Full Xbox/PlayStation controller support: glyphs, remapping, vibration toggle

Extends the earlier Xbox-only ability glyphs into full brand-aware
controller support, following standard practice (position-based
button mapping, safe defaults for unrecognised pads, no per-device
special-casing):

- Controls detects PlayStation pads (DualShock/DualSense) from
  Input.get_joy_name() via a name-substring heuristic, checking for
  "xbox" first so a Bluetooth-connected Xbox pad (reports as "Xbox
  Wireless Controller") can't be misread as PlayStation through the
  generic "wireless controller" hint. Unrecognised/generic pads read
  as Xbox-style, matching the browser's Standard Gamepad Mapping.
- Ability-bar keycaps and the options menu now show ✕/○/□/△ for a
  detected PlayStation pad instead of A/B/X/Y — no index remapping
  needed, since PlayStation's face buttons sit in the exact same
  four positions as Xbox's.
- The options menu's Controls section gains a gamepad rebind button
  next to each ability's keyboard one (movement stays on the D-pad/
  stick, not individually remapped, matching convention). Clicking it
  captures the next joypad button press, mirroring the existing
  keyboard-rebind flow exactly (Esc cancels either). Gamepad rebinds
  persist to controls.cfg alongside keyboard ones and survive a
  reload.
- Added a player-facing "Controller Vibration" toggle (Settings...
  Gameplay section) — Controls.vibrate() now checks it alongside the
  existing DP debug flag, so either can silence rumble.

Verified headlessly end-to-end: default bindings show correct
brand-agnostic glyphs (kick=X, dash=A, ...), rebinding kick to a
different button through the real options-menu flow changes only
that action's glyph, leaves its keyboard binding and other abilities'
gamepad bindings untouched, and survives a reload from disk. Sanity-
checked the PlayStation name heuristic against realistic controller
name strings from Xbox, PlayStation (Windows/macOS/Bluetooth
variants), and other brands.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
This commit is contained in:
2026-09-10 19:33:02 +03:00
parent a34989c49e
commit 431ee295ae
3 changed files with 162 additions and 19 deletions
+13
View File
@@ -12,6 +12,9 @@ const SECTION := "options"
var screen_shake: bool = true
## Gore toggle — when off, no blood spawns (impact spurt + ongoing spear-wound bleed).
var gore: bool = true
## Controller rumble toggle — player-facing; Controls.vibrate() also respects the DP
## "gamepad_vibration" debug flag, so either can silence it.
var vibration: bool = true
## Audio volumes stored as linear 0–1. Applied to AudioServer buses on load/change.
var volume_master: float = 1.0
@@ -62,6 +65,14 @@ func set_gore(value: bool) -> void:
save()
func set_vibration(value: bool) -> void:
if vibration == value:
return
vibration = value
changed.emit("vibration", value)
save()
func set_volume_master(value: float) -> void:
volume_master = clampf(value, 0.0, 1.0)
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), _vol_db(volume_master))
@@ -96,6 +107,7 @@ func save() -> void:
var cfg := ConfigFile.new()
cfg.set_value(SECTION, "screen_shake", screen_shake)
cfg.set_value(SECTION, "gore", gore)
cfg.set_value(SECTION, "vibration", vibration)
cfg.set_value(SECTION, "volume_master", volume_master)
cfg.set_value(SECTION, "volume_ambient", volume_ambient)
cfg.set_value(SECTION, "volume_effects", volume_effects)
@@ -110,6 +122,7 @@ func load_saved() -> void:
return
screen_shake = cfg.get_value(SECTION, "screen_shake", true) as bool
gore = cfg.get_value(SECTION, "gore", true) as bool
vibration = cfg.get_value(SECTION, "vibration", true) as bool
volume_master = cfg.get_value(SECTION, "volume_master", 1.0) as float
volume_ambient = cfg.get_value(SECTION, "volume_ambient", 1.0) as float
volume_effects = cfg.get_value(SECTION, "volume_effects", 1.0) as float
+109 -16
View File
@@ -7,6 +7,7 @@ extends Node
const SAVE_PATH := "user://controls.cfg"
const SECTION := "keybinds"
const JOY_SECTION := "joybinds"
## Actions the options menu lets the player rebind (keyboard only).
const REBINDABLE_ACTIONS: PackedStringArray = [
@@ -20,6 +21,15 @@ const REBINDABLE_ACTIONS: PackedStringArray = [
&"ability_roll",
]
