feat(input): full controller support, rebindable controls, and rotation fixes

Playing with a gamepad did not work: all six move_* actions had no joypad
event at all, so a pad could yaw/pitch/roll/turbo but could not translate.
Nothing caught it because every action existed and the game booted fine —
no assertion checked that an action is reachable on *both* devices.

Controller layout, on the 6DOF convention (left stick aims, right stick
translates), using all six of the pad's analog axes for the ship's six
degrees of freedom:

  left stick   yaw + pitch        right stick  strafe + vertical
  LB / RB      roll               RT / LT      forward / back
  L3           turbo              R3           ball camera

Input is now read with Input.get_axis instead of is_action_pressed, so
triggers and sticks are proportional. Keyboard values are unchanged.

Three rotation bugs found by measuring a real Ship rather than reading the
code:

- apply_torque() is world-space and the torque was never rotated into the
  hull's frame (unlike thrust, which uses -ship_basis.z). Roll input became
  pitch after a 90 degree turn and inverted at 180, so the controls were
  correct flying up-field and backwards flying back.
- ship.tscn's inertia is Vector3(7, 1, 7) but a flat torque was applied to
  every axis, giving yaw 7x the angular acceleration of pitch and roll
  (172 deg/s vs 52). Torque is now scaled per-axis by inertia, so
  rotation_acceleration means rad/s^2 and all three axes match. Yaw is
  unchanged.
- pitch_down pitched the nose UP: get_axis's arguments were reversed, so
  the I/K keys and the stick each did the opposite of their label.

Menus were unusable on a pad for a separate reason: Godot 4.7 gives
ui_up/down/left/right joypad events by default but leaves ui_accept and
ui_cancel with none (verified against a pristine project), so a controller
could move the highlight and never press anything. A confirms and B goes
back. Gameplay exits on a new leave_gameplay action (Escape / Start) rather
than ui_cancel, so carrying B for menus cannot abandon a live match.

Bindings for both devices are rebindable in Settings -> Controls, persisted
to user://input.cfg — a separate file from settings.cfg because
VideoSettings.save() rewrites that file wholesale and would drop any
section it does not know about. project.godot stays the source of truth for
defaults; overrides are only ever a delta on top of a boot-time snapshot.

Verified: 268 unit tests, the ENet integration gate, and a 16-sample
before/after comparison of networked prediction residuals showing the
physics change does not regress them (median 0.083m -> 0.065m).

Note for follow-up: every policy in Game/bots/ was trained against the old
sluggish, world-axis rotation and will over-rotate until retrained.
This commit is contained in:
Josh Creek
2026-09-06 20:41:20 +01:00
parent 00b900d864
commit 076d27a564
17 changed files with 1430 additions and 87 deletions
+37 -3
View File
@@ -28,6 +28,7 @@ run/main_scene.dedicated_server="res://scenes/server_boot.tscn"
GameSettings="*res://scripts/game_settings.gd"
ControlPlaneClient="*res://scripts/control_plane_client.gd"
VideoSettings="*res://scripts/video_settings.gd"
InputSettings="*res://scripts/input_settings.gd"
BackgroundFPS="*res://scripts/background_fps.gd"
PerfOverlay="*res://scripts/perf_overlay.gd"
NetSim="*res://scripts/net_sim.gd"
@@ -55,42 +56,49 @@ enabled=PackedStringArray("res://addons/godot_rl_agents/plugin.cfg")
reset_ball={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":11,"pressure":0.0,"pressed":false,"script":null)
]
}
move_forward={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":5,"axis_value":1.0,"script":null)
]
}
move_back={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":4,"axis_value":1.0,"script":null)
]
}
move_left={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":-1.0,"script":null)
]
}
move_right={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":1.0,"script":null)
]
}
move_up={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":-1.0,"script":null)
]
}
move_down={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":81,"key_label":0,"unicode":113,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":1.0,"script":null)
]
}
turbo={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":7,"pressure":0.0,"pressed":false,"script":null)
]
}
turn_left={
@@ -108,13 +116,13 @@ turn_right={
pitch_up={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":73,"key_label":0,"unicode":105,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":-1.0,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":1.0,"script":null)
]
}
pitch_down={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":75,"key_label":0,"unicode":107,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":1.0,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":-1.0,"script":null)
]
}
roll_left={
@@ -129,6 +137,32 @@ roll_right={
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":10,"pressure":0.0,"pressed":false,"script":null)
]
}
toggle_ball_cam={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":8,"pressure":0.0,"pressed":false,"script":null)
]
}
ui_cancel={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":1,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":6,"pressure":0.0,"pressed":false,"script":null)
]
}
ui_accept={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194309,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194310,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
]
}
leave_gameplay={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":6,"pressure":0.0,"pressed":false,"script":null)
]
}
toggle_perf_overlay={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194334,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+129 -45
View File
@@ -1,7 +1,8 @@
[gd_scene load_steps=3 format=3]
[gd_scene load_steps=4 format=3]
[ext_resource type="Script" path="res://scripts/settings_menu.gd" id="1_settings"]
[ext_resource type="Theme" path="res://themes/cosmic_clash_theme.tres" id="2_theme"]
[ext_resource type="Script" path="res://scripts/controls_settings.gd" id="3_controls"]
[node name="SettingsMenu" type="Control"]
layout_mode = 3
@@ -13,69 +14,88 @@ grow_vertical = 2
script = ExtResource("1_settings")
theme = ExtResource("2_theme")
[node name="CenterContainer" type="CenterContainer" parent="."]
