Merge pull request #50788 from aaronfranke/3.x-input-get-axis

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Rémi Verschelde 2021-07-26 16:30:44 +02:00 committed by GitHub
commit a71169c0e0
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9 changed files with 131 additions and 23 deletions

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@ -125,7 +125,7 @@ List<StringName> InputMap::get_actions() const {
return actions;
}
List<Ref<InputEvent>>::Element *InputMap::_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength) const {
List<Ref<InputEvent>>::Element *InputMap::_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength) const {
ERR_FAIL_COND_V(!p_event.is_valid(), nullptr);
for (List<Ref<InputEvent>>::Element *E = p_action.inputs.front(); E; E = E->next()) {
@ -136,7 +136,7 @@ List<Ref<InputEvent>>::Element *InputMap::_find_event(Action &p_action, const Re
int device = e->get_device();
if (device == ALL_DEVICES || device == p_event->get_device()) {
if (e->action_match(p_event, p_pressed, p_strength, p_action.deadzone)) {
if (e->action_match(p_event, p_pressed, p_strength, p_raw_strength, p_action.deadzone)) {
return E;
}
}
@ -221,7 +221,7 @@ bool InputMap::event_is_action(const Ref<InputEvent> &p_event, const StringName
return event_get_action_status(p_event, p_action);
}
bool InputMap::event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed, float *p_strength) const {
bool InputMap::event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed, float *p_strength, float *p_raw_strength) const {
Map<StringName, Action>::Element *E = input_map.find(p_action);
ERR_FAIL_COND_V_MSG(!E, false, _suggest_actions(p_action));
@ -238,7 +238,8 @@ bool InputMap::event_get_action_status(const Ref<InputEvent> &p_event, const Str
bool pressed;
float strength;
List<Ref<InputEvent>>::Element *event = _find_event(E->get(), p_event, &pressed, &strength);
float raw_strength;
List<Ref<InputEvent>>::Element *event = _find_event(E->get(), p_event, &pressed, &strength, &raw_strength);
if (event != nullptr) {
if (p_pressed != nullptr) {
*p_pressed = pressed;
@ -246,6 +247,9 @@ bool InputMap::event_get_action_status(const Ref<InputEvent> &p_event, const Str
if (p_strength != nullptr) {
*p_strength = strength;
}
if (p_raw_strength != nullptr) {
*p_raw_strength = raw_strength;
}
return true;
} else {
return false;

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@ -54,7 +54,7 @@ private:
mutable Map<StringName, Action> input_map;
List<Ref<InputEvent>>::Element *_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed = nullptr, float *p_strength = nullptr) const;
List<Ref<InputEvent>>::Element *_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed = nullptr, float *p_strength = nullptr, float *p_raw_strength = nullptr) const;
Array _get_action_list(const StringName &p_action);
Array _get_actions();
@ -80,7 +80,7 @@ public:
const List<Ref<InputEvent>> *get_action_list(const StringName &p_action);
bool event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action) const;
bool event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed = nullptr, float *p_strength = nullptr) const;
bool event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed = nullptr, float *p_strength = nullptr, float *p_raw_strength = nullptr) const;
const Map<StringName, Action> &get_action_map() const;
void load_from_globals();

