fix: repair gameplay controller input handling

This commit is contained in:
Alexander Sellite 2026-08-16 12:26:17 -04:00
parent ce733818e2
commit 908cf2733a
7 changed files with 77 additions and 24 deletions

View file

@ -1362,9 +1362,6 @@ func _unhandled_input(event: InputEvent) -> void:
):
_game_ui.set_shop_prompt_visible(false)
get_viewport().set_input_as_handled()
elif event is InputEventJoypadButton and _player != null:
_player.hotbar.clear_slot(_player.hotbar.get_selected_slot())
get_viewport().set_input_as_handled()
func _process(_delta: float) -> void:

View file

@ -1251,6 +1251,25 @@ func is_sitting() -> bool:
return _sitting
func _input(event: InputEvent) -> void:
# Camera dragging must observe the complete mouse gesture before GUI controls
# get a chance to consume one part of it. Do not claim the event here: the
# Art Kit still needs the same right-button state to suspend its pointer.
if not local_control_enabled or not _is_camera_input_enabled():
return
var mouse_button := event as InputEventMouseButton
if mouse_button != null and event.is_action("camera_drag"):
_set_camera_dragging(mouse_button.pressed)
return
var mouse_motion := event as InputEventMouseMotion
if mouse_motion == null or not _camera_dragging:
return
if _free_camera_active:
_rotate_free_camera(mouse_motion.relative * mouse_sensitivity)
else:
_rotate_camera(mouse_motion.relative * mouse_sensitivity)
func _unhandled_input(event: InputEvent) -> void:
if not local_control_enabled or not _is_camera_input_enabled():
return
@ -1259,18 +1278,6 @@ func _unhandled_input(event: InputEvent) -> void:
get_viewport().set_input_as_handled()
return
if event.is_action("camera_drag"):
_set_camera_dragging(event.is_pressed())
get_viewport().set_input_as_handled()
return
if event is InputEventMouseMotion and _camera_dragging:
if _free_camera_active:
_rotate_free_camera(event.relative * mouse_sensitivity)
else:
_rotate_camera(event.relative * mouse_sensitivity)
get_viewport().set_input_as_handled()
return
if _free_camera_active:
return

View file

@ -98,7 +98,6 @@ slow_walk={
interact={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":16,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":3,"pressure":0.0,"pressed":false,"script":null)
]
}
fish_primary={
@ -197,6 +196,7 @@ open_emotes={
character_call={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":16,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":71,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":3,"pressure":0.0,"pressed":false,"script":null)
]
}
open_quick_actions={

View file

@ -80,7 +80,7 @@ const ROLE_LABELS: Dictionary = {
ROLE_A: "jump / menu accept",
ROLE_B: "menu back",
ROLE_X: "player menu",
ROLE_Y: "interact",
ROLE_Y: "character call",
ROLE_LB: "focus chat or world",
ROLE_RB: "primary action",
ROLE_POINTER_MODIFIER: "virtual mouse modifier",
@ -138,7 +138,7 @@ const BUTTON_ACTION_ROLES: Dictionary = {
&"ui_accept": ROLE_A,
&"ui_cancel": ROLE_B,
&"open_backpack": ROLE_X,
&"interact": ROLE_Y,
&"character_call": ROLE_Y,
&"focus_gameplay": ROLE_LB,
&"fish_primary": ROLE_RB,
&"open_chat": ROLE_SELECT,

View file

@ -20,7 +20,8 @@ func _init() -> void:
assert(_has_joypad_button(&"jump", JOY_BUTTON_A))
assert(_has_joypad_button(&"ui_accept", JOY_BUTTON_A))
assert(_has_joypad_button(&"ui_cancel", JOY_BUTTON_B))
assert(_has_joypad_button(&"interact", JOY_BUTTON_Y))
assert(not _has_joypad_button(&"interact", JOY_BUTTON_Y))
assert(_has_joypad_button(&"character_call", JOY_BUTTON_Y))
assert(_has_joypad_button(&"fish_primary", JOY_BUTTON_RIGHT_SHOULDER))
assert(not _has_joypad_motion(
&"fish_primary", JOY_AXIS_TRIGGER_LEFT, 1.0