[node name="MarginContainer" type="MarginContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 24
theme_override_constants/margin_top = 24
theme_override_constants/margin_right = 24
theme_override_constants/margin_bottom = 24
[node name="VBoxContainer" type="VBoxContainer" parent="CenterContainer"]
custom_minimum_size = Vector2(420, 0)
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="TitleLabel" type="Label" parent="CenterContainer/VBoxContainer"]
[node name="TitleLabel" type="Label" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 36
text = "Settings"
horizontal_alignment = 1
[node name="TitleSpacer" type="Control" parent="CenterContainer/VBoxContainer"]
custom_minimum_size = Vector2(0, 14)
[node name="TabContainer" type="TabContainer" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
size_flags_vertical = 3
tab_alignment = 1
[node name="PresetRow" type="HBoxContainer" parent="CenterContainer/VBoxContainer"]
[node name="Video" type="ScrollContainer" parent="MarginContainer/VBoxContainer/TabContainer"]
layout_mode = 2
follow_focus = true
horizontal_scroll_mode = 0
[node name="CenterContainer" type="CenterContainer" parent="MarginContainer/VBoxContainer/TabContainer/Video"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer"]
custom_minimum_size = Vector2(420, 0)
layout_mode = 2
theme_override_constants/separation = 10
[node name="PresetLabel" type="Label" parent="CenterContainer/VBoxContainer/PresetRow"]
[node name="PresetRow" type="HBoxContainer" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="PresetLabel" type="Label" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/PresetRow"]
custom_minimum_size = Vector2(110, 0)
layout_mode = 2
text = "Graphics preset"
[node name="PresetDropdown" type="OptionButton" parent="CenterContainer/VBoxContainer/PresetRow"]
[node name="PresetDropdown" type="OptionButton" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/PresetRow"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 40)
layout_mode = 2
size_flags_horizontal = 3
[node name="AARow" type="HBoxContainer" parent="CenterContainer/VBoxContainer"]
[node name="AARow" type="HBoxContainer" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="AALabel" type="Label" parent="CenterContainer/VBoxContainer/AARow"]
[node name="AALabel" type="Label" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/AARow"]
custom_minimum_size = Vector2(110, 0)
layout_mode = 2
text = "Anti-aliasing"
[node name="AADropdown" type="OptionButton" parent="CenterContainer/VBoxContainer/AARow"]
[node name="AADropdown" type="OptionButton" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/AARow"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 40)
layout_mode = 2
size_flags_horizontal = 3
[node name="ResolutionRow" type="HBoxContainer" parent="CenterContainer/VBoxContainer"]
[node name="ResolutionRow" type="HBoxContainer" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="ResolutionLabel" type="Label" parent="CenterContainer/VBoxContainer/ResolutionRow"]
[node name="ResolutionLabel" type="Label" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/ResolutionRow"]
custom_minimum_size = Vector2(110, 0)
layout_mode = 2
text = "Resolution scale"
[node name="ResolutionSlider" type="HSlider" parent="CenterContainer/VBoxContainer/ResolutionRow"]
[node name="ResolutionSlider" type="HSlider" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/ResolutionRow"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 24)
layout_mode = 2
@@ -86,23 +106,23 @@ max_value = 1.0
step = 0.05
value = 1.0
[node name="ResolutionValueLabel" type="Label" parent="CenterContainer/VBoxContainer/ResolutionRow"]
[node name="ResolutionValueLabel" type="Label" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/ResolutionRow"]
unique_name_in_owner = true
custom_minimum_size = Vector2(48, 0)
layout_mode = 2
text = "100%"
horizontal_alignment = 2
[node name="GlowRow" type="HBoxContainer" parent="CenterContainer/VBoxContainer"]
[node name="GlowRow" type="HBoxContainer" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="GlowLabel" type="Label" parent="CenterContainer/VBoxContainer/GlowRow"]
[node name="GlowLabel" type="Label" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/GlowRow"]
custom_minimum_size = Vector2(110, 0)
layout_mode = 2
text = "Glow intensity"
[node name="GlowSlider" type="HSlider" parent="CenterContainer/VBoxContainer/GlowRow"]
[node name="GlowSlider" type="HSlider" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/GlowRow"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 24)
layout_mode = 2
@@ -113,23 +133,23 @@ max_value = 1.5
step = 0.05
value = 1.0
[node name="GlowValueLabel" type="Label" parent="CenterContainer/VBoxContainer/GlowRow"]
[node name="GlowValueLabel" type="Label" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/GlowRow"]
unique_name_in_owner = true
custom_minimum_size = Vector2(48, 0)
layout_mode = 2
text = "100%"
horizontal_alignment = 2
[node name="BrightnessRow" type="HBoxContainer" parent="CenterContainer/VBoxContainer"]
[node name="BrightnessRow" type="HBoxContainer" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="BrightnessLabel" type="Label" parent="CenterContainer/VBoxContainer/BrightnessRow"]
[node name="BrightnessLabel" type="Label" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/BrightnessRow"]
custom_minimum_size = Vector2(110, 0)
layout_mode = 2
text = "Brightness"
[node name="BrightnessSlider" type="HSlider" parent="CenterContainer/VBoxContainer/BrightnessRow"]
[node name="BrightnessSlider" type="HSlider" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/BrightnessRow"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 24)
layout_mode = 2
@@ -140,72 +160,136 @@ max_value = 1.3
step = 0.02
value = 1.0
[node name="BrightnessValueLabel" type="Label" parent="CenterContainer/VBoxContainer/BrightnessRow"]
[node name="BrightnessValueLabel" type="Label" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/BrightnessRow"]
unique_name_in_owner = true
custom_minimum_size = Vector2(48, 0)
layout_mode = 2
text = "100%"
horizontal_alignment = 2
[node name="VsyncRow" type="HBoxContainer" parent="CenterContainer/VBoxContainer"]
[node name="VsyncRow" type="HBoxContainer" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="VsyncLabel" type="Label" parent="CenterContainer/VBoxContainer/VsyncRow"]
[node name="VsyncLabel" type="Label" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/VsyncRow"]
custom_minimum_size = Vector2(110, 0)
layout_mode = 2
text = "VSync"
[node name="VsyncDropdown" type="OptionButton" parent="CenterContainer/VBoxContainer/VsyncRow"]
[node name="VsyncDropdown" type="OptionButton" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/VsyncRow"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 40)
