a34989c49e
Controls now tracks whether the player's last deliberate press was a gamepad button/stick or a keyboard key/mouse click (ignoring plain mouse motion, since the mouse still drives the camera regardless of which device moves the bull). The HUD's ability-bar keycaps read from that: keyboard letters normally, Xbox-style face-button glyphs while a gamepad is in use, swapping live the moment the player switches devices. Godot's joypad button indices are already Xbox-position-normalized (by SDL natively, by the browser's Standard Gamepad Mapping on web), so the glyph mapping (button 0/1/2/3 -> A/B/X/Y) reads correctly for any controller brand with no per-device special-casing. Verified headlessly: labels start as the bound keyboard letters (F/G/H/J), switch to X/A/B/Y on a synthetic joypad button press (matching project.godot's kick/dash/slam/roll bindings), and switch back on a keyboard press. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
412 lines
16 KiB
GDScript
412 lines
16 KiB
GDScript
extends Node
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## Global keybinding manager (autoload `Controls`).
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## Loads saved keyboard bindings on startup and applies them to InputMap so
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## rebinds made in the intro menu persist into the game scene. Only the
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## keyboard event of each action is overridden; joypad/mouse events are kept.
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const SAVE_PATH := "user://controls.cfg"
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const SECTION := "keybinds"
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## Actions the options menu lets the player rebind (keyboard only).
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const REBINDABLE_ACTIONS: PackedStringArray = [
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&"move_forward",
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&"move_back",
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&"move_left",
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&"move_right",
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&"ability_kick",
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&"ability_dash",
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&"ability_slam",
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&"ability_roll",
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]
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func _ready() -> void:
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_ensure_gamepad_confirm_binding()
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load_saved()
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_install_web_fullscreen_hook()
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# ── Active input device ──────────────────────────────────────────────────────────
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# Tracks whether the player's last deliberate input was a gamepad or keyboard/mouse, so the
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# HUD can swap its ability-bar keycaps to match whichever the player is actually holding.
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# Mouse motion is deliberately ignored — the mouse still drives the camera regardless of
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# which device is moving the bull, so panning the camera shouldn't flip the hint away from
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# gamepad glyphs. A small deadzone on joypad axes avoids stick drift/noise doing the same.
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const _JOY_AXIS_DEADZONE := 0.5
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var _last_input_is_gamepad: bool = false
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func _input(event: InputEvent) -> void:
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if event is InputEventJoypadButton:
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if event.pressed:
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_last_input_is_gamepad = true
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elif event is InputEventJoypadMotion:
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if absf(event.axis_value) > _JOY_AXIS_DEADZONE:
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_last_input_is_gamepad = true
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elif event is InputEventKey:
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if event.pressed:
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_last_input_is_gamepad = false
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elif event is InputEventMouseButton:
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if event.pressed:
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_last_input_is_gamepad = false
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## Whether the player's last button/key/stick press was on a gamepad rather than
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## keyboard/mouse. Drives which glyph set the HUD's ability keycaps show.
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func using_gamepad() -> bool:
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return _last_input_is_gamepad
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# Godot's joypad button indices are already Xbox-position-normalized — by SDL on native, by
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# the browser's Standard Gamepad Mapping on web — so this reads correctly for any controller
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# brand (a Nintendo pad's physically-labelled "A" is button 1 here, same as "B" on Xbox).
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const _XBOX_BUTTON_GLYPHS := {
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JOY_BUTTON_A: "A",
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JOY_BUTTON_B: "B",
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JOY_BUTTON_X: "X",
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JOY_BUTTON_Y: "Y",
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}
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## Xbox-style face-button glyph ("A"/"B"/"X"/"Y") for the action's bound joypad button, or
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## "—" if it has none.
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func get_joy_button_label(action: StringName) -> String:
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for event: InputEvent in InputMap.action_get_events(action):
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if event is InputEventJoypadButton:
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return _XBOX_BUTTON_GLYPHS.get(event.button_index, "?")