View file

@ -684,7 +684,26 @@ func _validate_pause_browser_transition(
) == Input.MOUSE_MODE_VISIBLE
)
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
player.call("_set_camera_dragging", true)
var drag_press := InputEventMouseButton.new()
drag_press.button_index = MOUSE_BUTTON_RIGHT
drag_press.button_mask = MOUSE_BUTTON_MASK_RIGHT
drag_press.pressed = true
player.call("_input", drag_press)
assert(bool(player.get("_camera_dragging")))
var camera_yaw := player.get_node("%CameraYaw") as Node3D
var yaw_before_drag: float = camera_yaw.rotation.y
var drag_motion := InputEventMouseMotion.new()
drag_motion.button_mask = MOUSE_BUTTON_MASK_RIGHT
drag_motion.relative = Vector2(24.0, -8.0)
player.call("_input", drag_motion)
assert(not is_equal_approx(camera_yaw.rotation.y, yaw_before_drag))
var drag_release := InputEventMouseButton.new()
drag_release.button_index = MOUSE_BUTTON_RIGHT
drag_release.button_mask = 0
drag_release.pressed = false
player.call("_input", drag_release)
assert(not bool(player.get("_camera_dragging")))
player.call("_input", drag_press)
assert(bool(player.get("_camera_dragging")))
pause_menu.open_menu()
while bool(pause_menu.get("_root_transition_active")):

View file

@ -102,6 +102,20 @@ func _validate_manager(manager: ControllerMappingManagerType) -> String:
&"sneak", &""
) != ControllerMappingManagerType.ROLE_RIGHT_STICK_CLICK:
return "right-stick click is not assigned to the sneak action"
if ControllerMappingManagerType.ROLE_LABELS.get(
ControllerMappingManagerType.ROLE_Y, ""
) != "character call":
return "Y is not presented as the character-call button"
if ControllerMappingManagerType.BUTTON_ACTION_ROLES.get(
&"character_call", &""
) != ControllerMappingManagerType.ROLE_Y:
return "Y is not assigned to the character-call action"
if ControllerMappingManagerType.BUTTON_ACTION_ROLES.has(&"interact"):
return "Y still exposes the obsolete controller interact binding"
if not _has_joy_button(&"character_call", JOY_BUTTON_Y):
return "character call does not default to Y"
if _has_joy_button(&"interact", JOY_BUTTON_Y):
return "Y still defaults to interact"
if not _has_joy_button(&"sneak", JOY_BUTTON_RIGHT_STICK):
return "sneak does not default to right-stick click"
var trigger_button := InputEventJoypadButton.new()
@ -221,17 +235,32 @@ func _validate_portmaster_launcher() -> String:
"leftstick:b9",
"rightstick:b12",
"netfishing_controllerconfig=\"$GODOT_MUOS_MAPPING\"",
"$GPTOKEYB \"NETfishing.aarch64\" &",
"GPTOKEYB_CONFIG=\"$GAMEDIR/netfishing.gptk\"",
"$GPTOKEYB \"NETfishing.aarch64\" -c \"$GPTOKEYB_CONFIG\" &",
"pm_platform_helper \"$GAME_EXECUTABLE\"",
"SDL_GAMECONTROLLERCONFIG=\"$netfishing_controllerconfig\" \\",
"\"$GAME_LAUNCHER\"",
"\"$CONTROLLER_MAPPING_FILE\"",
"pm_finish",
]:
if expected_fragment not in launcher:
return "PortMaster launcher omitted " + expected_fragment
if "$'\\n'" in launcher:
return "PortMaster launcher appends mappings across a Weston-unsafe newline"
if "$GPTOKEYB \"NETfishing.aarch64\" -c" in launcher:
return "PortMaster launcher injects duplicate GPTOKEYB gameplay mappings"
const game_launcher_path: String = (
"res://scripts/portmaster/launch-netfishing.sh"
)
if not FileAccess.file_exists(game_launcher_path):
return "PortMaster game launcher wrapper is missing"
var game_launcher: String = FileAccess.get_file_as_string(
game_launcher_path
)
for expected_fragment: String in [
"SDL_GAMECONTROLLERCONFIG=\"$(<\"$CONTROLLER_MAPPING_FILE\")\"",
"export SDL_GAMECONTROLLERCONFIG",
"exec \"$@\"",
]:
if expected_fragment not in game_launcher:
return "PortMaster game launcher omitted " + expected_fragment
return ""