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
This commit is contained in:
Liz Haas 2020-08-01 11:46:50 +02:00
parent f3864ec89f
commit 2aee71d52d

View file

@ -241,10 +241,18 @@ bool Input::is_joy_button_pressed(int p_device, int p_button) const {
}
bool Input::is_action_pressed(const StringName &p_action, bool p_exact) 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
return action_state.has(p_action) && action_state[p_action].pressed && (p_exact ? action_state[p_action].exact : true);
}
bool Input::is_action_just_pressed(const StringName &p_action, bool p_exact) 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 false;
@ -262,6 +270,10 @@ bool Input::is_action_just_pressed(const StringName &p_action, bool p_exact) con
}
bool Input::is_action_just_released(const StringName &p_action, bool p_exact) 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 false;
@ -279,6 +291,10 @@ bool Input::is_action_just_released(const StringName &p_action, bool p_exact) co
}
float Input::get_action_strength(const StringName &p_action, bool p_exact) 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;