0e5c6e0d55
Added additional param to action related methods to test for exactness. If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event. Before: * Action Event = KEY_S * Input Event = KEY_CONTROL + KEY_S * Is Action Pressed = True Now: You can still do the above, however you can optionally check that the input is exactly what the action event is: * Action Event = KEY_S * Input Event = KEY_CONTROL + KEY_S * p_exact_match = True * Is Action Pressed = False * If the Input Event was only KEY_S, then the result would be true. Usage: ```gdscript Input.is_action_pressed(action_name: String, exact_match: bool) Input.is_action_pressed("my_action", true) InputMap.event_is_action(p_event, "my_action", true) func _input(event: InputEvent): event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match" event.is_action("my_action", true) ``` Co-authored-by: Eric M <itsjusteza@gmail.com> |
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tests | ||
app_icon.png | ||
default_controller_mappings.h | ||
gamecontrollerdb.txt | ||
godotcontrollerdb.txt | ||
input_default.cpp | ||
input_default.h | ||
main.cpp | ||
main.h | ||
main_builders.py | ||
main_timer_sync.cpp | ||
main_timer_sync.h | ||
performance.cpp | ||
performance.h | ||
SCsub | ||
splash.png | ||
splash_editor.png |