Merge pull request #23621 from workless/allow_strength_in_action_press
Allow to specify a custom strength when calling Input.action_press(),…
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8c45282d21
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@ -86,7 +86,7 @@ void Input::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_mouse_mode", "mode"), &Input::set_mouse_mode);
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ClassDB::bind_method(D_METHOD("get_mouse_mode"), &Input::get_mouse_mode);
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ClassDB::bind_method(D_METHOD("warp_mouse_position", "to"), &Input::warp_mouse_position);
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ClassDB::bind_method(D_METHOD("action_press", "action"), &Input::action_press);
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ClassDB::bind_method(D_METHOD("action_press", "action", "strength"), &Input::action_press);
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ClassDB::bind_method(D_METHOD("action_release", "action"), &Input::action_release);
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ClassDB::bind_method(D_METHOD("set_default_cursor_shape", "shape"), &Input::set_default_cursor_shape, DEFVAL(CURSOR_ARROW));
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ClassDB::bind_method(D_METHOD("set_custom_mouse_cursor", "image", "shape", "hotspot"), &Input::set_custom_mouse_cursor, DEFVAL(CURSOR_ARROW), DEFVAL(Vector2()));
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@ -113,7 +113,7 @@ public:
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virtual Vector3 get_magnetometer() const = 0;
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virtual Vector3 get_gyroscope() const = 0;
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virtual void action_press(const StringName &p_action) = 0;
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virtual void action_press(const StringName &p_action, float p_strength = 1.f) = 0;
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virtual void action_release(const StringName &p_action) = 0;
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
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@ -17,8 +17,10 @@
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</return>
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<argument index="0" name="action" type="String">
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</argument>
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<argument index="1" name="strength" type="float" default="1.0f">
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</argument>
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<description>
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This will simulate pressing the specified action.
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This will simulate pressing the specified action. The strength can be used for non-boolean actions.
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</description>
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</method>
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<method name="action_release">
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@ -556,14 +556,14 @@ Point2i InputDefault::warp_mouse_motion(const Ref<InputEventMouseMotion> &p_moti
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void InputDefault::iteration(float p_step) {
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}
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void InputDefault::action_press(const StringName &p_action) {
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void InputDefault::action_press(const StringName &p_action, float p_strength) {
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Action action;
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action.physics_frame = Engine::get_singleton()->get_physics_frames();
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action.idle_frame = Engine::get_singleton()->get_idle_frames();
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action.pressed = true;
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action.strength = 0.f;
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action.strength = p_strength;
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action_state[p_action] = action;
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}
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@ -227,7 +227,7 @@ public:
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void set_main_loop(MainLoop *p_main_loop);
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void set_mouse_position(const Point2 &p_posf);
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void action_press(const StringName &p_action);
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void action_press(const StringName &p_action, float p_strength = 1.f);
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void action_release(const StringName &p_action);
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void iteration(float p_step);
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