## Actions the options menu also lets the player rebind on a gamepad. Movement stays on the
## D-pad/stick (standard, not individually remapped); only the face-button abilities are.
const JOY_REBINDABLE_ACTIONS: PackedStringArray = [
&"ability_kick",
&"ability_dash",
&"ability_slam",
&"ability_roll",
]
func _ready() -> void:
_ensure_gamepad_confirm_binding()
@@ -35,15 +45,20 @@ func _ready() -> void:
# gamepad glyphs. A small deadzone on joypad axes avoids stick drift/noise doing the same.
const _JOY_AXIS_DEADZONE := 0.5
var _last_input_is_gamepad: bool = false
## Device id of whichever gamepad was pressed most recently — which controller's name we
## check to pick Xbox vs PlayStation glyphs when more than one is connected.
var _last_joy_device: int = 0
func _input(event: InputEvent) -> void:
if event is InputEventJoypadButton:
if event.pressed:
_last_input_is_gamepad = true
_last_joy_device = event.device
elif event is InputEventJoypadMotion:
if absf(event.axis_value) > _JOY_AXIS_DEADZONE:
_last_input_is_gamepad = true
_last_joy_device = event.device
elif event is InputEventKey:
if event.pressed:
_last_input_is_gamepad = false
@@ -59,23 +74,88 @@ func using_gamepad() -> bool:
# Godot's joypad button indices are already Xbox-position-normalized — by SDL on native, by
# the browser's Standard Gamepad Mapping on web — so this reads correctly for any controller
# brand (a Nintendo pad's physically-labelled "A" is button 1 here, same as "B" on Xbox).
# the browser's Standard Gamepad Mapping on web — so a position-based glyph table reads
# correctly for any controller brand with no per-device special-casing (a Nintendo pad's
# physically-labelled "A" is button 1 here, same as "B" on Xbox; PlayStation's ✕/○/□/△ sit
# in the exact same four positions as Xbox's A/B/X/Y, so the same button-index keys apply).
const _XBOX_BUTTON_GLYPHS := {
JOY_BUTTON_A: "A",
JOY_BUTTON_B: "B",
JOY_BUTTON_X: "X",
JOY_BUTTON_Y: "Y",
}
const _PLAYSTATION_BUTTON_GLYPHS := {
JOY_BUTTON_A: "✕",
JOY_BUTTON_B: "○",
JOY_BUTTON_X: "□",
JOY_BUTTON_Y: "△",
}
## Substrings (checked lower-case) that identify a controller as a PlayStation pad from
## Input.get_joy_name() — which varies a lot by OS/browser/driver, so this is necessarily a
## heuristic. "wireless controller" is what macOS/some browsers call a DualShock 4 with no
## further detail — but a Bluetooth-connected Xbox pad reports as "Xbox Wireless Controller",
## so _is_playstation_pad checks for "xbox" first and bails out before these hints, or that
## exact string would misfire as PlayStation. Anything that matches neither reads as
## Xbox-style — the safe default, since unrecognised/generic pads and the browser's Standard
## Gamepad Mapping are Xbox-shaped.
const _PLAYSTATION_NAME_HINTS := [
"sony", "playstation", "dualshock", "dualsense", "ps3", "ps4", "ps5", "wireless controller",
]
## Xbox-style face-button glyph ("A"/"B"/"X"/"Y") for the action's bound joypad button, or
## "—" if it has none.
func get_joy_button_label(action: StringName) -> String:
## True if the given gamepad's reported name looks like a PlayStation pad (DualShock/
## DualSense), false (Xbox-style) for everything else, including unknown controllers.
func _is_playstation_pad(device: int) -> bool:
var name := Input.get_joy_name(device).to_lower()
if name.contains("xbox"):
return false
for hint: String in _PLAYSTATION_NAME_HINTS:
if name.contains(hint):
return true
return false
## Returns the InputEventJoypadButton bound to `action`, or null.
func _get_joy_button_event(action: StringName) -> InputEventJoypadButton:
for event: InputEvent in InputMap.action_get_events(action):
if event is InputEventJoypadButton:
return _XBOX_BUTTON_GLYPHS.get(event.button_index, "?")
