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EGJ25/addons/guide/remapping/guide_input_detector.gd
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feat: made sure the aspect ration fit a pixel art game and added useful addons
2025-06-27 15:19:12 +02:00

377 lines
11 KiB
GDScript

@tool
## Helper node for detecting inputs. Detects the next input matching a specification and
## emits a signal with the detected input.
class_name GUIDEInputDetector
extends Node
## The device type for which the input should be filtered.
enum DeviceType {
## Only detect input from keyboard.
KEYBOARD = 1,
## Only detect input from the mouse.
MOUSE = 2,
## Only detect input from joysticks/gamepads.
JOY = 4
# touch doesn't make a lot of sense as this is usually
# not remappable.
}
## Which joy index should be used for detected joy events
enum JoyIndex {
# Use -1, so the detected input will match any joystick
ANY = 0,
# Use the actual index of the detected joystick.
DETECTED = 1
}
enum DetectionState {
# The detector is currently idle.
IDLE = 0,
# The detector is currently counting down before starting the detection.
COUNTDOWN = 3,
# The detector is currently detecting input.
DETECTING = 1,
# The detector has finished detecting but is waiting for input to be released.
WAITING_FOR_INPUT_CLEAR = 2,
}
## A countdown between initiating a dection and the actual start of the
## detection. This is useful because when the user clicks a button to
## start a detection, we want to make sure that the player is actually
## ready (and not accidentally moves anything). If set to 0, no countdown
## will be started.
@export_range(0, 2, 0.1, "or_greater") var detection_countdown_seconds:float = 0.5
## Minimum amplitude to detect any axis.
@export_range(0, 1, 0.1, "or_greater") var minimum_axis_amplitude:float = 0.2
## If any of these inputs is encountered, the detector will
## treat this as "abort detection".
@export var abort_detection_on:Array[GUIDEInput] = []
## Which joy index should be returned for detected joy events.
@export var use_joy_index:JoyIndex = JoyIndex.ANY
## Whether trigger buttons on controllers should be detected when
## then action value type is limited to boolean.
@export var allow_triggers_for_boolean_actions:bool = true
## Emitted when the detection has started (e.g. countdown has elapsed).
## Can be used to signal this to the player.
signal detection_started()
## Emitted when the input detector detects an input of the given type.
## If detection was aborted the given input is null.
signal input_detected(input:GUIDEInput)
# The timer for the detection countdown.
var _timer:Timer
# Our copy of the input state
var _input_state:GUIDEInputState
# The current state of the detection.
var _status:DetectionState = DetectionState.IDLE
# Mapping contexts that were active when the detection started. We need to restore these once the detection is
# finished or aborted.
var _saved_mapping_contexts:Array[GUIDEMappingContext] = []
# The last detected input.
var _last_detected_input:GUIDEInput = null
func _ready():
# don't run the process function if we are not detecting to not waste resources
set_process(false)
_timer = Timer.new()
_input_state = GUIDEInputState.new()
_timer.one_shot = true
add_child(_timer, false, Node.INTERNAL_MODE_FRONT)
_timer.timeout.connect(_begin_detection)
## Whether the input detector is currently detecting input.
var is_detecting:bool:
get: return _status != DetectionState.IDLE
var _value_type:GUIDEAction.GUIDEActionValueType
var _device_types:Array[DeviceType] = []
## Detects a boolean input type.
func detect_bool(device_types:Array[DeviceType] = []) -> void:
detect(GUIDEAction.GUIDEActionValueType.BOOL, device_types)
## Detects a 1D axis input type.
func detect_axis_1d(device_types:Array[DeviceType] = []) -> void:
detect(GUIDEAction.GUIDEActionValueType.AXIS_1D, device_types)
## Detects a 2D axis input type.
func detect_axis_2d(device_types:Array[DeviceType] = []) -> void:
detect(GUIDEAction.GUIDEActionValueType.AXIS_2D, device_types)
## Detects a 3D axis input type.
func detect_axis_3d(device_types:Array[DeviceType] = []) -> void:
detect(GUIDEAction.GUIDEActionValueType.AXIS_3D, device_types)
## Detects the given input type. If device types are given
## will only detect inputs from the given device types.
## Otherwise will detect inputs from all supported device types.
func detect(value_type:GUIDEAction.GUIDEActionValueType,
device_types:Array[DeviceType] = []) -> void:
if device_types == null:
push_error("Device types must not be null. Supply an empty array if you want to detect input from all devices.")
