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[3.x] Allow checking for exact matches with Action events. #50874

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merged 1 commit into from
Jul 30, 2021

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raulsntos
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@raulsntos raulsntos commented Jul 26, 2021

Backport of #44355
Backport of #51064

@raulsntos raulsntos requested review from a team as code owners July 26, 2021 00:44
@EricEzaM
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May close godotengine/godot-proposals#2464

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Rebased on top of #50788

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Rebased on top of #50985

@akien-mga
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akien-mga commented Jul 30, 2021

The class reference needs to be updated (make sure to keep the descriptions): https://github.com/godotengine/godot/pull/50874/checks?check_run_id=3200490164

The master branch lacks details about what exact_match does in the documentation, this should be added for both branches.

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Could you squash the commits? Otherwise we'd been merging an intermediate commit that actually fails CI.

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 <[email protected]>
@akien-mga akien-mga merged commit 18f0949 into godotengine:3.x Jul 30, 2021
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Thanks!

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3 participants