layout_mode = 2
size_flags_horizontal = 3
[node name="FpsCapRow" type="HBoxContainer" parent="CenterContainer/VBoxContainer"]
[node name="FpsCapRow" type="HBoxContainer" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="FpsCapLabel" type="Label" parent="CenterContainer/VBoxContainer/FpsCapRow"]
[node name="FpsCapLabel" type="Label" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/FpsCapRow"]
custom_minimum_size = Vector2(110, 0)
layout_mode = 2
text = "FPS cap"
[node name="FpsCapDropdown" type="OptionButton" parent="CenterContainer/VBoxContainer/FpsCapRow"]
[node name="FpsCapDropdown" type="OptionButton" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/FpsCapRow"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 40)
layout_mode = 2
size_flags_horizontal = 3
[node name="FpsReadoutRow" type="HBoxContainer" parent="CenterContainer/VBoxContainer"]
[node name="FpsReadoutRow" type="HBoxContainer" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="FpsReadoutTitleLabel" type="Label" parent="CenterContainer/VBoxContainer/FpsReadoutRow"]
[node name="FpsReadoutTitleLabel" type="Label" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/FpsReadoutRow"]
custom_minimum_size = Vector2(110, 0)
layout_mode = 2
text = "Current"
[node name="FpsReadoutLabel" type="Label" parent="CenterContainer/VBoxContainer/FpsReadoutRow"]
[node name="FpsReadoutLabel" type="Label" parent="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/FpsReadoutRow"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
text = "0 fps"
[node name="ButtonSpacer" type="Control" parent="CenterContainer/VBoxContainer"]
custom_minimum_size = Vector2(0, 14)
[node name="Controls" type="ScrollContainer" parent="MarginContainer/VBoxContainer/TabContainer"]
visible = false
layout_mode = 2
follow_focus = true
horizontal_scroll_mode = 0
script = ExtResource("3_controls")
[node name="BackButton" type="Button" parent="CenterContainer/VBoxContainer"]
[node name="CenterContainer" type="CenterContainer" parent="MarginContainer/VBoxContainer/TabContainer/Controls"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer/VBoxContainer/TabContainer/Controls/CenterContainer"]
custom_minimum_size = Vector2(520, 0)
layout_mode = 2
theme_override_constants/separation = 10
[node name="DeviceRow" type="HBoxContainer" parent="MarginContainer/VBoxContainer/TabContainer/Controls/CenterContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="DeviceLabel" type="Label" parent="MarginContainer/VBoxContainer/TabContainer/Controls/CenterContainer/VBoxContainer/DeviceRow"]
custom_minimum_size = Vector2(160, 0)
layout_mode = 2
text = "Device"
[node name="KeyboardButton" type="Button" parent="MarginContainer/VBoxContainer/TabContainer/Controls/CenterContainer/VBoxContainer/DeviceRow"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 40)
layout_mode = 2
size_flags_horizontal = 3
toggle_mode = true
button_pressed = true
text = "Keyboard"
[node name="ControllerButton" type="Button" parent="MarginContainer/VBoxContainer/TabContainer/Controls/CenterContainer/VBoxContainer/DeviceRow"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 40)
layout_mode = 2
size_flags_horizontal = 3
toggle_mode = true
text = "Controller"
[node name="StatusLabel" type="Label" parent="MarginContainer/VBoxContainer/TabContainer/Controls/CenterContainer/VBoxContainer"]
unique_name_in_owner = true
modulate = Color(1, 0.85, 0.5, 1)
layout_mode = 2
theme_override_font_sizes/font_size = 13
text = ""
autowrap_mode = 2
[node name="BindingList" type="VBoxContainer" parent="MarginContainer/VBoxContainer/TabContainer/Controls/CenterContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/separation = 6
[node name="InvertPitchCheck" type="CheckBox" parent="MarginContainer/VBoxContainer/TabContainer/Controls/CenterContainer/VBoxContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 40)
layout_mode = 2
text = "Invert pitch"
[node name="ResetButton" type="Button" parent="MarginContainer/VBoxContainer/TabContainer/Controls/CenterContainer/VBoxContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 44)
layout_mode = 2
text = "Reset all bindings to defaults"
[node name="BackButton" type="Button" parent="MarginContainer/VBoxContainer"]
custom_minimum_size = Vector2(0, 56)
layout_mode = 2
text = "Back"
[connection signal="item_selected" from="CenterContainer/VBoxContainer/PresetRow/PresetDropdown" to="." method="_on_preset_dropdown_item_selected"]
[connection signal="item_selected" from="CenterContainer/VBoxContainer/AARow/AADropdown" to="." method="_on_aa_dropdown_item_selected"]
[connection signal="value_changed" from="CenterContainer/VBoxContainer/ResolutionRow/ResolutionSlider" to="." method="_on_resolution_slider_value_changed"]
[connection signal="value_changed" from="CenterContainer/VBoxContainer/GlowRow/GlowSlider" to="." method="_on_glow_slider_value_changed"]
[connection signal="value_changed" from="CenterContainer/VBoxContainer/BrightnessRow/BrightnessSlider" to="." method="_on_brightness_slider_value_changed"]
[connection signal="item_selected" from="CenterContainer/VBoxContainer/VsyncRow/VsyncDropdown" to="." method="_on_vsync_dropdown_item_selected"]
[connection signal="item_selected" from="CenterContainer/VBoxContainer/FpsCapRow/FpsCapDropdown" to="." method="_on_fps_cap_dropdown_item_selected"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/BackButton" to="." method="_on_back_pressed"]
[connection signal="item_selected" from="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/PresetRow/PresetDropdown" to="." method="_on_preset_dropdown_item_selected"]
[connection signal="item_selected" from="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/AARow/AADropdown" to="." method="_on_aa_dropdown_item_selected"]
[connection signal="value_changed" from="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/ResolutionRow/ResolutionSlider" to="." method="_on_resolution_slider_value_changed"]
[connection signal="value_changed" from="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/GlowRow/GlowSlider" to="." method="_on_glow_slider_value_changed"]
[connection signal="value_changed" from="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/BrightnessRow/BrightnessSlider" to="." method="_on_brightness_slider_value_changed"]
[connection signal="item_selected" from="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/VsyncRow/VsyncDropdown" to="." method="_on_vsync_dropdown_item_selected"]
[connection signal="item_selected" from="MarginContainer/VBoxContainer/TabContainer/Video/CenterContainer/VBoxContainer/FpsCapRow/FpsCapDropdown" to="." method="_on_fps_cap_dropdown_item_selected"]
[connection signal="pressed" from="MarginContainer/VBoxContainer/BackButton" to="." method="_on_back_pressed"]
