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Input - fix just pressed and released with short presses
Previously if an action was both pressed and released on the same tick or frame, `is_action_just_pressed()` would return false, resulting in missed input. This PR separately the timestamp for pressing and releasing so each can be tested independently.
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@@ -664,6 +664,11 @@
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Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per visible (idle) frame, because they can't run at the target frame rate.
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[b]Note:[/b] Currently implemented only in Android.
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</member>
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<member name="input_devices/compatibility/legacy_just_pressed_behavior" type="bool" setter="" getter="" default="false">
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If [code]true[/code], [method Input.is_action_just_pressed] and [method Input.is_action_just_released] will only return [code]true[/code] if the action is still in the respective state, i.e. an action that is pressed [i]and[/i] released on the same frame will be missed.
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If [code]false[/code], no input will be lost.
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[b]Note:[/b] You should in nearly all cases prefer the [code]false[/code] setting. The legacy behavior is to enable supporting old projects that rely on the old logic, without changes to script.
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</member>
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<member name="input_devices/pointing/emulate_mouse_from_touch" type="bool" setter="" getter="" default="true">
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If [code]true[/code], sends mouse input events when tapping or swiping on the touchscreen.
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</member>
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