I've noticed that Godot has an input map which allows you to define "strings" which correspond to specific input. I have a joystick which has an "axis" as a button so that the button can be depressed 50% and it sends the magnitude (0.5) to the program (i.e. the axis reads between 0.0 and 1.0 showing how far down the button is pushed).
From what I can see, Godot's input system is binary -- either the button is slightly pressed or it isn't -- and anything that requires the magnitude needs to be explicitly defined as a joystick axis.
I used to play around with GLFW and have a working event handler that gets around this issue -- keyboard keys give a magnitude of either 0.0 or 1.0, and if I map an axis to the button it sends a magnitude between 0.0 and 1.0 which allows for much greater flexibility.
So I'm curious: why not define this input map to have both a name (i.e. what you search for in
is_action_pressed(...)) and a magnitude? Is there no way in the current input map system to define this behaviour, and if not: why not?