+188
View File
@@ -0,0 +1,188 @@
extends ScrollContainer
# Settings screen's Controls tab: rebinds every action in InputSettings.ACTIONS
# for either device, toggles invert-pitch, and resets to the project.godot
# defaults. InputSettings owns the bindings themselves and their persistence;
# this script is only the editor for them, and deliberately keeps
# settings_menu.gd video-only.
#
# Rows are built in code rather than laid out in settings.tscn so the list stays
# derived from InputSettings.ACTIONS — adding a rebindable action means editing
# that one const, not this scene as well.
# A joypad axis has to travel this far before a capture accepts it. Resting
# stick drift is routinely a few percent off centre and would otherwise bind
# itself the instant the player opened a capture.
const AXIS_CAPTURE_THRESHOLD := 0.5
@onready var keyboard_button: Button = %KeyboardButton
@onready var controller_button: Button = %ControllerButton
@onready var status_label: Label = %StatusLabel
@onready var binding_list: VBoxContainer = %BindingList
@onready var invert_pitch_check: CheckBox = %InvertPitchCheck
@onready var reset_button: Button = %ResetButton
var _device: String = InputSettings.DEVICE_KEYBOARD
# The action currently awaiting an input event, or "" when not capturing.
var _capturing: String = ""
# action -> the row's Button, so a rebuild-free label refresh is possible and
# so capture can restore the right button's text on cancel.
var _row_buttons: Dictionary = {}
func _ready() -> void:
keyboard_button.pressed.connect(_on_device_selected.bind(InputSettings.DEVICE_KEYBOARD))
controller_button.pressed.connect(_on_device_selected.bind(InputSettings.DEVICE_JOYPAD))
invert_pitch_check.toggled.connect(_on_invert_pitch_toggled)
reset_button.pressed.connect(_on_reset_pressed)
invert_pitch_check.button_pressed = InputSettings.invert_pitch
_update_device_buttons()
_rebuild_rows()
func _on_device_selected(device: String) -> void:
_cancel_capture()
_device = device
_update_device_buttons()
_rebuild_rows()
func _update_device_buttons() -> void:
keyboard_button.button_pressed = _device == InputSettings.DEVICE_KEYBOARD
controller_button.button_pressed = _device == InputSettings.DEVICE_JOYPAD
func _rebuild_rows() -> void:
for child in binding_list.get_children():
child.queue_free()
_row_buttons.clear()
var last_group := ""
for entry in InputSettings.ACTIONS:
var group: String = entry["group"]
if group != last_group:
last_group = group
binding_list.add_child(_make_group_header(group))
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 10)
var label := Label.new()
label.text = entry["label"]
label.custom_minimum_size = Vector2(200, 0)
row.add_child(label)
var button := Button.new()
var action: String = entry["action"]
button.text = InputSettings.binding_text(action, _device)
button.custom_minimum_size = Vector2(0, 36)
button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
button.clip_text = true
button.pressed.connect(_begin_capture.bind(action))
row.add_child(button)
_row_buttons[action] = button
binding_list.add_child(row)
# Re-bound after every rebuild: the rows above are new nodes each time, so
# the buttons AudioManager was tracking no longer exist.
AudioManager.bind_tree_buttons(self)
func _make_group_header(group: String) -> Label:
var header := Label.new()
header.text = group
header.add_theme_font_size_override("font_size", 18)
header.modulate = Color(1, 1, 1, 0.7)
return header
func _begin_capture(action: String) -> void:
_cancel_capture()
_capturing = action
var button: Button = _row_buttons[action]
button.text = "Press a key…" if _device == InputSettings.DEVICE_KEYBOARD else "Press a button…"
status_label.text = "Listening — press Escape to cancel."
func _cancel_capture() -> void:
if _capturing == "":
return
var action := _capturing
_capturing = ""
if _row_buttons.has(action) and is_instance_valid(_row_buttons[action]):
_row_buttons[action].text = InputSettings.binding_text(action, _device)
status_label.text = ""
# _input rather than _unhandled_input: the row Button has focus while capturing,
# and an unhandled-input handler would never see the key that Button consumes as
# its own activation. Everything consumed here is marked handled so the pending
# event cannot also re-press that button and re-enter capture.
func _input(event: InputEvent) -> void:
if _capturing == "":
return
if event.is_action_pressed("ui_cancel"):
get_viewport().set_input_as_handled()
_cancel_capture()
return
var captured := _capturable_event(event)
if captured == null:
return
get_viewport().set_input_as_handled()
var action := _capturing
_capturing = ""
var displaced := InputSettings.set_binding(action, captured)
_rebuild_rows()
if displaced.is_empty():
status_label.text = ""
else:
status_label.text = "Unbound %s — it was using the same input." % ", ".join(_labels_for(displaced))
# Returns the event to bind, or null if this event is not a legal binding for
# the device kind currently being edited. Keeping the check here means a joypad
# press can never land in the keyboard column just because that tab was open.
func _capturable_event(event: InputEvent) -> InputEvent:
if _device == InputSettings.DEVICE_KEYBOARD:
if event is InputEventKey and event.pressed and not event.echo:
var key := InputEventKey.new()
key.physical_keycode = event.physical_keycode
return key
return null
if event is InputEventJoypadButton and event.pressed:
var button := InputEventJoypadButton.new()
button.button_index = event.button_index
return button
if event is InputEventJoypadMotion and absf(event.axis_value) >= AXIS_CAPTURE_THRESHOLD:
var motion := InputEventJoypadMotion.new()
motion.axis = event.axis
motion.axis_value = signf(event.axis_value)
return motion
return null
func _labels_for(actions: PackedStringArray) -> PackedStringArray:
var out := PackedStringArray()
for action in actions:
for entry in InputSettings.ACTIONS:
if entry["action"] == action:
out.append(entry["label"])
break
return out
func _on_invert_pitch_toggled(pressed: bool) -> void:
InputSettings.invert_pitch = pressed
func _on_reset_pressed() -> void:
_cancel_capture()
InputSettings.reset_all()
invert_pitch_check.button_pressed = InputSettings.invert_pitch
_rebuild_rows()
status_label.text = "Bindings reset to defaults."
+1
View File
@@ -0,0 +1 @@
uid://dk7plirjfqvld
+5 -1
View File
@@ -276,7 +276,11 @@ func _reset_body(body: RigidBody3D, to: Transform3D) -> void:
func _unhandled_input(event):
if event.is_action_pressed("ui_cancel"):
# leave_gameplay (Escape / Start), NOT ui_cancel. ui_cancel carries the B
# button so menus behave the way a controller player expects, and B is far
# too easy to hit by accident for "abandon the match you are playing".
# Menus and the lobby still use ui_cancel; only live gameplay is guarded.
if event.is_action_pressed("leave_gameplay"):
get_tree().change_scene_to_file(ScenePaths.MAIN_MENU)
+329
View File
@@ -0,0 +1,329 @@
extends Node
# Autoload: persisted keyboard/controller bindings on top of project.godot's
# [input] defaults, plus the flight-feel preferences that belong with them
# (invert pitch). The Settings screen's Controls tab (controls_settings.gd) is
# the only writer; PlayerShipController is the only reader of pitch_sign().
#
# project.godot stays the single source of truth for *defaults*: _ready()
# snapshots whatever InputMap holds at boot, before any override is applied, so
# the default table is never duplicated in GDScript and can never drift from the
# file. An override is only ever a delta on top of that snapshot.
#
# Persisted to user://input.cfg rather than user://settings.cfg, deliberately.
# VideoSettings.save() builds a fresh ConfigFile and writes it, which would drop
# every section it does not itself know about — so two autoloads sharing one
# file would silently erase each other. A separate file sidesteps that entirely
# instead of coupling the two save paths.
# Each action is bound at most once per device kind. That is a deliberate
# simplification of Godot's arbitrary-length event list: it makes a rebind row
# a single button rather than an editable list, and makes "what is X bound to?"
# answerable. The consequence is that applying a binding replaces the whole
# event list for that action (see apply()), so anything project.godot binds
# beyond one keyboard + one joypad event per action would be dropped here.
const DEVICE_KEYBOARD := "keyboard"
const DEVICE_JOYPAD := "joypad"
const SETTINGS_PATH := "user://input.cfg"
# The rebindable action list, and the only place the Controls tab and the tests
# read it from. Order is display order. Actions NOT listed here (ui_*, the F3/F4
# debug overlays) are deliberately not rebindable.
const ACTIONS := [
{"action": "move_forward", "label": "Thrust forward", "group": "Flight"},
{"action": "move_back", "label": "Thrust backward", "group": "Flight"},
{"action": "move_left", "label": "Strafe left", "group": "Flight"},
{"action": "move_right", "label": "Strafe right", "group": "Flight"},
{"action": "move_up", "label": "Thrust up", "group": "Flight"},
{"action": "move_down", "label": "Thrust down", "group": "Flight"},
{"action": "turbo", "label": "Turbo", "group": "Flight"},
{"action": "turn_left", "label": "Yaw left", "group": "Attitude"},
{"action": "turn_right", "label": "Yaw right", "group": "Attitude"},
{"action": "pitch_up", "label": "Pitch up", "group": "Attitude"},
{"action": "pitch_down", "label": "Pitch down", "group": "Attitude"},
{"action": "roll_left", "label": "Roll left", "group": "Attitude"},
{"action": "roll_right", "label": "Roll right", "group": "Attitude"},
{"action": "toggle_ball_cam", "label": "Ball camera", "group": "Other"},
{"action": "reset_ball", "label": "Reset ball (Free Play)", "group": "Other"},
]
# button_index -> label, using the Xbox names the default map is expressed in.
# InputEvent.as_text() renders these as "Joypad Button 9 (Left Shoulder)", which
# is both long and wrong-looking in a rebind row.
const JOY_BUTTON_NAMES := {
JOY_BUTTON_A: "A", JOY_BUTTON_B: "B", JOY_BUTTON_X: "X", JOY_BUTTON_Y: "Y",
JOY_BUTTON_BACK: "Back", JOY_BUTTON_GUIDE: "Guide", JOY_BUTTON_START: "Start",
JOY_BUTTON_LEFT_STICK: "L3", JOY_BUTTON_RIGHT_STICK: "R3",
JOY_BUTTON_LEFT_SHOULDER: "LB", JOY_BUTTON_RIGHT_SHOULDER: "RB",
JOY_BUTTON_DPAD_UP: "D-Pad Up", JOY_BUTTON_DPAD_DOWN: "D-Pad Down",
JOY_BUTTON_DPAD_LEFT: "D-Pad Left", JOY_BUTTON_DPAD_RIGHT: "D-Pad Right",
}
# axis -> [label at negative deflection, label at positive deflection]. The
# triggers rest at 0 and only travel positive, so their negative half is never
# a reachable binding and is labelled as such rather than as a direction.
const JOY_AXIS_NAMES := {
JOY_AXIS_LEFT_X: ["Left Stick Left", "Left Stick Right"],
JOY_AXIS_LEFT_Y: ["Left Stick Up", "Left Stick Down"],
JOY_AXIS_RIGHT_X: ["Right Stick Left", "Right Stick Right"],
JOY_AXIS_RIGHT_Y: ["Right Stick Up", "Right Stick Down"],
JOY_AXIS_TRIGGER_LEFT: ["LT", "LT"],
JOY_AXIS_TRIGGER_RIGHT: ["RT", "RT"],
}
signal bindings_changed
# Push the right stick forward and the nose goes down (flight-sim). Ticking this
# flips it. Applied in PlayerShipController rather than by rewriting the
# bindings, so it stays one preference instead of two swapped rows the player
# then has to reason about.
var invert_pitch: bool = false
# action -> {DEVICE_KEYBOARD: InputEvent|null, DEVICE_JOYPAD: InputEvent|null},
# snapshotted from InputMap at boot before any override lands.
var _defaults: Dictionary = {}
# Same shape, but only for actions the player has actually customised. A device
# key that is absent means "still using the default"; a device key present with
# null means "the player deliberately unbound it".
var _overrides: Dictionary = {}
func _ready() -> void:
_capture_defaults()
_load()
apply()
# Reads project.godot's [input] back out of InputMap. Anything that is neither a
# key nor a joypad button/motion event (mouse buttons, say) is ignored rather
# than mis-filed under a device kind it does not belong to.
func _capture_defaults() -> void:
_defaults.clear()
for entry in ACTIONS:
var action: String = entry["action"]
var slots := {DEVICE_KEYBOARD: null, DEVICE_JOYPAD: null}
if InputMap.has_action(action):
for event in InputMap.action_get_events(action):
var kind := device_kind_of(event)
if kind != "" and slots[kind] == null:
slots[kind] = event
_defaults[action] = slots
# "" for an event this system cannot express (mouse, gesture, MIDI), which is
# also the signal to callers that it is not a legal binding.
static func device_kind_of(event: InputEvent) -> String:
if event is InputEventKey:
return DEVICE_KEYBOARD
if event is InputEventJoypadButton or event is InputEventJoypadMotion:
return DEVICE_JOYPAD
return ""
func _load() -> void:
_overrides.clear()
var cfg := ConfigFile.new()
if cfg.load(SETTINGS_PATH) != OK:
return
invert_pitch = cfg.get_value("input", "invert_pitch", invert_pitch)
for entry in ACTIONS:
var action: String = entry["action"]
for device in [DEVICE_KEYBOARD, DEVICE_JOYPAD]:
var key := "%s.%s" % [action, device]
if not cfg.has_section_key("bindings", key):
continue
var stored = cfg.get_value("bindings", key)
if not (stored is Dictionary):
continue
# An empty dict is the "deliberately unbound" sentinel — see save().
if stored.is_empty():
_set_override(action, device, null)
continue
var event := event_from_dict(stored)
if event != null:
_set_override(action, device, event)
func save() -> void:
var cfg := ConfigFile.new()
cfg.set_value("input", "invert_pitch", invert_pitch)
for action in _overrides:
var slots: Dictionary = _overrides[action]
for device in slots:
var event: InputEvent = slots[device]
var key := "%s.%s" % [action, device]
# An unbound override is written as an empty dict, NOT as null:
# ConfigFile.set_value() treats a null value as "erase this key", so
# storing null would drop the entry and the next load would fall
# back to the project default — silently rebinding something the
# player had deliberately cleared.
cfg.set_value("bindings", key, {} if event == null else event_to_dict(event))
cfg.save(SETTINGS_PATH)
# Rebuilds InputMap for every rebindable action from defaults + overrides. Runs
# wholesale rather than incrementally so there is exactly one code path that
# decides what an action is bound to, whatever route got us here.
func apply() -> void:
for entry in ACTIONS:
var action: String = entry["action"]
if not InputMap.has_action(action):
continue
InputMap.action_erase_events(action)
for device in [DEVICE_KEYBOARD, DEVICE_JOYPAD]:
var event := get_binding(action, device)
if event != null:
InputMap.action_add_event(action, event)
bindings_changed.emit()
func get_binding(action: String, device: String) -> InputEvent:
if _overrides.has(action) and _overrides[action].has(device):
return _overrides[action][device]
if _defaults.has(action):
return _defaults[action][device]
return null
func get_default_binding(action: String, device: String) -> InputEvent:
if not _defaults.has(action):
return null
return _defaults[action][device]
# Binds `event` to `action`, replacing whatever that action had for the event's
# own device kind. Returns the actions that were unbound to avoid a duplicate,
# so the caller can say so rather than leaving the player to discover it.
func set_binding(action: String, event: InputEvent) -> PackedStringArray:
var device := device_kind_of(event)
if device == "":
return PackedStringArray()
var displaced := find_conflicts(event, action)
for other in displaced:
_set_override(other, device, null)
_set_override(action, device, event)
apply()
return displaced
func clear_binding(action: String, device: String) -> void:
_set_override(action, device, null)
apply()
# Actions already bound to an equivalent event, excluding `except_action`.
# Compared by value rather than by object identity — the event coming out of a
# rebind capture is a different instance from the one in the map.
func find_conflicts(event: InputEvent, except_action: String = "") -> PackedStringArray:
var device := device_kind_of(event)
var out := PackedStringArray()
if device == "":
return out
for entry in ACTIONS:
var action: String = entry["action"]
if action == except_action:
continue
var bound := get_binding(action, device)
if bound != null and events_match(bound, event):
out.append(action)
return out
# Equality by the fields a binding is identified by. Deliberately not
# InputEvent.is_match(): for an axis that ignores axis_value, which would make
# "Right Stick Up" and "Right Stick Down" collide as the same binding.
static func events_match(a: InputEvent, b: InputEvent) -> bool:
if a is InputEventKey and b is InputEventKey:
return a.physical_keycode == b.physical_keycode
if a is InputEventJoypadButton and b is InputEventJoypadButton:
return a.button_index == b.button_index
if a is InputEventJoypadMotion and b is InputEventJoypadMotion:
return a.axis == b.axis and signf(a.axis_value) == signf(b.axis_value)
return false
func reset_action(action: String) -> void:
_overrides.erase(action)
apply()
func reset_all() -> void:
_overrides.clear()
invert_pitch = false
apply()
func has_override(action: String) -> bool:
return _overrides.has(action)
func pitch_sign() -> float:
return -1.0 if invert_pitch else 1.0
func _set_override(action: String, device: String, event: InputEvent) -> void:
if not _overrides.has(action):
_overrides[action] = {}
_overrides[action][device] = event
# ConfigFile stores Dictionary values natively, so bindings persist as plain
# data. Never the Object(...) literal Godot writes into project.godot — that
# form is only parsed by the engine's own project-file loader, and round-tripping
# it through user:// would be storing engine-internal syntax in a save file.
static func event_to_dict(event: InputEvent) -> Dictionary:
if event is InputEventKey:
return {"type": "key", "physical_keycode": int(event.physical_keycode)}
if event is InputEventJoypadButton:
return {"type": "joy_button", "button_index": int(event.button_index)}
if event is InputEventJoypadMotion:
return {"type": "joy_axis", "axis": int(event.axis), "value": float(signf(event.axis_value))}
return {}
# Returns null for anything unrecognised, so a save file from a newer build (or
# a hand-edited one) degrades to "this action is unbound" rather than crashing
# the game before the player can reach the Controls tab to fix it.
static func event_from_dict(data: Dictionary) -> InputEvent:
match data.get("type", ""):
"key":
var key := InputEventKey.new()
key.physical_keycode = int(data.get("physical_keycode", 0))
return key if key.physical_keycode != 0 else null
"joy_button":
var button := InputEventJoypadButton.new()
button.button_index = int(data.get("button_index", -1))
return button if button.button_index >= 0 else null
"joy_axis":
var motion := InputEventJoypadMotion.new()
motion.axis = int(data.get("axis", -1))
motion.axis_value = signf(float(data.get("value", 0.0)))
return motion if motion.axis >= 0 and motion.axis_value != 0.0 else null
return null
func event_to_text(event: InputEvent) -> String:
if event == null:
return "Unbound"
if event is InputEventKey:
# Physical keycodes throughout, so the label matches the key's position
# on a non-QWERTY layout the same way the binding itself does. The
# headless display server has no keyboard layout to consult and pushes
# an ERROR for the attempt — which the ENet smoke gate treats as a
# failure on sight — so fall back to the unmapped keycode there.
var keycode: int = event.physical_keycode
if DisplayServer.get_name() != "headless":
keycode = DisplayServer.keyboard_get_keycode_from_physical(keycode)
return OS.get_keycode_string(keycode)
if event is InputEventJoypadButton:
return JOY_BUTTON_NAMES.get(event.button_index, "Button %d" % event.button_index)
if event is InputEventJoypadMotion:
if JOY_AXIS_NAMES.has(event.axis):
return JOY_AXIS_NAMES[event.axis][0 if event.axis_value < 0.0 else 1]
return "Axis %d%s" % [event.axis, "-" if event.axis_value < 0.0 else "+"]
return event.as_text()
func binding_text(action: String, device: String) -> String:
return event_to_text(get_binding(action, device))
+1
View File
@@ -0,0 +1 @@
uid://bjtdsbem7kwdv
+22 -13
View File
@@ -10,30 +10,39 @@ var _action := ShipAction.new()
func get_action() -> ShipAction:
# Full overwrite per axis (not +=/-=): _action is reused across ticks, so
# fields must not depend on starting from a fresh Vector3.ZERO each call.
#
# Input.get_axis(negative, positive) is strength(positive) -
# strength(negative), so these keep the exact sign conventions the digital
# version had while becoming proportional on a controller:
# get_action_strength() returns a flat 1.0 for a held key but the
# normalised past-deadzone deflection for an InputEventJoypadMotion. A
# half-pulled trigger is therefore half thrust, and keyboard flight is
# unchanged down to the value.
# Forward/Backward thrust (main engines)
_action.thrust.z = (1.0 if Input.is_action_pressed("move_forward") else 0.0) \
- (1.0 if Input.is_action_pressed("move_back") else 0.0)
_action.thrust.z = Input.get_axis("move_back", "move_forward")
# Strafe thrusters (left/right)
_action.thrust.x = (1.0 if Input.is_action_pressed("move_right") else 0.0) \
- (1.0 if Input.is_action_pressed("move_left") else 0.0)
_action.thrust.x = Input.get_axis("move_left", "move_right")
# Vertical thrusters (up/down)
_action.thrust.y = (1.0 if Input.is_action_pressed("move_up") else 0.0) \
- (1.0 if Input.is_action_pressed("move_down") else 0.0)
_action.thrust.y = Input.get_axis("move_down", "move_up")
# Yaw (turn left/right around Y axis)
_action.rotation.y = (1.0 if Input.is_action_pressed("turn_left") else 0.0) \
- (1.0 if Input.is_action_pressed("turn_right") else 0.0)
_action.rotation.y = Input.get_axis("turn_right", "turn_left")
# Pitch (nose up/down around X axis)
_action.rotation.x = (1.0 if Input.is_action_pressed("pitch_down") else 0.0) \
- (1.0 if Input.is_action_pressed("pitch_up") else 0.0)
# Pitch (nose up/down around X axis). Positive rotation.x is nose-UP:
# torque about local +X rotates the ship's up vector toward its tail by the
# right-hand rule, which lifts the nose (measured, not assumed). The
# argument order here used to be reversed, so "pitch_down" pitched up and
# the I/K keys were each labelled as the opposite of what they did.
# The default binding then gives flight-sim polarity — right stick forward
# is pitch_down is nose down — and InputSettings holds the player's
# preference for flipping that.
_action.rotation.x = Input.get_axis("pitch_down", "pitch_up") * InputSettings.pitch_sign()
# Roll (bank left/right around Z axis)
_action.rotation.z = (1.0 if Input.is_action_pressed("roll_left") else 0.0) \
- (1.0 if Input.is_action_pressed("roll_right") else 0.0)
_action.rotation.z = Input.get_axis("roll_right", "roll_left")
_action.turbo = Input.is_action_pressed("turbo")
+9 -1
View File
@@ -1,6 +1,10 @@
extends Control
# Settings screen: player-facing video knobs on top of VideoSettings (the
# Settings screen root, owning the Video tab and the shared Back button. The
# Controls tab has its own script (controls_settings.gd) so this file stays
# video-only; both tabs' state is committed in _on_back_pressed below.
#
# Video tab: player-facing video knobs on top of VideoSettings (the
# autoload holding + persisting them). Preset/AA/vsync/fps-cap/resolution
# scale apply immediately since they're Viewport- or DisplayServer-wide;
# glow/brightness/shadow/SDFGI/SSIL/SSAO apply the next time an arena loads
@@ -205,6 +209,10 @@ func _mark_custom_if_user_driven() -> void:
func _on_back_pressed() -> void:
VideoSettings.save()
# Bindings are applied live as the player rebinds them (InputSettings.apply
# runs on every change) but are only committed to disk here, matching how
# the video knobs behave.
InputSettings.save()
get_tree().change_scene_to_file(ScenePaths.MAIN_MENU)
+18 -9
View File
@@ -15,7 +15,7 @@ const SimConstants = preload("res://scripts/sim_constants.gd")
@export var vertical_thrust = 120.0 # Up/down thruster power
@export var turbo_multiplier = 2.5 # Turbo boost multiplier
@export var max_speed = 35.0 # Maximum velocity
@export var rotation_power = 20.0 # Angular thrust power
@export var rotation_acceleration = 20.0 # Angular acceleration, rad/s^2, equal on all three axes (see apply_rotation_forces)
@export var max_angular_speed = 3.0 # Maximum rotation speed
@export var drag_coefficient = 0.98 # Linear drag (air resistance)
@export var angular_drag = 0.95 # Rotational drag
@@ -557,18 +557,27 @@ func apply_rotation_forces(state: PhysicsDirectBodyState3D, rotation_input: Vect
if rotation_input.length() < 0.01:
return
# Apply torque for rotation - simple and effective
# Physics: τ = I * α (torque = moment of inertia × angular acceleration)
# Also: α = τ / I (angular acceleration = torque / moment of inertia)
# Lower inertia = higher angular acceleration for same torque
# Scaling each axis by its own inertia makes rotation_acceleration mean
# exactly that — α, in rad/s² — so all three axes respond identically.
# ship.tscn's inertia is Vector3(7, 1, 7): a flat torque across all three
# axes therefore used to give yaw 7x the angular acceleration of pitch and
# roll (172 deg/s vs 52 deg/s at steady state). That was an accident of the
# inertia tensor rather than a design decision, and it read as "rotation is
# sluggish except when turning".
var torque = Vector3(
rotation_input.x * rotation_power, # Pitch (rotation around X-axis)
rotation_input.y * rotation_power, # Yaw (rotation around Y-axis)
rotation_input.z * rotation_power # Roll (rotation around Z-axis)
rotation_input.x * rotation_acceleration * inertia.x, # Pitch (local X)
rotation_input.y * rotation_acceleration * inertia.y, # Yaw (local Y)
rotation_input.z * rotation_acceleration * inertia.z # Roll (local Z)
)
# Physics: Δω = τ * Δt / I (change in angular velocity = torque × time / inertia)
state.apply_torque(torque)
# apply_torque() is world-space, and the vector above is in the ship's own
# frame, so it MUST be rotated by the hull's basis — exactly as thrust is
# (see the -ship_basis.z term in apply_thrust_forces). Without this the
# ship rotated about the world axes: roll input became pitch once the ship
# had yawed 90 degrees, and both roll and pitch inverted at 180 degrees, so
# the controls were correct flying up-field and backwards flying back.
state.apply_torque(state.transform.basis * torque)
# Scales a per-tick decay multiplier `k` (defined at a 60 Hz reference rate)
+3 -1
View File
@@ -110,7 +110,9 @@ func _exit_tree() -> void:
func _input(event):
if event.is_action_pressed("ui_accept"): # Enter key
# A dedicated action rather than ui_accept, so the camera toggle is
# rebindable and A stays purely a menu-confirm button. Space / R3.
if event.is_action_pressed("toggle_ball_cam"):
ball_cam_enabled = !ball_cam_enabled
camera_mode_changed.emit(ball_cam_enabled)
+450
View File
@@ -0,0 +1,450 @@
extends "res://tests/test_case.gd"
