Stabilize camera input across fishing and radial menus

This commit is contained in:
Alexander Sellite 2026-08-22 22:56:30 -04:00
parent 6fd1aa0388
commit 8f8398cbcd
4 changed files with 147 additions and 43 deletions

View file

@ -375,7 +375,6 @@ class ShowcaseCameraSnapshot:
var pitch_rotation: Vector3
var spring_length: float
var target_zoom: float
var camera_input_enabled: bool
var camera_dragging: bool
@ -477,6 +476,7 @@ var _free_camera_yaw: float = 0.0
var _free_camera_pitch: float = 0.0
var _movement_enabled: bool = true
var _local_input_suppressors: Dictionary[StringName, bool] = {}
var _camera_input_suppressors: Dictionary[StringName, bool] = {}
var _water_recovery_active: bool = false
var _remote_recovery_presentation_active: bool = false
var _remote_recovery_visual_origin: Vector3
@ -1789,7 +1789,10 @@ func _update_free_camera_physics() -> void:
if _free_camera == null or _free_camera_body == null:
_set_free_camera_active(false)
return
if not _is_movement_input_enabled():
# Freecam translation is camera input, not avatar movement. Fishing locks
# the avatar after a cast, but the detached camera must remain movable.
# Camera/menu input ownership still stops freecam while an overlay is active.
if not _is_camera_input_enabled():
_free_camera_body.velocity = Vector3.ZERO
_free_camera_body.move_and_slide()
return
@ -2483,7 +2486,11 @@ func _is_movement_input_enabled() -> bool:
func _is_camera_input_enabled() -> bool:
return _camera_input_enabled and _local_input_suppressors.is_empty()
return (
_camera_input_enabled
and _local_input_suppressors.is_empty()
and _camera_input_suppressors.is_empty()
)
func set_camera_input_enabled(enabled: bool) -> void:
@ -2492,6 +2499,19 @@ func set_camera_input_enabled(enabled: bool) -> void:
_set_camera_dragging(false)
func set_camera_input_suppressed(
owner: StringName,
suppressed: bool,
) -> void:
if owner.is_empty():
return
if suppressed:
_camera_input_suppressors[owner] = true
_set_camera_dragging(false)
else:
_camera_input_suppressors.erase(owner)
func set_camera_active(active: bool) -> void:
if _free_camera_active and _free_camera != null:
_free_camera.current = active
@ -3344,9 +3364,6 @@ func _complete_showcase_restore(
_camera_pitch.rotation = _showcase_camera_snapshot.pitch_rotation
_spring_arm.spring_length = _showcase_camera_snapshot.spring_length
_target_zoom = _showcase_camera_snapshot.target_zoom
_camera_input_enabled = (
_showcase_camera_snapshot.camera_input_enabled
)
_set_camera_dragging(
_showcase_camera_snapshot.camera_dragging
and Input.is_action_pressed("camera_drag")
@ -3367,9 +3384,7 @@ func _capture_showcase_camera_snapshot() -> void:
_showcase_camera_snapshot.pitch_rotation = _camera_pitch.rotation
_showcase_camera_snapshot.spring_length = _spring_arm.spring_length
_showcase_camera_snapshot.target_zoom = _target_zoom
_showcase_camera_snapshot.camera_input_enabled = _camera_input_enabled
_showcase_camera_snapshot.camera_dragging = _camera_dragging
_camera_input_enabled = false
_set_camera_dragging(false)

View file

@ -312,10 +312,23 @@ func _run() -> void:
Input.parse_input_event(right_stick_motion)
await process_frame
# Chat owns all movement while text entry is active, including developer
# freecam movement which reads the same WASD actions as the player.
var free_camera_body := player.get("_free_camera_body") as CharacterBody3D
assert(free_camera_body != null)
# A released fishing cast locks only the avatar. The detached camera must
# continue to accept translation while that movement lock is active.
player.set_movement_enabled(false)
var cast_locked_camera_position: Vector3 = free_camera_body.global_position
Input.action_press("move_forward")
for _frame: int in 3:
await physics_frame
Input.action_release("move_forward")
assert(not free_camera_body.global_position.is_equal_approx(
cast_locked_camera_position
))
player.set_movement_enabled(true)
# Chat owns all movement while text entry is active, including developer
# freecam movement which reads the same WASD actions as the player.
chat_ui.open_chat()
assert(chat_ui.is_open())
var free_camera_position_before: Vector3 = free_camera_body.global_position

