Stabilize camera drag and Tab menu input

This commit is contained in:
Alexander Sellite 2026-08-21 21:33:02 -04:00
parent 86e5980019
commit bb1942a057
4 changed files with 43 additions and 38 deletions

View file

@ -466,11 +466,10 @@ var _catch_attachment_offset: Vector3 = Vector3(0.0, 0.08, 0.04)
var _gravity: float = float(ProjectSettings.get_setting("physics/3d/default_gravity"))
var _camera_dragging: bool = false
var _camera_drag_button_held: bool = false
var _camera_input_enabled: bool = true
var _camera_drag_prior_mouse_mode: Input.MouseMode = Input.MOUSE_MODE_VISIBLE
var _camera_drag_capture_pending: bool = false
var _camera_drag_generation: int = 0
var _camera_drag_pointer_origin: Vector2 = Vector2.ZERO
var _camera_drag_restore_pointer: bool = false
var _free_camera_active: bool = false
var _free_camera_body: CharacterBody3D
var _free_camera: Camera3D
@ -1616,7 +1615,6 @@ func _input(event: InputEvent) -> void:
return
var mouse_button := event as InputEventMouseButton
if mouse_button != null and event.is_action("camera_drag"):
_camera_drag_button_held = mouse_button.pressed
_set_camera_dragging(mouse_button.pressed)
return
var mouse_motion := event as InputEventMouseMotion
@ -1626,7 +1624,6 @@ func _input(event: InputEvent) -> void:
_rotate_free_camera(mouse_motion.screen_relative * mouse_sensitivity)
else:
_rotate_camera(mouse_motion.screen_relative * mouse_sensitivity)
_request_camera_drag_capture()
func _notification(what: int) -> void:
@ -1689,38 +1686,24 @@ func _set_camera_dragging(active: bool) -> void:
if _camera_dragging == active:
return
_camera_dragging = active
_camera_drag_generation += 1
_camera_drag_capture_pending = false
if active:
_camera_drag_prior_mouse_mode = Input.mouse_mode
_camera_drag_restore_pointer = _camera_drag_prior_mouse_mode in [
Input.MOUSE_MODE_VISIBLE,
Input.MOUSE_MODE_CONFINED,
]
if _camera_drag_restore_pointer:
_camera_drag_pointer_origin = get_viewport().get_mouse_position()
# Capture starts with the physical press, before any motion is applied.
# Switching modes after the first movement can synthesize a center warp
# in the middle of the drag and interrupt camera control.
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
else:
_camera_drag_button_held = false
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = _camera_drag_prior_mouse_mode
func _request_camera_drag_capture() -> void:
if (
_camera_drag_capture_pending
or Input.mouse_mode == Input.MOUSE_MODE_CAPTURED
):
return
_camera_drag_capture_pending = true
_capture_camera_drag_pointer.call_deferred(_camera_drag_generation)
func _capture_camera_drag_pointer(generation: int) -> void:
if generation != _camera_drag_generation:
return
_camera_drag_capture_pending = false
if (
not _camera_dragging
or not local_control_enabled
or not _is_camera_input_enabled()
or not _camera_drag_button_held
):
return
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if _camera_drag_restore_pointer:
Input.warp_mouse(_camera_drag_pointer_origin)
_camera_drag_restore_pointer = false
func _get_network_aware_speed() -> float:

View file

@ -20,10 +20,11 @@ func _run() -> void:
press.button_index = MOUSE_BUTTON_RIGHT
press.button_mask = MOUSE_BUTTON_MASK_RIGHT
press.pressed = true
player.call("_input", press)
Input.parse_input_event(press)
await process_frame
assert(bool(player.get("_camera_dragging")))
if DisplayServer.get_name() != "headless":
assert(Input.mouse_mode == Input.MOUSE_MODE_VISIBLE)
assert(Input.mouse_mode == Input.MOUSE_MODE_CAPTURED)
var yaw := player.get_node("%CameraYaw") as Node3D
var previous_yaw: float = yaw.rotation.y
@ -31,9 +32,9 @@ func _run() -> void:
motion.button_mask = MOUSE_BUTTON_MASK_RIGHT
motion.relative = Vector2(18.0, -4.0)
motion.screen_relative = motion.relative
player.call("_input", motion)
assert(not is_equal_approx(yaw.rotation.y, previous_yaw))
Input.parse_input_event(motion)
await process_frame
assert(not is_equal_approx(yaw.rotation.y, previous_yaw))
assert(bool(player.get("_camera_dragging")))
if DisplayServer.get_name() != "headless":
assert(Input.mouse_mode == Input.MOUSE_MODE_CAPTURED)
@ -41,12 +42,14 @@ func _run() -> void:
var release := InputEventMouseButton.new()
release.button_index = MOUSE_BUTTON_RIGHT
release.pressed = false
player.call("_input", release)
Input.parse_input_event(release)
await process_frame
assert(not bool(player.get("_camera_dragging")))
if DisplayServer.get_name() != "headless":
assert(Input.mouse_mode == Input.MOUSE_MODE_VISIBLE)
player.call("_input", press)
Input.parse_input_event(press)
await process_frame
assert(bool(player.get("_camera_dragging")))
player.notification(NOTIFICATION_APPLICATION_FOCUS_OUT)
assert(not bool(player.get("_camera_dragging")))

View file

@ -52,6 +52,19 @@ func _run() -> void:
presentation.get("_neutral_focus_seed") == standard_button,
"the neutral menu focus seed did not remember the first action",
)
var player_menu_tab := InputEventKey.new()
player_menu_tab.physical_keycode = KEY_TAB
player_menu_tab.pressed = true
presentation._input(player_menu_tab)
await process_frame
_expect(
root.gui_get_focus_owner() == null,
"the default player-menu Tab was consumed as focus navigation",
)
_expect(
presentation.get("_neutral_focus_seed") == standard_button,
"the default player-menu Tab discarded the neutral focus seed",
)
var first_navigation := InputEventJoypadButton.new()
first_navigation.button_index = JOY_BUTTON_DPAD_DOWN
first_navigation.pressed = true

View file

@ -245,6 +245,12 @@ func _clear_directional_input_in_flight(generation: int) -> void:
func _is_directional_navigation(event: InputEvent) -> bool:
if event is InputEventKey and (event as InputEventKey).echo:
return false
# Tab is both Godot's default ui_focus_next key and NETfishing's default
# player-menu binding. The global focus presenter must leave that gameplay
# action alone; otherwise a remembered neutral focus seed consumes the key
# before PlayerMenu can open or close.
if event is InputEventKey and event.is_action_pressed(&"open_backpack"):
return false
return (
event.is_action_pressed(&"ui_left")
or event.is_action_pressed(&"ui_right")