return
# If we are already detecting, abort this.
if _status == DetectionState.DETECTING or _status == DetectionState.WAITING_FOR_INPUT_CLEAR:
for input in abort_detection_on:
input._end_usage()
# and start a new detection.
_status = DetectionState.COUNTDOWN
_value_type = value_type
_device_types = device_types
_timer.stop()
_timer.start(detection_countdown_seconds)
## This is called by the timer when the countdown has elapsed.
func _begin_detection():
# set status to detecting
_status = DetectionState.DETECTING
# reset and clear the input state
_input_state._clear()
_input_state._reset()
# enable all abort detection inputs
for input in abort_detection_on:
input._state = _input_state
input._begin_usage()
# we also use this inside the editor where the GUIDE
# singleton is not active. Here we don't need to enable
# and disable the mapping contexts.
if not Engine.is_editor_hint():
# save currently active mapping contexts
_saved_mapping_contexts = GUIDE.get_enabled_mapping_contexts()
# disable all mapping contexts
for context in _saved_mapping_contexts:
GUIDE.disable_mapping_context(context)
detection_started.emit()
## Aborts a running detection. If no detection currently runs
## does nothing.
func abort_detection() -> void:
_timer.stop()
# if we are currently detecting, deliver the null result
# which will gracefully shut down everything
if _status == DetectionState.DETECTING:
_deliver(null)
# in any other state we don't need to do anything
## This is called while we are waiting for input to be released.
func _process(delta: float) -> void:
# if we are not detecting, we don't need to do anything
if _status != DetectionState.WAITING_FOR_INPUT_CLEAR:
set_process(false)
return
# check if the input is still actuated. We do this to avoid the problem
# of this input accidentally triggering something in the mapping contexts
# when we enable them again.
for input in abort_detection_on:
if input._value.is_finite() and input._value.length() > 0:
# we still have input, so we are still waiting
# retry next frame
return
# if we are here, the input is no longer actuated
# tear down the inputs
for input in abort_detection_on:
input._end_usage()
# restore the mapping contexts
# but only when not running in the editor
if not Engine.is_editor_hint():
for context in _saved_mapping_contexts:
GUIDE.enable_mapping_context(context)
# set status to idle
_status = DetectionState.IDLE
# and deliver the detected input
input_detected.emit(_last_detected_input)
## This is called in any state when input is received.
func _input(event:InputEvent) -> void:
if _status == DetectionState.IDLE:
return
# feed the event into the state
_input_state._input(event)
# while detecting, we're the only ones consuming input and we eat this input
# to not accidentally trigger built-in Godot mappings (e.g. UI stuff)
get_viewport().set_input_as_handled()