View file

@ -30,8 +30,14 @@ func _run() -> void:
var player := main.get("_player") as Player
var fishing_spot := main.get_node("%FishingSpot") as FishingSpot
var game_ui := main.get_node("%GameUI") as GameUI
var catalog := main.get("fish_catalog") as FishPool
assert(player != null and fishing_spot != null and catalog != null)
assert(
player != null
and fishing_spot != null
and game_ui != null
and catalog != null
)
fishing_spot.minimum_showcase_duration = 0.15
assert(player.bag.add_item(&"crab_net"))
assert(player.hotbar.assign_item(0, &"crab_net"))
@ -82,6 +88,18 @@ func _run() -> void:
await process_frame
assert(fishing_spot.get("_pending_catch") == null)
# A radial menu can open after the showcase panel disappears but before the
# pocket animation restores gameplay. Its camera lock must not overwrite the
# showcase's underlying camera state when the two finish in either order.
Input.action_press("open_emotes")
var emote_press := InputEventAction.new()
emote_press.action = &"open_emotes"
emote_press.pressed = true
game_ui.call("_input", emote_press)
var emote_menu := game_ui.get_node("%EmoteRadialMenu") as EmoteRadialMenu
assert(emote_menu.is_open())
assert(not bool(player.call("_is_camera_input_enabled")))
var pocket_deadline: int = Time.get_ticks_msec() + 6000
while (
Time.get_ticks_msec() < pocket_deadline
@ -91,6 +109,23 @@ func _run() -> void:
assert(fishing_spot.state == FishingSpot.FishingState.READY)
assert(player.is_movement_enabled())
assert(bool(player.call("_is_movement_input_enabled")))
assert(not bool(player.call("_is_camera_input_enabled")))
Input.action_release("open_emotes")
var emote_release := InputEventAction.new()
emote_release.action = &"open_emotes"
emote_release.pressed = false
game_ui.call("_input", emote_release)
assert(not emote_menu.is_open())
assert(bool(player.call("_is_camera_input_enabled")))
# A focused chat field or popup can consume the wheel's release event. The
# polled action state must still close the radial and release its camera lock.
Input.action_press("open_emotes")
game_ui.call("_input", emote_press)
assert(emote_menu.is_open())
Input.action_release("open_emotes")
await process_frame
assert(not emote_menu.is_open())
assert(bool(player.call("_is_camera_input_enabled")))
assert(player.inventory.contains_catch_id(crab_catch.catch_id))
assert(bool(player.get("_active_item_is_net")))

