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-rw-r--r--core/input/input.cpp21
1 files changed, 12 insertions, 9 deletions
diff --git a/core/input/input.cpp b/core/input/input.cpp
index 56f616fac4..91378591b0 100644
--- a/core/input/input.cpp
+++ b/core/input/input.cpp
@@ -758,12 +758,13 @@ void Input::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_em
bool was_pressed = action_state.cache.pressed;
_update_action_cache(E.key, action_state);
+ // As input may come in part way through a physics tick, the earliest we can react to it is the next physics tick.
if (action_state.cache.pressed && !was_pressed) {
- action_state.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
+ action_state.pressed_physics_frame = Engine::get_singleton()->get_physics_frames() + 1;
action_state.pressed_process_frame = Engine::get_singleton()->get_process_frames();
}
if (!action_state.cache.pressed && was_pressed) {
- action_state.released_physics_frame = Engine::get_singleton()->get_physics_frames();
+ action_state.released_physics_frame = Engine::get_singleton()->get_physics_frames() + 1;
action_state.released_process_frame = Engine::get_singleton()->get_process_frames();
}
}
@@ -889,8 +890,9 @@ void Input::action_press(const StringName &p_action, float p_strength) {
// Create or retrieve existing action.
ActionState &action_state = action_states[p_action];
+ // As input may come in part way through a physics tick, the earliest we can react to it is the next physics tick.
if (!action_state.cache.pressed) {
- action_state.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
+ action_state.pressed_physics_frame = Engine::get_singleton()->get_physics_frames() + 1;
action_state.pressed_process_frame = Engine::get_singleton()->get_process_frames();
}
action_state.exact = true;
@@ -907,7 +909,8 @@ void Input::action_release(const StringName &p_action) {
action_state.cache.pressed = 0;
action_state.cache.strength = 0.0;
action_state.cache.raw_strength = 0.0;
- action_state.released_physics_frame = Engine::get_singleton()->get_physics_frames();
+ // As input may come in part way through a physics tick, the earliest we can react to it is the next physics tick.
+ action_state.released_physics_frame = Engine::get_singleton()->get_physics_frames() + 1;
action_state.released_process_frame = Engine::get_singleton()->get_process_frames();
action_state.device_states.clear();
action_state.exact = true;
@@ -1022,7 +1025,7 @@ void Input::parse_input_event(const Ref<InputEvent> &p_event) {
if (buffered_events.is_empty() || !buffered_events.back()->get()->accumulate(p_event)) {
buffered_events.push_back(p_event);
}
- } else if (use_input_buffering) {
+ } else if (agile_input_event_flushing) {
buffered_events.push_back(p_event);
} else {
_parse_input_event_impl(p_event, false);
@@ -1053,12 +1056,12 @@ void Input::flush_buffered_events() {
}
}
-bool Input::is_using_input_buffering() {
- return use_input_buffering;
+bool Input::is_agile_input_event_flushing() {
+ return agile_input_event_flushing;
}
-void Input::set_use_input_buffering(bool p_enable) {
- use_input_buffering = p_enable;
+void Input::set_agile_input_event_flushing(bool p_enable) {
+ agile_input_event_flushing = p_enable;
}
void Input::set_use_accumulated_input(bool p_enable) {