# but we still feed it into GUIDE's global state so this state stays
# up to date. This should have no effect because we disabled all mapping
# contexts.
if not Engine.is_editor_hint():
GUIDE.inject_input(event)
if _status == DetectionState.DETECTING:
# check if any abort input will trigger
for input in abort_detection_on:
# if it triggers, we abort
if input._value.is_finite() and input._value.length() > 0:
abort_detection()
return
# check if the event matches the device type we are
# looking for
if not _matches_device_types(event):
return
# then check if it can be mapped to the desired
# value type
match _value_type:
GUIDEAction.GUIDEActionValueType.BOOL:
_try_detect_bool(event)
GUIDEAction.GUIDEActionValueType.AXIS_1D:
_try_detect_axis_1d(event)
GUIDEAction.GUIDEActionValueType.AXIS_2D:
_try_detect_axis_2d(event)
GUIDEAction.GUIDEActionValueType.AXIS_3D:
_try_detect_axis_3d(event)
func _matches_device_types(event:InputEvent) -> bool:
if _device_types.is_empty():
return true
if event is InputEventKey:
return _device_types.has(DeviceType.KEYBOARD)
if event is InputEventMouse:
return _device_types.has(DeviceType.MOUSE)
if event is InputEventJoypadButton or event is InputEventJoypadMotion:
return _device_types.has(DeviceType.JOY)
return false
func _try_detect_bool(event:InputEvent) -> void:
if event is InputEventKey and event.is_released():
var result := GUIDEInputKey.new()
result.key = event.physical_keycode
result.shift = event.shift_pressed
result.control = event.ctrl_pressed
result.meta = event.meta_pressed
result.alt = event.alt_pressed
_deliver(result)
return
if event is InputEventMouseButton and event.is_released():
var result := GUIDEInputMouseButton.new()
result.button = event.button_index
_deliver(result)
return
if event is InputEventJoypadButton and event.is_released():
var result := GUIDEInputJoyButton.new()
result.button = event.button_index
result.joy_index = _find_joy_index(event.device)
_deliver(result)
if allow_triggers_for_boolean_actions:
# only allow joypad trigger buttons
if not (event is InputEventJoypadMotion):
return
if event.axis != JOY_AXIS_TRIGGER_LEFT and \
event.axis != JOY_AXIS_TRIGGER_RIGHT:
return
var result := GUIDEInputJoyAxis1D.new()
result.axis = event.axis
result.joy_index = _find_joy_index(event.device)
_deliver(result)
func _try_detect_axis_1d(event:InputEvent) -> void:
if event is InputEventMouseMotion:
var result := GUIDEInputMouseAxis1D.new()
# Pick the direction in which the mouse was moved more.
if abs(event.relative.x) > abs(event.relative.y):
result.axis = GUIDEInputMouseAxis1D.GUIDEInputMouseAxis.X
else:
result.axis = GUIDEInputMouseAxis1D.GUIDEInputMouseAxis.Y
_deliver(result)
return
if event is InputEventJoypadMotion:
if abs(event.axis_value) < minimum_axis_amplitude:
return
var result := GUIDEInputJoyAxis1D.new()
result.axis = event.axis
result.joy_index = _find_joy_index(event.device)
_deliver(result)
func _try_detect_axis_2d(event:InputEvent) -> void:
if event is InputEventMouseMotion:
var result := GUIDEInputMouseAxis2D.new()
_deliver(result)
return
if event is InputEventJoypadMotion:
if event.axis_value < minimum_axis_amplitude:
return
var result := GUIDEInputJoyAxis2D.new()
match event.axis:
JOY_AXIS_LEFT_X, JOY_AXIS_LEFT_Y:
result.x = JOY_AXIS_LEFT_X
result.y = JOY_AXIS_LEFT_Y
JOY_AXIS_RIGHT_X, JOY_AXIS_RIGHT_Y:
result.x = JOY_AXIS_RIGHT_X
result.y = JOY_AXIS_RIGHT_Y
_:
# not supported for detection
return
result.joy_index = _find_joy_index(event.device)
_deliver(result)
return
func _try_detect_axis_3d(event:InputEvent) -> void:
# currently no input for 3D
pass
func _find_joy_index(device_id:int) -> int:
if use_joy_index == JoyIndex.ANY:
return -1
var pads := Input.get_connected_joypads()
for i in pads.size():
if pads[i] == device_id:
return i
return -1
func _deliver(input:GUIDEInput) -> void:
_last_detected_input = input
_status = DetectionState.WAITING_FOR_INPUT_CLEAR
# enable processing so we can check if the input is released before we re-enable GUIDE's mapping contexts
set_process(true)