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
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@@ -268,8 +268,8 @@ func _ready():
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#
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# #### Parameters
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#
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# - event: Triggered event
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func _unhandled_input(event: InputEvent) -> void:
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# - input_event: Triggered event
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func _unhandled_input(input_event: InputEvent) -> void:
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# If this is a trigger, then escoria.inputs_manager is not wired up to
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# receive the signals this function might dispatch. In particular,
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# calling get_tree().set_input_as_handled() unnecessarily will prevent
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@@ -278,6 +278,24 @@ func _unhandled_input(event: InputEvent) -> void:
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if is_trigger:
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return
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var event = input_event
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# Note that event could be InputEventMouseButton, InputEventJoypadButton,
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# or something else. As such, the value of the `button_index` property
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# must be read in the context of the type of input event.
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if input_event is InputEventJoypadButton:
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if not input_event.is_action_pressed(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION):
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return
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# For now, rather than refactor input handling to be more generic
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# to accommodate gamepad support, we create a synthetic mouse event
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# based on the InputEventJoypadButton.
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event = InputEventMouseButton.new()
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event.button_index = BUTTON_LEFT
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event.doubleclick = false
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event.pressed = true
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# ESCActionManager expects to read the position off of the event.
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event.position = get_global_mouse_position()
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if event is InputEventMouseButton and event.is_pressed():
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if not escoria.current_state == escoria.GAME_STATE.DEFAULT:
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escoria.logger.info("Game state doesn't accept interactions")
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@@ -21,6 +21,10 @@ const SWITCH_ACTION_VERB = "switch_action_verb"
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# Input action for use by InputMap
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const ESC_SHOW_DEBUG_PROMPT = "esc_show_debug_prompt"
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# Input action for use by InputMap that represents a "primary action" from an
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# input device, such as a left-click on a mouse or the X button on an XBox
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# controller
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const ESC_UI_PRIMARY_ACTION = "esc_ui_primary_action"
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# The current input mode
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var input_mode = INPUT_ALL
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@@ -41,6 +41,31 @@ Implement methods to react to inputs.
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- _on_event_done(event_name: String)
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"""
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# Value to use for `device` argument to various `Input.get_joy` methods.
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const JOY_DEVICE = 0
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# See https://docs.godotengine.org/en/stable/tutorials/inputs/controllers_gamepads_joysticks.html?#dead-zone
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const DEADZONE = 0.2
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# Multiplier to apply to axis when it exceeds DEADZONE.
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const AXIS_WEIGHT = 50.0
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# JOY_BUTTON_2 corresponds to the "X" button on an XBox controller
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# or the Square button on a Playstation controller. These appear to
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# map to the "primary action," in practice, so we treat it like a left click.
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const PRIMARY_ACTION_BUTTON = JOY_BUTTON_2
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# JOY_BUTTON_3 corresponds to the "Y" button on an XBox controller
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# or the Triangle button on a Playstation controller. These appear to
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# map to the "secondary action," in practice, so we treat it like a right click.
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const CHANGE_VERB_BUTTON = JOY_BUTTON_3
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# Input action for use by InputMap
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const ESC_UI_CHANGE_VERB_ACTION = "esc_change_verb"
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# true when a gamepad is connected.
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var _is_gamepad_connected = false
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func _enter_tree():
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var room_selector_parent = $CanvasLayer/ui/HBoxContainer/VBoxContainer
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@@ -53,6 +78,21 @@ func _enter_tree():
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).instance()
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)
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var input_handler = funcref(self, "_process_input")
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escoria.inputs_manager.register_custom_input_handler(input_handler)
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_is_gamepad_connected = Input.is_joy_known(JOY_DEVICE)
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if _is_gamepad_connected:
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_on_gamepad_connected()
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Input.connect("joy_connection_changed", self, "_on_joy_connection_changed")
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func _exit_tree():
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escoria.inputs_manager.register_custom_input_handler(null)
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Input.disconnect("joy_connection_changed", self, "_on_joy_connection_changed")
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_on_gamepad_disconnected()
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func _input(event: InputEvent) -> void:
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if escoria.main.current_scene and escoria.main.current_scene.game:
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@@ -61,6 +101,78 @@ func _input(event: InputEvent) -> void:
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update_tooltip_following_mouse_position(event.position)
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# https://github.com/godotengine/godot-demo-projects/blob/3.4-585455e/misc/joypads/joypads.gd
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# was informative in wiring up the gamepad properly.
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func _on_gamepad_connected():
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set_physics_process(true)
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var primary_event = InputEventJoypadButton.new()
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primary_event.button_index = PRIMARY_ACTION_BUTTON
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InputMap.add_action(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION)
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InputMap.action_add_event(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION, primary_event)
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var verb_event = InputEventJoypadButton.new()
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verb_event.button_index = CHANGE_VERB_BUTTON
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InputMap.add_action(ESC_UI_CHANGE_VERB_ACTION)
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InputMap.action_add_event(ESC_UI_CHANGE_VERB_ACTION, verb_event)
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func _on_gamepad_disconnected():
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InputMap.action_erase_events(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION)
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InputMap.erase_action(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION)
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InputMap.action_erase_events(ESC_UI_CHANGE_VERB_ACTION)
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InputMap.erase_action(ESC_UI_CHANGE_VERB_ACTION)
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set_physics_process(false)
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_is_gamepad_connected = false
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func _on_joy_connection_changed(device: int, connected: bool) -> void:
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if device != JOY_DEVICE:
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return
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elif connected:
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_on_gamepad_connected()
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else:
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_on_gamepad_disconnected()
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func _process(_delta) -> void:
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if !_is_gamepad_connected:
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return
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var x = Input.get_joy_axis(JOY_DEVICE, JOY_AXIS_0)
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var y = Input.get_joy_axis(JOY_DEVICE, JOY_AXIS_1)
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var delta_x = int(x * AXIS_WEIGHT) if abs(x) > DEADZONE else 0
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var delta_y = int(y * AXIS_WEIGHT) if abs(y) > DEADZONE else 0
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if delta_x or delta_y:
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var direction: Vector2
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direction.x = delta_x
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direction.y = delta_y
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escoria.logger.trace("gamepad direction:", [direction])
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var viewport = get_viewport()
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viewport.warp_mouse(viewport.get_mouse_position() + direction)
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func _process_input(event: InputEvent, is_default_state: bool) -> bool:
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if not is_default_state:
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# ESCBackground is not guaranteed to be set, as we may be on
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# the "New Game" screen.
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return false
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elif _is_gamepad_connected and event is InputEventJoypadButton:
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escoria.logger.trace("InputEventJoypadButton:", [event.as_text()])
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if event.is_action_pressed(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION):
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# Admittedly, this breaks abstraction barriers and is completely
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# inappropriate, but it's what works right now.
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escoria.inputs_manager._on_left_click_on_bg(get_global_mouse_position())
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return true
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elif event.is_action_pressed(ESC_UI_CHANGE_VERB_ACTION):
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mousewheel_action(1)
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return true
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return false
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## BACKGROUND ##
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func left_click_on_bg(position: Vector2) -> void:
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