Fix controller text entry without native keyboards

This commit is contained in:
Alexander Sellite 2026-08-15 09:53:39 -04:00
parent 57df54d82d
commit abedd64782
5 changed files with 79 additions and 11 deletions

View file

@ -50,20 +50,30 @@ func _ready() -> void:
func set_enabled(enabled: bool) -> void:
_enabled = enabled
if not _enabled and visible:
if not _is_available_for_controller() and visible:
_close_keyboard(false)
func is_enabled() -> bool:
return _enabled
return _is_available_for_controller()
func is_open() -> bool:
return visible
func request_for_focused_control() -> bool:
if not _is_available_for_controller() or visible:
return false
var focus_owner: Control = get_viewport().gui_get_focus_owner()
if not _can_edit(focus_owner):
return false
_open_for(focus_owner)
return true
func _input(event: InputEvent) -> void:
if not _enabled:
if not _is_available_for_controller():
return
if visible:
var joy_motion := event as InputEventJoypadMotion
@ -98,12 +108,27 @@ func _input(event: InputEvent) -> void:
)
):
return
var focus_owner: Control = get_viewport().gui_get_focus_owner()
if _can_edit(focus_owner):
_open_for(focus_owner)
if request_for_focused_control():
get_viewport().set_input_as_handled()
func _is_available_for_controller() -> bool:
return should_enable_for_controller(
_enabled,
DisplayServer.has_feature(DisplayServer.FEATURE_VIRTUAL_KEYBOARD),
)
static func should_enable_for_controller(
preference_enabled: bool,
native_virtual_keyboard_available: bool,
) -> bool:
# A controller user must always have one viable text-entry path. Android
# and any future display backend with native support can keep using the
# platform keyboard unless the in-game keyboard is explicitly requested.
return preference_enabled or not native_virtual_keyboard_available
func _can_edit(control: Control) -> bool:
if control is LineEdit:
return (control as LineEdit).editable