View file

@ -81,6 +81,8 @@ signal shop_backdrop_visibility_changed(is_visible: bool)
signal virtual_pointer_mode_changed(is_active: bool)
const VIRTUAL_MOUSE_INPUT_OWNER: StringName = &"controller_virtual_mouse"
const EMOTE_RADIAL_CAMERA_OWNER: StringName = &"emote_radial_menu"
const QUICK_RADIAL_CAMERA_OWNER: StringName = &"quick_radial_menu"
const VIRTUAL_MOUSE_TRIGGER_THRESHOLD: float = 0.55
const VIRTUAL_MOUSE_TRIGGER_RELEASE_THRESHOLD: float = 0.35
const VIRTUAL_MOUSE_STICK_DEADZONE: float = 0.18
@ -194,8 +196,6 @@ var _experience_award_queue: Array[Dictionary] = []
var _experience_animation_active: bool = false
var _experience_animation_generation: int = 0
var _experience_panel_rest_y: float = 18.0
var _emote_prior_camera_input_enabled: bool = true
var _quick_prior_camera_input_enabled: bool = true
var _virtual_mouse_active: bool = false
var _virtual_mouse_prior_camera_input_enabled: bool = true
var _virtual_mouse_prior_mouse_mode: Input.MouseMode = Input.MOUSE_MODE_VISIBLE
@ -581,15 +581,10 @@ func _input(event: InputEvent) -> void:
):
var emote_is_open: bool = _emote_radial_menu.is_open()
if emote_is_open != emote_was_open and _player != null:
if emote_is_open:
_emote_prior_camera_input_enabled = (
_player.is_camera_input_enabled()
)
_player.set_camera_input_enabled(false)
else:
_player.set_camera_input_enabled(
_emote_prior_camera_input_enabled
)
_player.set_camera_input_suppressed(
EMOTE_RADIAL_CAMERA_OWNER,
emote_is_open,
)
get_viewport().set_input_as_handled()
return
var quick_was_open: bool = _quick_radial_menu.is_open()
@ -599,18 +594,63 @@ func _input(event: InputEvent) -> void:
):
var quick_is_open: bool = _quick_radial_menu.is_open()
if quick_is_open != quick_was_open and _player != null:
if quick_is_open:
_quick_prior_camera_input_enabled = (
_player.is_camera_input_enabled()
)
_player.set_camera_input_enabled(false)
else:
_player.set_camera_input_enabled(
_quick_prior_camera_input_enabled
)
_player.set_camera_input_suppressed(
QUICK_RADIAL_CAMERA_OWNER,
quick_is_open,
)
get_viewport().set_input_as_handled()
func _reconcile_radial_menu_input() -> void:
var blocked: bool = (
not _gameplay_ui_enabled
or _system_menu_open
or _player_menu_open
or _shop_open
or _storage_open
or _chat_input_open
or _showcase_active
or _virtual_mouse_active
)
if (
_emote_radial_menu != null
and _emote_radial_menu.is_open()
and (blocked or not Input.is_action_pressed("open_emotes"))
):
_close_emote_radial_menu()
if (
_quick_radial_menu != null
and _quick_radial_menu.is_open()
and (blocked or not Input.is_action_pressed("open_quick_actions"))
):
_close_quick_radial_menu()
func _close_radial_menus() -> void:
_close_emote_radial_menu()
_close_quick_radial_menu()
func _close_emote_radial_menu() -> void:
if _emote_radial_menu != null and _emote_radial_menu.is_open():
_emote_radial_menu.close_menu()
if _player != null and is_instance_valid(_player):
_player.set_camera_input_suppressed(
EMOTE_RADIAL_CAMERA_OWNER,
false,
)
func _close_quick_radial_menu() -> void:
if _quick_radial_menu != null and _quick_radial_menu.is_open():
_quick_radial_menu.close_menu()
if _player != null and is_instance_valid(_player):
_player.set_camera_input_suppressed(
QUICK_RADIAL_CAMERA_OWNER,
false,
)
func _can_use_character_call() -> bool:
return (
_gameplay_ui_enabled
@ -1356,6 +1396,7 @@ func is_input_mapping_capturing() -> bool:
func _process(delta: float) -> void:
_reconcile_radial_menu_input()
_poll_virtual_mouse_controller_state()
_update_virtual_mouse(delta)
_update_controller_menu_scroll(delta)
@ -1578,18 +1619,7 @@ func set_gameplay_ui_enabled(enabled: bool) -> void:
_refresh_chat_availability()
if not enabled:
_end_virtual_mouse()
if _emote_radial_menu != null and _emote_radial_menu.is_open():
_emote_radial_menu.close_menu()
if _player != null:
_player.set_camera_input_enabled(
_emote_prior_camera_input_enabled
)
if _quick_radial_menu != null and _quick_radial_menu.is_open():
_quick_radial_menu.close_menu()
if _player != null:
_player.set_camera_input_enabled(
_quick_prior_camera_input_enabled
)
_close_radial_menus()
if _surface_drawing != null:
_surface_drawing.deactivate()
close_player_menu_for_session_end()
@ -1658,6 +1688,8 @@ func _refresh_gameplay_hud_visibility() -> void:
func set_system_menu_open(is_open: bool) -> void:
_system_menu_open = is_open
if is_open:
_close_radial_menus()
_refresh_surface_drawing_activation()
_refresh_gameplay_hud_visibility()
_refresh_chat_availability()
@ -2071,6 +2103,8 @@ func _on_showcase_changed(
showcase_visible: bool,
) -> void:
_showcase_active = showcase_visible
if showcase_visible:
_close_radial_menus()
_refresh_surface_drawing_activation()
if not showcase_visible:
_set_fishing_panel_showcase_position(false)
@ -2314,6 +2348,7 @@ func _on_player_menu_visibility_changed(is_open: bool) -> void:
_chat_ui.set_world_speech_visible(not is_open)
if is_open:
_end_virtual_mouse()
_close_radial_menus()
_refresh_surface_drawing_activation()
_refresh_gameplay_hud_visibility()
if is_open:
@ -2366,6 +2401,8 @@ func _on_shop_exit_started() -> void:
func _on_shop_visibility_changed(is_open: bool) -> void:
_shop_open = is_open
if is_open:
_close_radial_menus()
_refresh_surface_drawing_activation()
if is_open:
shop_backdrop_visibility_changed.emit(true)
@ -2389,6 +2426,8 @@ func _on_shop_visibility_changed(is_open: bool) -> void:
func _on_storage_visibility_changed(is_open: bool) -> void:
_storage_open = is_open
if is_open:
_close_radial_menus()
_refresh_surface_drawing_activation()
_refresh_gameplay_hud_visibility()
_refresh_chat_availability()
@ -2544,6 +2583,8 @@ func _emit_interactive_pointer_ui_changed() -> void:
func _on_chat_text_entry_ownership_changed(active: bool) -> void:
_chat_input_open = active
if active:
_close_radial_menus()
_refresh_surface_drawing_activation()
_refresh_chat_availability()
_emit_interactive_pointer_ui_changed()