touch controls and hud
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+53
-6
@@ -26,18 +26,65 @@ func _ready() -> void:
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## Whether to drive the game with the on-screen touch UI (joystick + buttons)
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## instead of keyboard hints. DisplayServer.is_touchscreen_available() can't be
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## used here: `emulate_touch_from_mouse` (on for desktop testing) makes it report
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## true on every desktop. Gate on the actual runtime platform instead — real
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## mobile/native and mobile web browsers — plus the DP force flag for testing.
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## instead of keyboard hints. Platform detection is cached (it can't change mid-run)
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## so the per-frame/per-input callers don't repay the cost — but the DP force flag is
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## re-read every call so the console can toggle the layout live on a desktop build.
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var _touch_ui_cached: int = -1 # -1 = not yet detected, 0 = false, 1 = true
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func use_touch_ui() -> bool:
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if DP.b("force_touch_controls"):
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return true
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return (
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if _touch_ui_cached == -1:
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_touch_ui_cached = 1 if _detect_touch_ui() else 0
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return _touch_ui_cached == 1
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## True only on touch-primary devices (phones, tablets). Detection is deliberately
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## conservative so a desktop never gets the on-screen thumb UI.
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##
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## DisplayServer.is_touchscreen_available() is unusable here on two fronts: on native
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## desktop `emulate_touch_from_mouse` (on for testing) forces it true, and on the web build
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## it maps to `'ontouchstart' in window`, which desktop Chromium reports true even with no
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## touchscreen. So on web we ask the browser two questions instead: does it report touch
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## points, AND is the *primary* pointer coarse? A desktop-with-mouse (even a touch laptop)
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## answers no to the second and keeps the desktop HUD; a phone/tablet answers yes to both.
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## maxTouchPoints also catches iPadOS, which masquerades as desktop Safari.
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func _detect_touch_ui() -> bool:
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if (
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OS.has_feature("mobile")
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or OS.has_feature("web_android")
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or OS.has_feature("web_ios")
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)
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):
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return true
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if not OS.has_feature("web"):
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return false
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var js := "(navigator.maxTouchPoints > 0) && window.matchMedia('(pointer: coarse)').matches"
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var touch_primary: Variant = JavaScriptBridge.eval(js, true)
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if touch_primary is bool:
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return touch_primary
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if touch_primary is int or touch_primary is float:
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return int(touch_primary) != 0
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return false
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## Whether on-screen debug overlays (touch state + render diagnostics) should show. True on
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## the DP "touch_debug" flag, or — so it can be switched on from a phone where no console is
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## reachable — when the page URL carries a `debug` query param (append `?debug=1`).
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var _url_debug: int = -1
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func debug_overlay() -> bool:
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if DP.b("touch_debug"):
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return true
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if _url_debug == -1:
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_url_debug = 0
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if OS.has_feature("web"):
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var has: Variant = JavaScriptBridge.eval(
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"String(window.location.search).indexOf('debug') >= 0", true)
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if (has is bool and has) or ((has is int or has is float) and int(has) != 0):
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_url_debug = 1
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return _url_debug == 1
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## Returns the first keyboard event bound to an action, or null.
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