
- _parse_input_event_impl(p_event, false);
-}
-
void Input::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated) {
// Notes on mouse-touch emulation:
// - Emulated mouse events are parsed, that is, re-routed to this method, so they make the same effects
@@ -472,8 +468,6 @@ void Input::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_em
// - Emulated touch events are handed right to the main loop (i.e., the SceneTree) because they don't
// require additional handling by this class.
- _THREAD_SAFE_METHOD_
-
Ref<InputEventKey> k = p_event;
if (k.is_valid() && !k->is_echo() && k->get_keycode() != 0) {
if (k->is_pressed()) {
@@ -838,25 +832,37 @@ void Input::set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape, co
set_custom_mouse_cursor_func(p_cursor, p_shape, p_hotspot);
}
-void Input::accumulate_input_event(const Ref<InputEvent> &p_event) {
+void Input::parse_input_event(const Ref<InputEvent> &p_event) {
+ _THREAD_SAFE_METHOD_
+
ERR_FAIL_COND(p_event.is_null());
- if (!use_accumulated_input) {
- parse_input_event(p_event);
- return;
+ if (use_accumulated_input) {
+ if (buffered_events.is_empty() || !buffered_events.back()->get()->accumulate(p_event)) {
+ buffered_events.push_back(p_event);
+ }
+ } else if (use_input_buffering) {
+ buffered_events.push_back(p_event);
+ } else {
+ _parse_input_event_impl(p_event, false);
}
- if (!accumulated_events.is_empty() && accumulated_events.back()->get()->accumulate(p_event)) {
- return; //event was accumulated, exit
+}
+
+void Input::flush_buffered_events() {
+ _THREAD_SAFE_METHOD_
+
+ while (buffered_events.front()) {
+ _parse_input_event_impl(buffered_events.front()->get(), false);
+ buffered_events.pop_front();
}
+}
- accumulated_events.push_back(p_event);
+bool Input::is_using_input_buffering() {
+ return use_input_buffering;
}
-void Input::flush_accumulated_events() {
- while (accumulated_events.front()) {
- parse_input_event(accumulated_events.front()->get());
- accumulated_events.pop_front();
- }
+void Input::set_use_input_buffering(bool p_enable) {
+ use_input_buffering = p_enable;
}
void Input::set_use_accumulated_input(bool p_enable) {
@@ -864,7 +870,7 @@ void Input::set_use_accumulated_input(bool p_enable) {
}
void Input::release_pressed_events() {
- flush_accumulated_events(); // this is needed to release actions strengths
+ flush_buffered_events(); // this is needed to release actions strengths
keys_pressed.clear();
joy_buttons_pressed.clear();