return "—"
return event
return null
## Face-button glyph for the action's bound joypad button — Xbox letters (A/B/X/Y) or
## PlayStation shapes (✕/○/□/△) depending on whichever pad was pressed most recently — or
## "—" if the action has no joypad binding.
func get_joy_button_label(action: StringName) -> String:
var event := _get_joy_button_event(action)
if event == null:
return "—"
var glyphs := _PLAYSTATION_BUTTON_GLYPHS if _is_playstation_pad(_last_joy_device) \
else _XBOX_BUTTON_GLYPHS
return glyphs.get(event.button_index, "Btn %d" % event.button_index)
## Replaces the joypad button bound to `action`, keeping every other event (keyboard,
## alternates) in place.
func rebind_joy(action: StringName, event: InputEventJoypadButton) -> void:
_rebind_joy_no_save(action, event)
save()
## Rebuilds the action's event list, swapping the first joypad-button event for `event` in
## place so ordering is preserved, same as _rebind_no_save() does for keyboard.
func _rebind_joy_no_save(action: StringName, event: InputEventJoypadButton) -> void:
var events := InputMap.action_get_events(action)
InputMap.action_erase_events(action)
var replaced := false
for existing: InputEvent in events:
if not replaced and existing is InputEventJoypadButton:
InputMap.action_add_event(action, event)
replaced = true
else:
InputMap.action_add_event(action, existing)
if not replaced:
InputMap.action_add_event(action, event)
## Ability-bar keycap label for `action`: the bound Xbox-style face button while a gamepad
@@ -293,13 +373,14 @@ func rigid_skin_enabled() -> bool:
return DP.b("use_rigid_skin")
## Rumble a connected gamepad, gated on the DP "gamepad_vibration" flag. Off web this is a thin
## wrapper over Input.start_joy_vibration(); on web that call is a documented engine no-op
## Rumble a connected gamepad, gated on the player-facing Settings.vibration toggle and the
## DP "gamepad_vibration" debug flag (either can silence it). Off web this is a thin wrapper
## over Input.start_joy_vibration(); on web that call is a documented engine no-op
## (godotengine/godot#96985 — never wired to the browser side), so there we drive the Gamepad
## Haptic Actuator API ourselves. Safe no-op wherever it's unsupported (Safari, most Firefox
## versions, or a controller with no rumble motors) — desktop Chromium/Edge is the target.
func vibrate(device: int, weak_magnitude: float, strong_magnitude: float, duration: float) -> void:
if not DP.b("gamepad_vibration"):
if not Settings.vibration or not DP.b("gamepad_vibration"):
return
if not OS.has_feature("web"):
Input.start_joy_vibration(device, weak_magnitude, strong_magnitude, duration)
@@ -344,7 +425,7 @@ func vibrate_for(device: int, weak_magnitude: float, strong_magnitude: float,
## Returns the first keyboard event bound to an action, or null.
func get_key_event(action: StringName) -> InputEventKey:
func _get_key_event(action: StringName) -> InputEventKey:
for event: InputEvent in InputMap.action_get_events(action):
if event is InputEventKey:
return event
@@ -353,7 +434,7 @@ func get_key_event(action: StringName) -> InputEventKey:
## Human-readable label for the action's current key (e.g. "W", "Space").
func get_key_label(action: StringName) -> String:
var event := get_key_event(action)
var event := _get_key_event(action)
if event == null:
return "—"
return event.as_text_physical_keycode()
@@ -362,16 +443,20 @@ func get_key_label(action: StringName) -> String:
## Replaces the primary keyboard event of `action` with `event`, keeping
## every other event (e.g. arrow-key alternates, joypad) in its place.
func rebind(action: StringName, event: InputEventKey) -> void:
rebind_no_save(action, event)
_rebind_no_save(action, event)
save()
func save() -> void:
var cfg := ConfigFile.new()
for action: StringName in REBINDABLE_ACTIONS:
var event := get_key_event(action)
var event := _get_key_event(action)
if event != null:
cfg.set_value(SECTION, String(action), event.physical_keycode)
for action: StringName in JOY_REBINDABLE_ACTIONS:
var joy_event := _get_joy_button_event(action)
if joy_event != null:
cfg.set_value(JOY_SECTION, String(action), joy_event.button_index)
cfg.save(SAVE_PATH)
@@ -386,12 +471,20 @@ func load_saved() -> void:
var keycode: int = cfg.get_value(SECTION, key)
var event := InputEventKey.new()
event.physical_keycode = keycode as Key
rebind_no_save(action, event)
_rebind_no_save(action, event)
for action: StringName in JOY_REBINDABLE_ACTIONS:
var joy_key := String(action)
if not cfg.has_section_key(JOY_SECTION, joy_key):
continue
var button_index: int = cfg.get_value(JOY_SECTION, joy_key)
var joy_event := InputEventJoypadButton.new()
joy_event.button_index = button_index
_rebind_joy_no_save(action, joy_event)
## Rebuilds the action's event list, swapping the first keyboard event for
## `event` in place so ordering (and thus the "primary" key) is preserved.
func rebind_no_save(action: StringName, event: InputEventKey) -> void:
func _rebind_no_save(action: StringName, event: InputEventKey) -> void:
var events := InputMap.action_get_events(action)
InputMap.action_erase_events(action)
var replaced := false