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@@ -111,6 +111,12 @@ bool InputDefault::is_action_pressed(const StringName &p_action, bool p_exact) c
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}
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bool InputDefault::is_action_just_pressed(const StringName &p_action, bool p_exact) const {
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+#ifdef TOOLS_ENABLED
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+ if (_currently_parsing_input) {
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+ WARN_PRINT_ONCE("Prefer InputEvent.is_action_pressed() within input event callbacks to prevent detecting duplicates.");
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+ }
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+#endif
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+
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ERR_FAIL_COND_V_MSG(!InputMap::get_singleton()->has_action(p_action), false, InputMap::get_singleton()->suggest_actions(p_action));
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const Map<StringName, Action>::Element *E = action_state.find(p_action);
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if (!E) {
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@@ -132,6 +138,12 @@ bool InputDefault::is_action_just_pressed(const StringName &p_action, bool p_exa
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}
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bool InputDefault::is_action_just_released(const StringName &p_action, bool p_exact) const {
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+#ifdef TOOLS_ENABLED
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+ if (_currently_parsing_input) {
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+ WARN_PRINT_ONCE("Prefer InputEvent.is_action_released() within input event callbacks to prevent detecting duplicates.");
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+ }
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+#endif
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+
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ERR_FAIL_COND_V_MSG(!InputMap::get_singleton()->has_action(p_action), false, InputMap::get_singleton()->suggest_actions(p_action));
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const Map<StringName, Action>::Element *E = action_state.find(p_action);
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if (!E) {
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@@ -327,6 +339,10 @@ void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool
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// Regardless where the event came from originally, this has to happen on the main thread.
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DEV_ASSERT(Thread::get_caller_id() == Thread::get_main_id());
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+#ifdef TOOLS_ENABLED
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+ InputGuard guard(_currently_parsing_input);
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+#endif
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+
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// Notes on mouse-touch emulation:
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// - Emulated mouse events are parsed, that is, re-routed to this method, so they make the same effects
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// as true mouse events. The only difference is the situation is flagged as emulated so they are not
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