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@ -61,6 +61,9 @@ void Input::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_action_just_pressed", "action"), &Input::is_action_just_pressed);
ClassDB::bind_method(D_METHOD("is_action_just_released", "action"), &Input::is_action_just_released);
ClassDB::bind_method(D_METHOD("get_action_strength", "action"), &Input::get_action_strength);
ClassDB::bind_method(D_METHOD("get_action_raw_strength", "action"), &Input::get_action_raw_strength);
ClassDB::bind_method(D_METHOD("get_axis", "negative_action", "positive_action"), &Input::get_axis);
ClassDB::bind_method(D_METHOD("get_vector", "negative_x", "positive_x", "negative_y", "positive_y", "deadzone"), &Input::get_vector, DEFVAL(-1.0f));
ClassDB::bind_method(D_METHOD("add_joy_mapping", "mapping", "update_existing"), &Input::add_joy_mapping, DEFVAL(false));
ClassDB::bind_method(D_METHOD("remove_joy_mapping", "guid"), &Input::remove_joy_mapping);
ClassDB::bind_method(D_METHOD("joy_connection_changed", "device", "connected", "name", "guid"), &Input::joy_connection_changed);
@ -125,10 +128,13 @@ void Input::_bind_methods() {
void Input::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
#ifdef TOOLS_ENABLED
const String quote_style = EDITOR_DEF("text_editor/completion/use_single_quotes", 0) ? "'" : "\"";
const String quote_style = EDITOR_DEF("text_editor/completion/use_single_quotes", false) ? "'" : "\"";
String pf = p_function;
if (p_idx == 0 && (pf == "is_action_pressed" || pf == "action_press" || pf == "action_release" || pf == "is_action_just_pressed" || pf == "is_action_just_released" || pf == "get_action_strength")) {
if (p_idx == 0 && (pf == "is_action_pressed" || pf == "action_press" || pf == "action_release" ||
pf == "is_action_just_pressed" || pf == "is_action_just_released" ||
pf == "get_action_strength" || pf == "get_action_raw_strength" ||
pf == "get_axis" || pf == "get_vector")) {
List<PropertyInfo> pinfo;
ProjectSettings::get_singleton()->get_property_list(&pinfo);

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@ -85,6 +85,10 @@ public:
virtual bool is_action_just_pressed(const StringName &p_action) const = 0;
virtual bool is_action_just_released(const StringName &p_action) const = 0;
virtual float get_action_strength(const StringName &p_action) const = 0;
virtual float get_action_raw_strength(const StringName &p_action) const = 0;
float get_axis(const StringName &p_negative_action, const StringName &p_positive_action) const;
Vector2 get_vector(const StringName &p_negative_x, const StringName &p_positive_x, const StringName &p_negative_y, const StringName &p_positive_y, float p_deadzone = -1.0f) const;
virtual float get_joy_axis(int p_device, int p_axis) const = 0;
virtual String get_joy_name(int p_idx) = 0;

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@ -61,12 +61,17 @@ bool InputEvent::is_action_released(const StringName &p_action) const {
}
float InputEvent::get_action_strength(const StringName &p_action) const {
bool pressed;
float strength;
bool valid = InputMap::get_singleton()->event_get_action_status(Ref<InputEvent>((InputEvent *)this), p_action, &pressed, &strength);
bool valid = InputMap::get_singleton()->event_get_action_status(Ref<InputEvent>((InputEvent *)this), p_action, nullptr, &strength);
return valid ? strength : 0.0f;
}
float InputEvent::get_action_raw_strength(const StringName &p_action) const {
float raw_strength;
bool valid = InputMap::get_singleton()->event_get_action_status(Ref<InputEvent>((InputEvent *)this), p_action, nullptr, nullptr, &raw_strength);
return valid ? raw_strength : 0.0f;
}
bool InputEvent::is_pressed() const {
return false;
}
@ -83,7 +88,7 @@ String InputEvent::as_text() const {
return String();
}
bool InputEvent::action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const {
bool InputEvent::action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const {
return false;
}
@ -290,7 +295,7 @@ String InputEventKey::as_text() const {
return kc;
}
bool InputEventKey::action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const {
bool InputEventKey::action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const {
Ref<InputEventKey> key = p_event;
if (key.is_null()) {
return false;
@ -460,7 +465,7 @@ Ref<InputEvent> InputEventMouseButton::xformed_by(const Transform2D &p_xform, co
return mb;
}
bool InputEventMouseButton::action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const {
bool InputEventMouseButton::action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const {
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_null()) {
return false;
@ -709,7 +714,7 @@ bool InputEventJoypadMotion::is_pressed() const {
return Math::abs(axis_value) >= 0.5f;
}
bool InputEventJoypadMotion::action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const {
bool InputEventJoypadMotion::action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const {
Ref<InputEventJoypadMotion> jm = p_event;
if (jm.is_null()) {
return false;
@ -780,7 +785,7 @@ float InputEventJoypadButton::get_pressure() const {
return pressure;
}
bool InputEventJoypadButton::action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const {
bool InputEventJoypadButton::action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const {
Ref<InputEventJoypadButton> jb = p_event;
if (jb.is_null()) {
return false;
@ -999,7 +1004,7 @@ bool InputEventAction::is_action(const StringName &p_action) const {
return action == p_action;
}
bool InputEventAction::action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const {
bool InputEventAction::action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const {
Ref<InputEventAction> act = p_event;
if (act.is_null()) {
return false;

