Input: Throw error if action doesn't exist
Thow errors if requesting an unexisting InputMap action. Makes `Input.is_action_*` methods consistents with `Event.is_action_*` which already throw errors. fixes #33303
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1 changed files with 16 additions and 0 deletions
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@ -241,10 +241,18 @@ bool Input::is_joy_button_pressed(int p_device, int p_button) const {
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}
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bool Input::is_action_pressed(const StringName &p_action, bool p_exact) const {
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#ifdef DEBUG_ENABLED
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bool has_action = InputMap::get_singleton()->has_action(p_action);
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ERR_FAIL_COND_V_MSG(!has_action, false, "Request for nonexistent InputMap action '" + String(p_action) + "'.");
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#endif
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return action_state.has(p_action) && action_state[p_action].pressed && (p_exact ? action_state[p_action].exact : true);
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}
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bool Input::is_action_just_pressed(const StringName &p_action, bool p_exact) const {
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#ifdef DEBUG_ENABLED
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bool has_action = InputMap::get_singleton()->has_action(p_action);
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ERR_FAIL_COND_V_MSG(!has_action, false, "Request for nonexistent InputMap action '" + String(p_action) + "'.");
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#endif
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const Map<StringName, Action>::Element *E = action_state.find(p_action);
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if (!E) {
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return false;
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@ -262,6 +270,10 @@ bool Input::is_action_just_pressed(const StringName &p_action, bool p_exact) con
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}
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bool Input::is_action_just_released(const StringName &p_action, bool p_exact) const {
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#ifdef DEBUG_ENABLED
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bool has_action = InputMap::get_singleton()->has_action(p_action);
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ERR_FAIL_COND_V_MSG(!has_action, false, "Request for nonexistent InputMap action '" + String(p_action) + "'.");
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#endif
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const Map<StringName, Action>::Element *E = action_state.find(p_action);
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if (!E) {
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return false;
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@ -279,6 +291,10 @@ bool Input::is_action_just_released(const StringName &p_action, bool p_exact) co
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}
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float Input::get_action_strength(const StringName &p_action, bool p_exact) const {
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#ifdef DEBUG_ENABLED
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bool has_action = InputMap::get_singleton()->has_action(p_action);
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ERR_FAIL_COND_V_MSG(!has_action, false, "Request for nonexistent InputMap action '" + String(p_action) + "'.");
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#endif
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const Map<StringName, Action>::Element *E = action_state.find(p_action);
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if (!E) {
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return 0.0f;
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