godot/core/input
EricEzaM b2f032e1a5 Allow checking for exact matches with Action events.
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)
```
2020-12-15 09:14:18 +10:00
..
default_controller_mappings.h
gamecontrollerdb.txt Apply upstream gamecontrollerdb patch 391. 2020-10-26 16:47:48 +00:00
godotcontrollerdb.txt Input: Readd 'Default Android Gamepad' magic binding 2020-05-11 11:07:04 +02:00
input.cpp Allow checking for exact matches with Action events. 2020-12-15 09:14:18 +10:00
input.h Allow checking for exact matches with Action events. 2020-12-15 09:14:18 +10:00
input_builders.py Parse SDL game controller half axis and inverted axis entries. 2020-05-13 10:33:19 +01:00
input_event.cpp Allow checking for exact matches with Action events. 2020-12-15 09:14:18 +10:00
input_event.h Allow checking for exact matches with Action events. 2020-12-15 09:14:18 +10:00
input_map.cpp Allow checking for exact matches with Action events. 2020-12-15 09:14:18 +10:00
input_map.h Allow checking for exact matches with Action events. 2020-12-15 09:14:18 +10:00
SCsub Remove unused Python imports. 2020-09-10 11:38:52 +01:00