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@ -202,6 +202,7 @@ public:
bool is_action_pressed(const StringName &p_action, bool p_allow_echo = false) const;
bool is_action_released(const StringName &p_action) const;
float get_action_strength(const StringName &p_action) const;
float get_action_raw_strength(const StringName &p_action) const;
// To be removed someday, since they do not make sense for all events
virtual bool is_pressed() const;
@ -212,7 +213,7 @@ public:
virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const;
virtual bool shortcut_match(const Ref<InputEvent> &p_event) const;
virtual bool is_action_type() const;
@ -298,7 +299,7 @@ public:
uint32_t get_scancode_with_modifiers() const;
uint32_t get_physical_scancode_with_modifiers() const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const;
virtual bool shortcut_match(const Ref<InputEvent> &p_event) const;
virtual bool is_action_type() const { return true; }
@ -357,7 +358,7 @@ public:
bool is_doubleclick() const;
virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const;
virtual bool is_action_type() const { return true; }
virtual String as_text() const;
@ -414,7 +415,7 @@ public:
virtual bool is_pressed() const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const;
virtual bool is_action_type() const { return true; }
virtual String as_text() const;
@ -441,7 +442,7 @@ public:
void set_pressure(float p_pressure);
float get_pressure() const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const;
virtual bool shortcut_match(const Ref<InputEvent> &p_event) const;
virtual bool is_action_type() const { return true; }
@ -526,7 +527,7 @@ public:
virtual bool is_action(const StringName &p_action) const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const;
virtual bool shortcut_match(const Ref<InputEvent> &p_event) const;
virtual bool is_action_type() const { return true; }

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@ -54,6 +54,15 @@
[b]Note:[/b] This method only works on iOS, Android, and UWP. On other platforms, it always returns [constant Vector3.ZERO]. On Android the unit of measurement for each axis is m/s² while on iOS and UWP it's a multiple of the Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²).
</description>
</method>
<method name="get_action_raw_strength" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="action" type="String">
</argument>
<description>
Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action's deadzone. In most cases, you should use [method get_action_strength] instead.
</description>
</method>
<method name="get_action_strength" qualifiers="const">
<return type="float">
</return>
@ -63,6 +72,18 @@
Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis as the keyboard, the value returned will be 0 or 1.
</description>
</method>
<method name="get_axis" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="negative_action" type="String">
</argument>
<argument index="1" name="positive_action" type="String">
</argument>
<description>
Get axis input by specifying two actions, one negative and one positive.
This is a shorthand for writing [code]Input.get_action_strength("positive_action") - Input.get_action_strength("negative_action")[/code].
</description>
</method>
<method name="get_connected_joypads">
<return type="Array">
</return>
@ -205,6 +226,25 @@
Returns the mouse mode. See the constants for more information.
</description>
</method>
<method name="get_vector" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="negative_x" type="String">
</argument>
<argument index="1" name="positive_x" type="String">
</argument>
<argument index="2" name="negative_y" type="String">
</argument>
<argument index="3" name="positive_y" type="String">
</argument>
<argument index="4" name="deadzone" type="float" default="-1.0">
</argument>
<description>
Gets an input vector by specifying four actions for the positive and negative X and Y axes.
This method is useful when getting vector input, such as from a joystick, directional pad, arrows, or WASD. The vector has its length limited to 1 and has a circular deadzone, which is useful for using vector input as movement.
By default, the deadzone is automatically calculated from the average of the action deadzones. However, you can override the deadzone to be whatever you want (on the range of 0 to 1).
</description>
</method>
<method name="is_action_just_pressed" qualifiers="const">
<return type="bool">
</return>