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return "—"
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## Ability-bar keycap label for `action`: the bound Xbox-style face button while a gamepad
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## is in use, else the bound keyboard key — so the on-screen prompt always matches whichever
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## the player is actually holding.
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func ability_key_label(action: StringName) -> String:
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return get_joy_button_label(action) if using_gamepad() else get_key_label(action)
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## Godot's built-in ui_accept (menu/button confirm) ships with zero joypad bindings —
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## checked directly: only Enter/Kp Enter/Space. ui_left/right/up/down, by contrast, do
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## default to the D-pad and stick, which is why gamepad focus navigation on a menu works out
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## of the box while "confirming" the focused button does nothing. Bind joypad button 0 (the
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## bottom face button in Xbox-style position mapping) as the confirm button.
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func _ensure_gamepad_confirm_binding() -> void:
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var alt := InputEventJoypadButton.new()
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alt.button_index = JOY_BUTTON_A
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if not InputMap.action_has_event(&"ui_accept", alt):
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InputMap.action_add_event(&"ui_accept", alt)
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# ── Web fullscreen + landscape lock ─────────────────────────────────────────────
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# The reliable way to force fullscreen on the web: install a NATIVE DOM listener that calls
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# requestFullscreen() synchronously inside the real user-gesture event — the same thing
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# three.js games do. Godot dispatches input from its rAF render loop, one hop removed from the
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# DOM event, so both Godot's window_set_mode and a JS call made from _input() run outside the
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# gesture's activation and some mobile browsers reject them. The listener below sidesteps that
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# entirely, and — left attached — re-enters fullscreen on the next tap if the player leaves it.
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# All of it is guarded, so iPhone Safari (no requestFullscreen) and desktop just no-op cleanly.
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func _install_web_fullscreen_hook() -> void:
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if not OS.has_feature("web"):
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return
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JavaScriptBridge.eval("""
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(function(){
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if (window.__bullFSInit) return;
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window.__bullFSInit = true;
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window.__bull_fs = 'idle';
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// Armed = we should grab fullscreen on the next tap. Starts true so the first tap enters,
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// then disarms — so once the player is in (or deliberately leaves via Esc / back / swipe)
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// ordinary gameplay taps never yank them back in. WebStartGate re-arms via arm_fullscreen().
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window.__bullFSArmed = true;
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window.__bullFS = function(){
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try {
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if (document.fullscreenElement || document.webkitFullscreenElement) {
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window.__bull_fs = 'ok'; window.__bullFSArmed = false; return;
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}
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if (!window.__bullFSArmed) return;
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var c = document.getElementById('canvas') || document.querySelector('canvas')
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|| document.documentElement;
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var rf = c.requestFullscreen || c.webkitRequestFullscreen
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|| c.msRequestFullscreen || c.mozRequestFullScreen;
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if (!rf) { window.__bull_fs = 'no-api'; lock(); return; }
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window.__bull_fs = 'req';
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var p = rf.call(c);
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if (p && p.then) {
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p.then(function(){ window.__bull_fs = 'ok'; window.__bullFSArmed = false; lock(); },
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function(e){ window.__bull_fs = 'err:' + (e && e.name || e); });
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} else { window.__bull_fs = 'ok'; window.__bullFSArmed = false; lock(); }
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} catch(e){ window.__bull_fs = 'ex:' + (e && e.name || e); }
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function lock(){ try { if (screen.orientation && screen.orientation.lock)
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screen.orientation.lock('landscape').catch(function(){}); } catch(e){} }
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};
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// pointerup / touchend / click grant transient activation (pointerdown/touchstart do not).
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['pointerup','touchend','click'].forEach(function(ev){
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window.addEventListener(ev, function(){ window.__bullFS(); }, true);
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});
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})();
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""", true)
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## Ask to enter fullscreen + landscape now (e.g. from WebStartGate's tap). The DOM listener
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## installed above normally beats this to it on the same gesture; this is the explicit path and
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## is a safe no-op if we're already fullscreen. No-op off web.
