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
(cherry picked from commit 2aee71d52d
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parent
ef129acedd
commit
8a1f8a68fb
1 changed files with 16 additions and 3 deletions
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@ -97,12 +97,18 @@ bool InputDefault::is_joy_button_pressed(int p_device, int p_button) const {
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}
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bool InputDefault::is_action_pressed(const StringName &p_action) 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;
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}
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bool InputDefault::is_action_just_pressed(const StringName &p_action) 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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@ -115,7 +121,10 @@ bool InputDefault::is_action_just_pressed(const StringName &p_action) const {
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}
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bool InputDefault::is_action_just_released(const StringName &p_action) 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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@ -128,6 +137,10 @@ bool InputDefault::is_action_just_released(const StringName &p_action) const {
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}
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float InputDefault::get_action_strength(const StringName &p_action) 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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