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@ -145,6 +145,50 @@ float InputDefault::get_action_strength(const StringName &p_action) const {
return E->get().strength;
}
float InputDefault::get_action_raw_strength(const StringName &p_action) const {
#ifdef DEBUG_ENABLED
bool has_action = InputMap::get_singleton()->has_action(p_action);
ERR_FAIL_COND_V_MSG(!has_action, false, "Request for nonexistent InputMap action '" + String(p_action) + "'.");
#endif
const Map<StringName, Action>::Element *E = action_state.find(p_action);
if (!E) {
return 0.0f;
}
return E->get().raw_strength;
}
float Input::get_axis(const StringName &p_negative_action, const StringName &p_positive_action) const {
return get_action_strength(p_positive_action) - get_action_strength(p_negative_action);
}
Vector2 Input::get_vector(const StringName &p_negative_x, const StringName &p_positive_x, const StringName &p_negative_y, const StringName &p_positive_y, float p_deadzone) const {
Vector2 vector = Vector2(
get_action_raw_strength(p_positive_x) - get_action_raw_strength(p_negative_x),
get_action_raw_strength(p_positive_y) - get_action_raw_strength(p_negative_y));
if (p_deadzone < 0.0f) {
// If the deadzone isn't specified, get it from the average of the actions.
p_deadzone = (InputMap::get_singleton()->action_get_deadzone(p_positive_x) +
InputMap::get_singleton()->action_get_deadzone(p_negative_x) +
InputMap::get_singleton()->action_get_deadzone(p_positive_y) +
InputMap::get_singleton()->action_get_deadzone(p_negative_y)) /
4;
}
// Circular length limiting and deadzone.
float length = vector.length();
if (length <= p_deadzone) {
return Vector2();
} else if (length > 1.0f) {
return vector / length;
} else {
// Inverse lerp length to map (p_deadzone, 1) to (0, 1).
return vector * (Math::inverse_lerp(p_deadzone, 1.0f, length) / length);
}
return vector;
}
float InputDefault::get_joy_axis(int p_device, int p_axis) const {
_THREAD_SAFE_METHOD_
int c = _combine_device(p_axis, p_device);
@ -424,10 +468,12 @@ void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool
action.physics_frame = Engine::get_singleton()->get_physics_frames();
action.idle_frame = Engine::get_singleton()->get_idle_frames();
action.pressed = p_event->is_action_pressed(E->key());
action.strength = 0.f;
action.strength = 0.0f;
action.raw_strength = 0.0f;
action_state[E->key()] = action;
}
action_state[E->key()].strength = p_event->get_action_strength(E->key());
action_state[E->key()].raw_strength = p_event->get_action_raw_strength(E->key());
}
}

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@ -55,6 +55,7 @@ class InputDefault : public Input {
uint64_t idle_frame;
bool pressed;
float strength;
float raw_strength;
};
Map<StringName, Action> action_state;
@ -224,6 +225,7 @@ public:
virtual bool is_action_just_pressed(const StringName &p_action) const;
virtual bool is_action_just_released(const StringName &p_action) const;
virtual float get_action_strength(const StringName &p_action) const;
virtual float get_action_raw_strength(const StringName &p_action) const;
virtual float get_joy_axis(int p_device, int p_axis) const;
String get_joy_name(int p_idx);