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func request_fullscreen_landscape() -> void:
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if not OS.has_feature("web"):
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return
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_install_web_fullscreen_hook()
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JavaScriptBridge.eval("if (window.__bullFS) window.__bullFS();", true)
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## Re-arm the "grab fullscreen on next tap" hook, so the next tap re-enters. WebStartGate calls
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## this whenever it shows itself (boot, or after the player left fullscreen). No-op off web.
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func arm_fullscreen() -> void:
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if OS.has_feature("web"):
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JavaScriptBridge.eval("window.__bullFSArmed = true;", true)
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## Whether the browser can go fullscreen at all. False on iPhone Safari (no requestFullscreen),
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## which lets WebStartGate stop prompting there instead of nagging forever. True off web (n/a).
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func fullscreen_supported() -> bool:
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if not OS.has_feature("web"):
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return true
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var r: Variant = JavaScriptBridge.eval(
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"(function(){var c=document.getElementById('canvas')||document.documentElement;"
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+ "return !!(c.requestFullscreen||c.webkitRequestFullscreen"
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+ "||c.msRequestFullscreen||c.mozRequestFullScreen)?1:0;})()", true)
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if r is bool:
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return r
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if r is int or r is float:
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return int(r) != 0
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return false
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## Is the browser currently fullscreen? No-op-ish off web (returns false).
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func is_browser_fullscreen() -> bool:
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if not OS.has_feature("web"):
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return false
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var r: Variant = JavaScriptBridge.eval(
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"(document.fullscreenElement||document.webkitFullscreenElement)?1:0", true)
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if r is bool:
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return r
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if r is int or r is float:
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return int(r) != 0
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return false
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## One-line web diagnostic for the on-device debug overlay: secure context, cross-origin
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## isolation (threads), last fullscreen attempt result, and whether we're fullscreen now.
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func fullscreen_status() -> String:
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if not OS.has_feature("web"):
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return "native"
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var r: Variant = JavaScriptBridge.eval(
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"'sec=' + (window.isSecureContext ? 1 : 0) + ' iso=' + (window.crossOriginIsolated ? 1 : 0)"
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+ " + ' fs=' + (window.__bull_fs || '?')"
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+ " + ' cur=' + ((document.fullscreenElement || document.webkitFullscreenElement) ? 1 : 0)",
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true)
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return str(r) if r != null else "?"
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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. 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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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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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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## Whether to apply the rigid-skin workaround (rigid_skin.gd) instead of native GPU skinning.
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## Defaults to the DP "use_rigid_skin" flag (on for web), but a page URL param overrides it so
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## native skinning can be A/B'd on the actual phone with no console reachable: append `?noskin=1`
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## to force it OFF (does the device render skinned meshes natively now — e.g. after a Godot web
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## template update? — and do the bear's rigid-skin seam holes go away), or `?skin=1` to force ON.
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## -1 = not read yet, 0 = url forces off, 1 = url forces on, 2 = no url override (use DP flag).
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var _url_skin: int = -1
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func rigid_skin_enabled() -> bool:
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if _url_skin == -1:
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_url_skin = 2
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if OS.has_feature("web"):
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var q: Variant = JavaScriptBridge.eval("String(window.location.search)", true)
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var s: String = str(q) if q != null else ""
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if s.find("noskin") >= 0:
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_url_skin = 0
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elif s.find("skin") >= 0:
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_url_skin = 1
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if _url_skin == 0:
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return false
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if _url_skin == 1:
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return true
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return DP.b("use_rigid_skin")
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## Rumble a connected gamepad, gated on the DP "gamepad_vibration" flag. Off web this is a thin
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## wrapper over Input.start_joy_vibration(); on web that call is a documented engine no-op
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## (godotengine/godot#96985 — never wired to the browser side), so there we drive the Gamepad
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## Haptic Actuator API ourselves. Safe no-op wherever it's unsupported (Safari, most Firefox
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## versions, or a controller with no rumble motors) — desktop Chromium/Edge is the target.
