feat: add gamepad support to escoria-ui-simplemouse (#518)

This commit starts by introducing a new action, `ESC_UI_PRIMARY_ACTION`,
that is used to represent a "primary action" from an input device, such
as a left-click on a mouse or the press of the primary button on a
gamepad. Although this action is not added to `InputMap` by default in
`escoria-core`, `_unhandled_input()` in `esc_item.gd` is updated to look
for it.

The other portion of this commit is an update to
`addons/escoria-ui-simplemouse/game.gd` that adds a gamepad mapping to
the `InputMap` for both `ESC_UI_PRIMARY_ACTION` as well as another new
action `ESC_UI_CHANGE_VERB_ACTION`. These actions are mapped to X and Y
on an XBox controller, respectively.

Note that `game.gd` is also updated to implement `_process()` such that
moving `JOY_AXIS_0` and `JOY_AXIS_1` on "gamepad 0" will move the
cursor around on the screen as the mouse would.

Overall, this makes the game fairly playable with a gamepad, though
admittedly a mouse is still currently required to click the "New game"
button on the initial menu because `BaseButton::gui_input()` appears to
be hardcoded to check for mouse events exclusively:

godotengine/godot@a09814e/scene/gui/base_button.cpp#L55-L81
This commit is contained in:
bolinfest
2022-03-14 14:11:19 -07:00
committed by Julian Murgia
parent 8adc164254
commit d0d97ba9bf
3 changed files with 136 additions and 2 deletions

View File

@@ -268,8 +268,8 @@ func _ready():
#
# #### Parameters
#
# - event: Triggered event
func _unhandled_input(event: InputEvent) -> void:
# - input_event: Triggered event
func _unhandled_input(input_event: InputEvent) -> void:
# If this is a trigger, then escoria.inputs_manager is not wired up to
# receive the signals this function might dispatch. In particular,
# calling get_tree().set_input_as_handled() unnecessarily will prevent
@@ -278,6 +278,24 @@ func _unhandled_input(event: InputEvent) -> void:
if is_trigger:
return
var event = input_event
# Note that event could be InputEventMouseButton, InputEventJoypadButton,
# or something else. As such, the value of the `button_index` property
# must be read in the context of the type of input event.
if input_event is InputEventJoypadButton:
if not input_event.is_action_pressed(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION):
return
# For now, rather than refactor input handling to be more generic
# to accommodate gamepad support, we create a synthetic mouse event
# based on the InputEventJoypadButton.
event = InputEventMouseButton.new()
event.button_index = BUTTON_LEFT
event.doubleclick = false
event.pressed = true
# ESCActionManager expects to read the position off of the event.
event.position = get_global_mouse_position()
if event is InputEventMouseButton and event.is_pressed():
if not escoria.current_state == escoria.GAME_STATE.DEFAULT:
escoria.logger.info("Game state doesn't accept interactions")