Files
Bullosseum/systems/input/controls_manager.gd
T
richard e810d2e75b Fix vibration going dead for the rest of the session after the gate
Siim reported controller vibration stops working entirely after the
first playthrough. The gate's pulsed rumble (vibrate_for) fired a new
~0.3s vibration every 0.4s for 7 seconds — about 17 back-to-back start
calls. On at least one setup that appears to leave the gamepad's
rumble motor stuck reporting "busy", so every later vibrate() call
(hits included) silently does nothing for the rest of that session.

Space pulses out more (fewer, longer gaps: 0.25s on / 0.6s off instead
of 0.3s on / 0.1s off) and explicitly stop_joy_vibration() between
them on native instead of relying on each pulse's own duration to
time out, so a new effect never starts before the last one has
cleanly ended.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 19:17:47 +03:00

354 lines
14 KiB
GDScript

extends Node
## Global keybinding manager (autoload `Controls`).
## Loads saved keyboard bindings on startup and applies them to InputMap so
## rebinds made in the intro menu persist into the game scene. Only the
## keyboard event of each action is overridden; joypad/mouse events are kept.
const SAVE_PATH := "user://controls.cfg"
const SECTION := "keybinds"
## Actions the options menu lets the player rebind (keyboard only).
const REBINDABLE_ACTIONS: PackedStringArray = [
&"move_forward",
&"move_back",
&"move_left",
&"move_right",
&"ability_kick",
&"ability_dash",
&"ability_slam",
&"ability_roll",
]
func _ready() -> void:
_ensure_gamepad_confirm_binding()
load_saved()
_install_web_fullscreen_hook()
## Godot's built-in ui_accept (menu/button confirm) ships with zero joypad bindings —
## checked directly: only Enter/Kp Enter/Space. ui_left/right/up/down, by contrast, do
## default to the D-pad and stick, which is why gamepad focus navigation on a menu works out
## of the box while "confirming" the focused button does nothing. Bind joypad button 0 (the
## bottom face button in Xbox-style position mapping) as the confirm button.
func _ensure_gamepad_confirm_binding() -> void:
var alt := InputEventJoypadButton.new()
alt.button_index = JOY_BUTTON_A
if not InputMap.action_has_event(&"ui_accept", alt):
InputMap.action_add_event(&"ui_accept", alt)
# ── Web fullscreen + landscape lock ─────────────────────────────────────────────
# The reliable way to force fullscreen on the web: install a NATIVE DOM listener that calls
# requestFullscreen() synchronously inside the real user-gesture event — the same thing
# three.js games do. Godot dispatches input from its rAF render loop, one hop removed from the
# DOM event, so both Godot's window_set_mode and a JS call made from _input() run outside the
# gesture's activation and some mobile browsers reject them. The listener below sidesteps that
# entirely, and — left attached — re-enters fullscreen on the next tap if the player leaves it.
# All of it is guarded, so iPhone Safari (no requestFullscreen) and desktop just no-op cleanly.
func _install_web_fullscreen_hook() -> void:
if not OS.has_feature("web"):
return
JavaScriptBridge.eval("""
(function(){
if (window.__bullFSInit) return;
window.__bullFSInit = true;
window.__bull_fs = 'idle';
// Armed = we should grab fullscreen on the next tap. Starts true so the first tap enters,
// then disarms — so once the player is in (or deliberately leaves via Esc / back / swipe)
// ordinary gameplay taps never yank them back in. WebStartGate re-arms via arm_fullscreen().
window.__bullFSArmed = true;
window.__bullFS = function(){
try {
if (document.fullscreenElement || document.webkitFullscreenElement) {
window.__bull_fs = 'ok'; window.__bullFSArmed = false; return;
}
if (!window.__bullFSArmed) return;
var c = document.getElementById('canvas') || document.querySelector('canvas')
|| document.documentElement;
var rf = c.requestFullscreen || c.webkitRequestFullscreen
|| c.msRequestFullscreen || c.mozRequestFullScreen;
if (!rf) { window.__bull_fs = 'no-api'; lock(); return; }
window.__bull_fs = 'req';
var p = rf.call(c);
if (p && p.then) {
p.then(function(){ window.__bull_fs = 'ok'; window.__bullFSArmed = false; lock(); },
function(e){ window.__bull_fs = 'err:' + (e && e.name || e); });
} else { window.__bull_fs = 'ok'; window.__bullFSArmed = false; lock(); }
} catch(e){ window.__bull_fs = 'ex:' + (e && e.name || e); }
function lock(){ try { if (screen.orientation && screen.orientation.lock)
screen.orientation.lock('landscape').catch(function(){}); } catch(e){} }
};
// pointerup / touchend / click grant transient activation (pointerdown/touchstart do not).