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func vibrate(device: int, weak_magnitude: float, strong_magnitude: float, duration: float) -> void:
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if not DP.b("gamepad_vibration"):
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return
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if not OS.has_feature("web"):
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Input.start_joy_vibration(device, weak_magnitude, strong_magnitude, duration)
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return
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JavaScriptBridge.eval("""
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(function(){
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try {
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var pads = navigator.getGamepads ? navigator.getGamepads() : [];
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var pad = pads[%d];
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var act = pad && pad.vibrationActuator;
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if (act && act.playEffect) {
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act.playEffect('dual-rumble', {
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duration: %d,
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weakMagnitude: %f,
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strongMagnitude: %f
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});
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}
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} catch (e) {}
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})();
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""" % [device, int(duration * 1000.0), weak_magnitude, strong_magnitude], true)
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## Godot's own start_joy_vibration() docs warn that a single long effect is unreliable —
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## "not every hardware is compatible with long effects; you may want to make a shorter
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## effect and make it repeat instead." That's exactly what broke the lobby gate's 7-second
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## rumble (the short 0.2 s hit-vibration works fine): this repeats vibrate() as short pulses
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## to cover the same total duration instead of one long call.
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## Explicitly stopping between pulses (rather than letting each one time out on its own) and
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## spacing them out avoids re-triggering the effect faster than some drivers/browsers can
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## retire the previous one — back-to-back-to-back start calls left the gamepad's rumble
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## motor stuck reporting "busy" for the rest of the session on at least one setup.
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func vibrate_for(device: int, weak_magnitude: float, strong_magnitude: float,
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total_duration: float, pulse: float = 0.25, gap: float = 0.6) -> void:
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var elapsed := 0.0
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while elapsed < total_duration:
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vibrate(device, weak_magnitude, strong_magnitude, pulse)
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await get_tree().create_timer(pulse).timeout
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if not OS.has_feature("web"):
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Input.stop_joy_vibration(device)
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await get_tree().create_timer(gap).timeout
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elapsed += pulse + gap
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## Returns the first keyboard event bound to an action, or null.
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func get_key_event(action: StringName) -> InputEventKey:
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for event: InputEvent in InputMap.action_get_events(action):
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if event is InputEventKey:
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return event
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return null
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## Human-readable label for the action's current key (e.g. "W", "Space").
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func get_key_label(action: StringName) -> String:
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var event := get_key_event(action)
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if event == null:
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return "—"
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return event.as_text_physical_keycode()
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## Replaces the primary keyboard event of `action` with `event`, keeping
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## every other event (e.g. arrow-key alternates, joypad) in its place.
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func rebind(action: StringName, event: InputEventKey) -> void:
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rebind_no_save(action, event)
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save()
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func save() -> void:
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var cfg := ConfigFile.new()
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for action: StringName in REBINDABLE_ACTIONS:
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var event := get_key_event(action)
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if event != null:
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cfg.set_value(SECTION, String(action), event.physical_keycode)
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cfg.save(SAVE_PATH)
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func load_saved() -> void:
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var cfg := ConfigFile.new()
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if cfg.load(SAVE_PATH) != OK:
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return
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for action: StringName in REBINDABLE_ACTIONS:
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var key := String(action)
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if not cfg.has_section_key(SECTION, key):
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continue
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var keycode: int = cfg.get_value(SECTION, key)
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var event := InputEventKey.new()
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event.physical_keycode = keycode as Key
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rebind_no_save(action, event)
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## Rebuilds the action's event list, swapping the first keyboard event for
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## `event` in place so ordering (and thus the "primary" key) is preserved.
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func rebind_no_save(action: StringName, event: InputEventKey) -> void:
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var events := InputMap.action_get_events(action)
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InputMap.action_erase_events(action)
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var replaced := false
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for existing: InputEvent in events:
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if not replaced and existing is InputEventKey:
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InputMap.action_add_event(action, event)
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replaced = true
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else:
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InputMap.action_add_event(action, existing)
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if not replaced:
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InputMap.action_add_event(action, event)
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func reset_defaults() -> void:
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InputMap.load_from_project_settings()
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if FileAccess.file_exists(SAVE_PATH):
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DirAccess.remove_absolute(SAVE_PATH)
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