Fix InputEvent actions.

The `InputEvent::is_action(pressed|released)` methods weren't implemented yet.
Also fixed a typo in `InputDefault` that prevented `Input.is_action(pressed|released)` from working.
This commit is contained in:
Andreas Haas 2017-05-26 21:14:59 +02:00
parent 8d92065164
commit 3204befd1e
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2 changed files with 3 additions and 3 deletions

View File

@ -62,11 +62,11 @@ bool InputEvent::is_action(const StringName &p_action) const {
bool InputEvent::is_action_pressed(const StringName &p_action) const {
return false; // InputMap::get_singleton()->event_is_action(Ref<InputEvent>(this),p_action);
return (is_pressed() && !is_echo() && is_action(p_action));
}
bool InputEvent::is_action_released(const StringName &p_action) const {
return false;
return (!is_pressed() && is_action(p_action));
}
bool InputEvent::is_echo() const {

View File

@ -369,7 +369,7 @@ void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
set_joy_axis(jm->get_device(), jm->get_axis(), jm->get_axis_value());
}
if (p_event->is_echo()) {
if (!p_event->is_echo()) {
for (const Map<StringName, InputMap::Action>::Element *E = InputMap::get_singleton()->get_action_map().front(); E; E = E->next()) {
if (InputMap::get_singleton()->event_is_action(p_event, E->key()) && is_action_pressed(E->key()) != p_event->is_pressed()) {