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

@@ -41,6 +41,31 @@ Implement methods to react to inputs.
- _on_event_done(event_name: String)
"""
# Value to use for `device` argument to various `Input.get_joy` methods.
const JOY_DEVICE = 0
# See https://docs.godotengine.org/en/stable/tutorials/inputs/controllers_gamepads_joysticks.html?#dead-zone
const DEADZONE = 0.2
# Multiplier to apply to axis when it exceeds DEADZONE.
const AXIS_WEIGHT = 50.0
# JOY_BUTTON_2 corresponds to the "X" button on an XBox controller
# or the Square button on a Playstation controller. These appear to
# map to the "primary action," in practice, so we treat it like a left click.
const PRIMARY_ACTION_BUTTON = JOY_BUTTON_2
# JOY_BUTTON_3 corresponds to the "Y" button on an XBox controller
# or the Triangle button on a Playstation controller. These appear to
# map to the "secondary action," in practice, so we treat it like a right click.
const CHANGE_VERB_BUTTON = JOY_BUTTON_3
# Input action for use by InputMap
const ESC_UI_CHANGE_VERB_ACTION = "esc_change_verb"
# true when a gamepad is connected.
var _is_gamepad_connected = false
func _enter_tree():
var room_selector_parent = $CanvasLayer/ui/HBoxContainer/VBoxContainer
@@ -53,6 +78,21 @@ func _enter_tree():
).instance()
)
var input_handler = funcref(self, "_process_input")
escoria.inputs_manager.register_custom_input_handler(input_handler)
_is_gamepad_connected = Input.is_joy_known(JOY_DEVICE)
if _is_gamepad_connected:
_on_gamepad_connected()
Input.connect("joy_connection_changed", self, "_on_joy_connection_changed")
func _exit_tree():
escoria.inputs_manager.register_custom_input_handler(null)
Input.disconnect("joy_connection_changed", self, "_on_joy_connection_changed")
_on_gamepad_disconnected()
func _input(event: InputEvent) -> void:
if escoria.main.current_scene and escoria.main.current_scene.game:
@@ -61,6 +101,78 @@ func _input(event: InputEvent) -> void:
update_tooltip_following_mouse_position(event.position)
# https://github.com/godotengine/godot-demo-projects/blob/3.4-585455e/misc/joypads/joypads.gd
# was informative in wiring up the gamepad properly.
func _on_gamepad_connected():
set_physics_process(true)
var primary_event = InputEventJoypadButton.new()
primary_event.button_index = PRIMARY_ACTION_BUTTON
InputMap.add_action(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION)
InputMap.action_add_event(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION, primary_event)
var verb_event = InputEventJoypadButton.new()
verb_event.button_index = CHANGE_VERB_BUTTON
InputMap.add_action(ESC_UI_CHANGE_VERB_ACTION)
InputMap.action_add_event(ESC_UI_CHANGE_VERB_ACTION, verb_event)
func _on_gamepad_disconnected():
InputMap.action_erase_events(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION)
InputMap.erase_action(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION)
InputMap.action_erase_events(ESC_UI_CHANGE_VERB_ACTION)
InputMap.erase_action(ESC_UI_CHANGE_VERB_ACTION)
set_physics_process(false)
_is_gamepad_connected = false
func _on_joy_connection_changed(device: int, connected: bool) -> void:
if device != JOY_DEVICE:
return
elif connected:
_on_gamepad_connected()
else:
_on_gamepad_disconnected()
func _process(_delta) -> void:
if !_is_gamepad_connected:
return
var x = Input.get_joy_axis(JOY_DEVICE, JOY_AXIS_0)
var y = Input.get_joy_axis(JOY_DEVICE, JOY_AXIS_1)
var delta_x = int(x * AXIS_WEIGHT) if abs(x) > DEADZONE else 0
var delta_y = int(y * AXIS_WEIGHT) if abs(y) > DEADZONE else 0
if delta_x or delta_y:
var direction: Vector2
direction.x = delta_x
direction.y = delta_y
escoria.logger.trace("gamepad direction:", [direction])
var viewport = get_viewport()
viewport.warp_mouse(viewport.get_mouse_position() + direction)
func _process_input(event: InputEvent, is_default_state: bool) -> bool:
if not is_default_state:
# ESCBackground is not guaranteed to be set, as we may be on
# the "New Game" screen.
return false
elif _is_gamepad_connected and event is InputEventJoypadButton:
escoria.logger.trace("InputEventJoypadButton:", [event.as_text()])
if event.is_action_pressed(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION):
# Admittedly, this breaks abstraction barriers and is completely
# inappropriate, but it's what works right now.
escoria.inputs_manager._on_left_click_on_bg(get_global_mouse_position())
return true
elif event.is_action_pressed(ESC_UI_CHANGE_VERB_ACTION):
mousewheel_action(1)
return true
return false
## BACKGROUND ##
func left_click_on_bg(position: Vector2) -> void: