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Fix input action pressed state not changing for quick joystick movements.

fixes #6488
Also removes a bunch of dead code related to checking if a joystick axis is pressed.

(cherry picked from commit 84783fe77b5dfa89a1bcf5a7e60a3b3ab7d876bd)
Andreas Haas há 9 anos atrás
pai
commit
e788ffff65
4 ficheiros alterados com 8 adições e 60 exclusões
  1. 0 58
      core/input_map.cpp
  2. 0 1
      core/input_map.h
  3. 1 1
      core/os/input_event.cpp
  4. 7 0
      main/input_default.cpp

+ 0 - 58
core/input_map.cpp

@@ -232,64 +232,6 @@ bool InputMap::event_is_action(const InputEvent& p_event, const StringName& p_ac
 	return _find_event(E->get().inputs,p_event)!=NULL;
 }
 
-bool InputMap::event_is_joy_motion_action_pressed(const InputEvent& p_event) const {
-
-	ERR_FAIL_COND_V(p_event.type!=InputEvent::JOYSTICK_MOTION,false);
-	bool pressed=false;
-
-	//this could be optimized by having a separate list of joymotions?
-
-	for (Map<StringName, Action>::Element *A=input_map.front();A;A=A->next()) {
-
-		for (List<InputEvent>::Element *E=A->get().inputs.front();E;E=E->next()) {
-
-			const InputEvent& e=E->get();
-			if(e.type!=p_event.type)
-				continue;
-			if (e.type!=InputEvent::KEY && e.device!=p_event.device)
-				continue;
-
-			switch(p_event.type) {
-
-				case InputEvent::KEY: {
-
-					if (e.key.scancode==p_event.key.scancode && e.key.mod == p_event.key.mod)
-						return e.key.pressed;
-
-				} break;
-				case InputEvent::JOYSTICK_BUTTON: {
-
-					if (e.joy_button.button_index==p_event.joy_button.button_index) {
-						return e.joy_button.pressed;
-					}
-
-				} break;
-				case InputEvent::MOUSE_BUTTON: {
-
-					if (e.mouse_button.button_index==p_event.mouse_button.button_index) {
-						return e.mouse_button.pressed;
-					}
-
-				} break;
-				case InputEvent::JOYSTICK_MOTION: {
-
-					if (e.joy_motion.axis==p_event.joy_motion.axis) {
-						if (
-								(e.joy_motion.axis_value * p_event.joy_motion.axis_value >0) && //same axis
-								ABS(e.joy_motion.axis_value)>0.5 && ABS(p_event.joy_motion.axis_value)>0.5 )
-							pressed=true;
-					}
-
-				} break;
-			}
-
-		}
-	}
-
-	return pressed;
-
-}
-
 void InputMap::load_from_globals() {
 
 	input_map.clear();;

+ 0 - 1
core/input_map.h

@@ -70,7 +70,6 @@ public:
 
 	const List<InputEvent> *get_action_list(const StringName& p_action);
 	bool event_is_action(const InputEvent& p_event, const StringName& p_action) const;
-	bool event_is_joy_motion_action_pressed(const InputEvent& p_event) const;
 
 
 	void load_from_globals();

+ 1 - 1
core/os/input_event.cpp

@@ -204,7 +204,7 @@ bool InputEvent::is_pressed() const {
 		case MOUSE_BUTTON: return mouse_button.pressed;
 		case JOYSTICK_BUTTON: return joy_button.pressed;
 		case SCREEN_TOUCH: return screen_touch.pressed;
-		case JOYSTICK_MOTION: return InputMap::get_singleton()->event_is_joy_motion_action_pressed(*this);
+		case JOYSTICK_MOTION: return ABS(joy_motion.axis_value) > 0.5;
 		case ACTION: return action.pressed;
 		default: {}
 	}

+ 7 - 0
main/input_default.cpp

@@ -794,6 +794,13 @@ uint32_t InputDefault::joy_axis(uint32_t p_last_id, int p_device, int p_axis, co
 		return p_last_id;
 	}
 
+	if (ABS(joy.last_axis[p_axis]) > 0.5 && joy.last_axis[p_axis] * p_value.value < 0) {
+		//changed direction quickly, insert fake event to release pending inputmap actions
+		JoyAxis jx;
+		jx.min = p_value.min;
+		jx.value = p_value.value < 0 ? 0.1 : -0.1;
+		p_last_id = joy_axis(p_last_id, p_device, p_axis, jx);
+	}
 
 	joy.last_axis[p_axis] = p_value.value;
 	float val = p_value.min == 0 ? -1.0f + 2.0f * p_value.value : p_value.value;