['pointerup','touchend','click'].forEach(function(ev){
window.addEventListener(ev, function(){ window.__bullFS(); }, true);
});
})();
""", true)
## Ask to enter fullscreen + landscape now (e.g. from WebStartGate's tap). The DOM listener
## installed above normally beats this to it on the same gesture; this is the explicit path and
## is a safe no-op if we're already fullscreen. No-op off web.
func request_fullscreen_landscape() -> void:
if not OS.has_feature("web"):
return
_install_web_fullscreen_hook()
JavaScriptBridge.eval("if (window.__bullFS) window.__bullFS();", true)
## Re-arm the "grab fullscreen on next tap" hook, so the next tap re-enters. WebStartGate calls
## this whenever it shows itself (boot, or after the player left fullscreen). No-op off web.
func arm_fullscreen() -> void:
if OS.has_feature("web"):
JavaScriptBridge.eval("window.__bullFSArmed = true;", true)
## Whether the browser can go fullscreen at all. False on iPhone Safari (no requestFullscreen),
## which lets WebStartGate stop prompting there instead of nagging forever. True off web (n/a).
func fullscreen_supported() -> bool:
if not OS.has_feature("web"):
return true
var r: Variant = JavaScriptBridge.eval(
"(function(){var c=document.getElementById('canvas')||document.documentElement;"
+ "return !!(c.requestFullscreen||c.webkitRequestFullscreen"
+ "||c.msRequestFullscreen||c.mozRequestFullScreen)?1:0;})()", true)
if r is bool:
return r
if r is int or r is float:
return int(r) != 0
return false
## Is the browser currently fullscreen? No-op-ish off web (returns false).
func is_browser_fullscreen() -> bool:
if not OS.has_feature("web"):
return false
var r: Variant = JavaScriptBridge.eval(
"(document.fullscreenElement||document.webkitFullscreenElement)?1:0", true)
if r is bool:
return r
if r is int or r is float:
return int(r) != 0
return false
## One-line web diagnostic for the on-device debug overlay: secure context, cross-origin
## isolation (threads), last fullscreen attempt result, and whether we're fullscreen now.
func fullscreen_status() -> String:
if not OS.has_feature("web"):
return "native"
var r: Variant = JavaScriptBridge.eval(
"'sec=' + (window.isSecureContext ? 1 : 0) + ' iso=' + (window.crossOriginIsolated ? 1 : 0)"
+ " + ' fs=' + (window.__bull_fs || '?')"
+ " + ' cur=' + ((document.fullscreenElement || document.webkitFullscreenElement) ? 1 : 0)",
true)
return str(r) if r != null else "?"
## Whether to drive the game with the on-screen touch UI (joystick + buttons)
## instead of keyboard hints. Platform detection is cached (it can't change mid-run)
## so the per-frame/per-input callers don't repay the cost — but the DP force flag is
## re-read every call so the console can toggle the layout live on a desktop build.
var _touch_ui_cached: int = -1 # -1 = not yet detected, 0 = false, 1 = true
func use_touch_ui() -> bool:
if DP.b("force_touch_controls"):
return true
if _touch_ui_cached == -1:
_touch_ui_cached = 1 if _detect_touch_ui() else 0
return _touch_ui_cached == 1
## True only on touch-primary devices (phones, tablets). Detection is deliberately
## conservative so a desktop never gets the on-screen thumb UI.
##
## DisplayServer.is_touchscreen_available() is unusable here on two fronts: on native
## desktop `emulate_touch_from_mouse` (on for testing) forces it true, and on the web build
## it maps to `'ontouchstart' in window`, which desktop Chromium reports true even with no
## touchscreen. So on web we ask the browser two questions instead: does it report touch
## points, AND is the *primary* pointer coarse? A desktop-with-mouse (even a touch laptop)
## answers no to the second and keeps the desktop HUD; a phone/tablet answers yes to both.
## maxTouchPoints also catches iPadOS, which masquerades as desktop Safari.
func _detect_touch_ui() -> bool:
if (
OS.has_feature("mobile")
or OS.has_feature("web_android")
or OS.has_feature("web_ios")
):
return true
if not OS.has_feature("web"):
return false
var js := "(navigator.maxTouchPoints > 0) && window.matchMedia('(pointer: coarse)').matches"
var touch_primary: Variant = JavaScriptBridge.eval(js, true)
if touch_primary is bool:
return touch_primary
if touch_primary is int or touch_primary is float:
return int(touch_primary) != 0
return false
## Whether on-screen debug overlays (touch state + render diagnostics) should show. True on
## the DP "touch_debug" flag, or — so it can be switched on from a phone where no console is
## reachable — when the page URL carries a `debug` query param (append `?debug=1`).
var _url_debug: int = -1
func debug_overlay() -> bool:
if DP.b("touch_debug"):
return true
if _url_debug == -1:
_url_debug = 0
if OS.has_feature("web"):
var has: Variant = JavaScriptBridge.eval(
"String(window.location.search).indexOf('debug') >= 0", true)
if (has is bool and has) or ((has is int or has is float) and int(has) != 0):
