Merge pull request #82056 from ErezShahaf/Axisjustpressedjitterfix

Fix `Input.is_action_just_pressed` flicker on joypad axes
This commit is contained in:
Rémi Verschelde 2023-10-16 12:59:25 +02:00
commit 2f5bb6cc97
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1 changed files with 7 additions and 8 deletions

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@ -697,29 +697,28 @@ void Input::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_em
for (const KeyValue<StringName, InputMap::Action> &E : InputMap::get_singleton()->get_action_map()) {
if (InputMap::get_singleton()->event_is_action(p_event, E.key)) {
Action &action = action_state[E.key];
bool is_joypad_axis = jm.is_valid();
bool is_pressed = false;
if (!p_event->is_echo()) {
if (p_event->is_action_pressed(E.key)) {
if (jm.is_valid()) {
// If axis is already pressed, don't increase the pressed counter.
bool is_joypad_axis_valid_zone_enter = false;
if (is_joypad_axis) {
if (!action.axis_pressed) {
is_joypad_axis_valid_zone_enter = true;
action.pressed++;
action.axis_pressed = true;
}
} else {
action.pressed++;
}
is_pressed = true;
if (action.pressed == 1) {
if (action.pressed == 1 && (is_joypad_axis_valid_zone_enter || !is_joypad_axis)) {
action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
}
is_pressed = true;
} else {
bool is_released = true;
if (jm.is_valid()) {
// Same as above. Don't release axis when not pressed.
if (is_joypad_axis) {
if (action.axis_pressed) {
action.axis_pressed = false;
} else {