Fix controller text entry without native keyboards
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57df54d82d
commit
abedd64782
5 changed files with 79 additions and 11 deletions
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@ -189,9 +189,22 @@ func _run() -> void:
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accept_button.button_index = JOY_BUTTON_A
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accept_button.pressed = true
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assert(bool(game_ui.call("_handle_controller_chat_controls", accept_button)))
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var ui_pixelation := main.get("_ui_pixelation") as UIPixelationPresenter
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assert(ui_pixelation != null)
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var on_screen_keyboard := ui_pixelation.get(
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"_on_screen_keyboard"
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) as OnScreenKeyboard
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assert(on_screen_keyboard != null)
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if DisplayServer.has_feature(DisplayServer.FEATURE_VIRTUAL_KEYBOARD):
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assert(typed_chat_entry.virtual_keyboard_enabled)
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assert(not on_screen_keyboard.is_open())
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await process_frame
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assert(typed_chat_entry.has_focus())
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else:
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assert(not typed_chat_entry.virtual_keyboard_enabled)
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assert(on_screen_keyboard.is_open())
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on_screen_keyboard.call("_close_keyboard", true)
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assert(typed_chat_entry.has_focus())
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var left_bumper := InputEventJoypadButton.new()
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left_bumper.button_index = JOY_BUTTON_LEFT_SHOULDER
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left_bumper.pressed = true
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@ -20,6 +20,9 @@ func _run() -> void:
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func _validate_default_and_persistence() -> void:
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var defaults := PlayerSettings.new()
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assert(not defaults.on_screen_keyboard_enabled)
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assert(KeyboardType.should_enable_for_controller(false, false))
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assert(not KeyboardType.should_enable_for_controller(false, true))
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assert(KeyboardType.should_enable_for_controller(true, true))
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var manager := SettingsManagerType.new()
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root.add_child(manager)
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assert(manager.load_settings())
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@ -43,11 +46,24 @@ func _validate_keyboard_entry() -> void:
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var keyboard := KeyboardType.new()
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host.add_child(keyboard)
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await process_frame
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keyboard.set_enabled(true)
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edit.grab_focus()
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keyboard.set_enabled(false)
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assert(
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keyboard.is_enabled()
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== not DisplayServer.has_feature(
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DisplayServer.FEATURE_VIRTUAL_KEYBOARD
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)
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)
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var activate_event := InputEventJoypadButton.new()
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activate_event.button_index = JOY_BUTTON_A
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activate_event.pressed = true
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if keyboard.is_enabled():
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edit.grab_focus()
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keyboard.call("_input", activate_event)
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assert(keyboard.is_open())
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keyboard.call("_close_keyboard", true)
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assert(not keyboard.is_open())
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keyboard.set_enabled(true)
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edit.grab_focus()
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keyboard.call("_input", activate_event)
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assert(keyboard.is_open())
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keyboard.call("_type_character", "a")
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@ -199,6 +199,7 @@ var _virtual_mouse_trigger_rest_by_device: Dictionary[int, float] = {}
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var _shared_trigger_rest_by_device: Dictionary[int, float] = {}
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var _controller_mapping_manager: ControllerMappingManagerType
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var _settings_manager: PlayerSettingsManagerType
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var _controller_text_entry_request: Callable
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func _ready() -> void:
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@ -252,6 +253,10 @@ func _ready() -> void:
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Input.joy_connection_changed.connect(_on_controller_connection_changed)
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func set_controller_text_entry_request(request: Callable) -> void:
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_controller_text_entry_request = request
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func setup(
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player: PlayerType,
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inventory: FishInventoryType,
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@ -600,6 +605,11 @@ func _handle_controller_chat_controls(event: InputEvent) -> bool:
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_chat_ui.refocus_gameplay()
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return true
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if accept_pressed:
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if (
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_controller_text_entry_request.is_valid()
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and bool(_controller_text_entry_request.call())
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):
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return true
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return _chat_ui.request_virtual_keyboard()
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return false
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@ -50,20 +50,30 @@ func _ready() -> void:
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func set_enabled(enabled: bool) -> void:
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_enabled = enabled
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if not _enabled and visible:
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if not _is_available_for_controller() and visible:
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_close_keyboard(false)
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func is_enabled() -> bool:
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return _enabled
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return _is_available_for_controller()
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func is_open() -> bool:
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return visible
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func request_for_focused_control() -> bool:
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if not _is_available_for_controller() or visible:
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return false
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var focus_owner: Control = get_viewport().gui_get_focus_owner()
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if not _can_edit(focus_owner):
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return false
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_open_for(focus_owner)
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return true
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func _input(event: InputEvent) -> void:
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if not _enabled:
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if not _is_available_for_controller():
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return
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if visible:
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var joy_motion := event as InputEventJoypadMotion
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@ -98,12 +108,27 @@ func _input(event: InputEvent) -> void:
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)
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):
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return
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var focus_owner: Control = get_viewport().gui_get_focus_owner()
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if _can_edit(focus_owner):
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_open_for(focus_owner)
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if request_for_focused_control():
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get_viewport().set_input_as_handled()
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func _is_available_for_controller() -> bool:
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return should_enable_for_controller(
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_enabled,
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DisplayServer.has_feature(DisplayServer.FEATURE_VIRTUAL_KEYBOARD),
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)
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static func should_enable_for_controller(
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preference_enabled: bool,
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native_virtual_keyboard_available: bool,
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) -> bool:
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# A controller user must always have one viable text-entry path. Android
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# and any future display backend with native support can keep using the
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# platform keyboard unless the in-game keyboard is explicitly requested.
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return preference_enabled or not native_virtual_keyboard_available
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func _can_edit(control: Control) -> bool:
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if control is LineEdit:
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return (control as LineEdit).editable
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@ -19,6 +19,7 @@ signal effective_pixel_size_changed(
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)
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@onready var _ui_viewport: SubViewport = $UIViewport
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@onready var _game_ui: GameUI = $UIViewport/GameUI
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@onready var _ui_root: Control = $UIViewport/GameUI/UIRoot
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@onready var _canonical_stage: Control = (
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$UIViewport/GameUI/UIRoot/CanonicalStage
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@ -42,6 +43,9 @@ var _on_screen_keyboard: OnScreenKeyboardType
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func _ready() -> void:
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_on_screen_keyboard = OnScreenKeyboardType.new()
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_ui_root.add_child(_on_screen_keyboard)
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_game_ui.set_controller_text_entry_request(
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Callable(_on_screen_keyboard, "request_for_focused_control")
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)
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var controller_focus_recovery := ControllerFocusRecoveryType.new()
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_ui_root.add_child(controller_focus_recovery)
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var controller_focus_presentation := ControllerFocusPresentationType.new()
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