_url_debug = 1
return _url_debug == 1
## Whether to apply the rigid-skin workaround (rigid_skin.gd) instead of native GPU skinning.
## Defaults to the DP "use_rigid_skin" flag (on for web), but a page URL param overrides it so
## native skinning can be A/B'd on the actual phone with no console reachable: append `?noskin=1`
## to force it OFF (does the device render skinned meshes natively now — e.g. after a Godot web
## template update? — and do the bear's rigid-skin seam holes go away), or `?skin=1` to force ON.
## -1 = not read yet, 0 = url forces off, 1 = url forces on, 2 = no url override (use DP flag).
var _url_skin: int = -1
func rigid_skin_enabled() -> bool:
if _url_skin == -1:
_url_skin = 2
if OS.has_feature("web"):
var q: Variant = JavaScriptBridge.eval("String(window.location.search)", true)
var s: String = str(q) if q != null else ""
if s.find("noskin") >= 0:
_url_skin = 0
elif s.find("skin") >= 0:
_url_skin = 1
if _url_skin == 0:
return false
if _url_skin == 1:
return true
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
## (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"):
return
if not OS.has_feature("web"):
Input.start_joy_vibration(device, weak_magnitude, strong_magnitude, duration)
return
JavaScriptBridge.eval("""
(function(){
try {
var pads = navigator.getGamepads ? navigator.getGamepads() : [];
var pad = pads[%d];
var act = pad && pad.vibrationActuator;
if (act && act.playEffect) {
act.playEffect('dual-rumble', {
duration: %d,
weakMagnitude: %f,
strongMagnitude: %f
});
}
} catch (e) {}
})();
""" % [device, int(duration * 1000.0), weak_magnitude, strong_magnitude], true)
## Godot's own start_joy_vibration() docs warn that a single long effect is unreliable —
## "not every hardware is compatible with long effects; you may want to make a shorter
## effect and make it repeat instead." That's exactly what broke the lobby gate's 7-second
## rumble (the short 0.2 s hit-vibration works fine): this repeats vibrate() as short pulses
## to cover the same total duration instead of one long call.
## Explicitly stopping between pulses (rather than letting each one time out on its own) and
## spacing them out avoids re-triggering the effect faster than some drivers/browsers can
## retire the previous one — back-to-back-to-back start calls left the gamepad's rumble
## motor stuck reporting "busy" for the rest of the session on at least one setup.
func vibrate_for(device: int, weak_magnitude: float, strong_magnitude: float,
total_duration: float, pulse: float = 0.25, gap: float = 0.6) -> void:
var elapsed := 0.0
while elapsed < total_duration:
vibrate(device, weak_magnitude, strong_magnitude, pulse)
await get_tree().create_timer(pulse).timeout
if not OS.has_feature("web"):
Input.stop_joy_vibration(device)
await get_tree().create_timer(gap).timeout
elapsed += pulse + gap
## Returns the first keyboard event bound to an action, or null.
func get_key_event(action: StringName) -> InputEventKey:
for event: InputEvent in InputMap.action_get_events(action):
if event is InputEventKey:
return event
return null
## 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)
if event == null:
return "—"
return event.as_text_physical_keycode()
## 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)
save()
func save() -> void:
var cfg := ConfigFile.new()
for action: StringName in REBINDABLE_ACTIONS:
var event := get_key_event(action)
if event != null:
cfg.set_value(SECTION, String(action), event.physical_keycode)
cfg.save(SAVE_PATH)
func load_saved() -> void:
var cfg := ConfigFile.new()
if cfg.load(SAVE_PATH) != OK:
return
for action: StringName in REBINDABLE_ACTIONS:
var key := String(action)
if not cfg.has_section_key(SECTION, key):
continue
var keycode: int = cfg.get_value(SECTION, key)
var event := InputEventKey.new()
event.physical_keycode = keycode as Key
rebind_no_save(action, 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:
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 InputEventKey:
InputMap.action_add_event(action, event)
replaced = true
else:
InputMap.action_add_event(action, existing)
if not replaced:
InputMap.action_add_event(action, event)
func reset_defaults() -> void:
InputMap.load_from_project_settings()
if FileAccess.file_exists(SAVE_PATH):
DirAccess.remove_absolute(SAVE_PATH)