# Guards the input map and the InputSettings remap layer.
#
# The defect this file exists for: project.godot bound joypad events to only 5
# of the 13 flight actions, so a controller could yaw/pitch/roll/turbo but could
# not translate at all. Nothing failed, because nothing asserted that a *pair*
# of bindings exists — the actions were all present and the game booted fine.
# test_every_action_has_both_a_keyboard_and_a_joypad_binding is that assertion,
# and it can tell "bound on both devices" from "bound on one", which is the
# distinction that was actually missing.
#
# Several of these tests write to the global InputMap through InputSettings, so
# each one must restore it before returning or it corrupts every later case in
# the run (the runner shares one process). reset_all() is the restore.
const CONTROLLER_ONLY_ACTIONS := ["toggle_ball_cam", "reset_ball"]
func _joypad_events(action: String) -> Array:
var out := []
for event in InputMap.action_get_events(action):
if InputSettings.device_kind_of(event) == InputSettings.DEVICE_JOYPAD:
out.append(event)
return out
func _keyboard_events(action: String) -> Array:
var out := []
for event in InputMap.action_get_events(action):
if InputSettings.device_kind_of(event) == InputSettings.DEVICE_KEYBOARD:
out.append(event)
return out
func test_every_rebindable_action_exists() -> void:
for entry in InputSettings.ACTIONS:
assert_true(InputMap.has_action(entry["action"]), "InputMap has action %s" % entry["action"])
func test_every_action_has_both_a_keyboard_and_a_joypad_binding() -> void:
# The regression itself: a controller player must be able to reach every
# action without touching the keyboard, and vice versa.
for entry in InputSettings.ACTIONS:
var action: String = entry["action"]
assert_true(not _keyboard_events(action).is_empty(), "%s has a keyboard binding" % action)
assert_true(not _joypad_events(action).is_empty(), "%s has a joypad binding" % action)
func test_apply_is_lossless_against_the_project_defaults() -> void:
# InputSettings stores one binding per device per action, so apply()
# rewrites each action's event list to exactly [keyboard, joypad]. If
# project.godot ever gains a second keyboard event for a rebindable action,
# booting the game would silently drop it — the action would still work, on
# fewer keys than the file says. Asserting apply() is a no-op over the
# defaults is what distinguishes "bindings intact" from "bindings quietly
# trimmed", which counting events cannot do.
InputSettings.reset_all()
var before := {}
for entry in InputSettings.ACTIONS:
before[entry["action"]] = InputMap.action_get_events(entry["action"]).size()
InputSettings.apply()
for entry in InputSettings.ACTIONS:
var action: String = entry["action"]
assert_eq(
InputMap.action_get_events(action).size(),
before[action],
"%s keeps every event across apply()" % action
)
assert_eq(before[action], 2, "%s has exactly one keyboard and one joypad event" % action)
func test_no_two_actions_share_a_joypad_binding() -> void:
# Two flight actions sharing one input is silently unplayable rather than an
# error, and it is easy to reintroduce: an early draft of this layout had A
# as both turbo and thrust-up, and B as both thrust-down and ui_cancel.
for entry in InputSettings.ACTIONS:
var action: String = entry["action"]
var bound := InputSettings.get_binding(action, InputSettings.DEVICE_JOYPAD)
assert_true(bound != null, "%s resolves a joypad binding" % action)
if bound == null:
continue
var conflicts := InputSettings.find_conflicts(bound, action)
assert_true(
conflicts.is_empty(),
"%s's joypad binding is unique (also on: %s)" % [action, ", ".join(conflicts)]
)
func test_no_two_actions_share_a_keyboard_binding() -> void:
for entry in InputSettings.ACTIONS:
var action: String = entry["action"]
var bound := InputSettings.get_binding(action, InputSettings.DEVICE_KEYBOARD)
assert_true(bound != null, "%s resolves a keyboard binding" % action)
if bound == null:
continue
var conflicts := InputSettings.find_conflicts(bound, action)
assert_true(
conflicts.is_empty(),
"%s's keyboard binding is unique (also on: %s)" % [action, ", ".join(conflicts)]
)
func _joypad_buttons(action: String) -> Array:
var out := []
for event in InputMap.action_get_events(action):
if event is InputEventJoypadButton:
out.append(event.button_index)
return out
func test_menus_are_usable_with_a_controller() -> void:
# Godot 4.7 ships ui_up/down/left/right with D-pad and stick events but
# gives ui_accept and ui_cancel NO joypad binding at all (verified against a
# pristine project). A controller could therefore move the highlight around
# the main menu and never press anything — the menu looked responsive, which
# is exactly why it went unnoticed. project.godot binds them explicitly.
assert_true(JOY_BUTTON_A in _joypad_buttons("ui_accept"), "A confirms in menus")
assert_true(JOY_BUTTON_B in _joypad_buttons("ui_cancel"), "B goes back in menus")
# Navigation is the engine default, but assert it so a future override of
# these actions cannot silently strand a controller player again.
for action in ["ui_up", "ui_down", "ui_left", "ui_right"]:
var pad := 0
for event in InputMap.action_get_events(action):
if event is InputEventJoypadButton or event is InputEventJoypadMotion:
pad += 1
assert_true(pad > 0, "%s is reachable on a controller" % action)
func test_leaving_gameplay_is_not_on_a_face_button() -> void:
# game_mode.gd exits to the main menu on leave_gameplay, deliberately NOT on
# ui_cancel: ui_cancel carries B so menus behave conventionally, and B is far
# too easy to hit by accident to also mean "abandon this match". The two
# actions being distinct is the whole point, so assert they really differ.
assert_true(InputMap.has_action("leave_gameplay"), "leave_gameplay exists")
var buttons := _joypad_buttons("leave_gameplay")
assert_true(JOY_BUTTON_START in buttons, "Start leaves gameplay")
for face in [JOY_BUTTON_A, JOY_BUTTON_B, JOY_BUTTON_X, JOY_BUTTON_Y]:
assert_true(face not in buttons, "leave_gameplay must not use a face button")
func test_ball_cam_has_its_own_action_off_ui_accept() -> void:
# Ball-cam used to ride ui_accept, which project.godot now binds to A for
# menu confirmation. A dedicated action keeps A purely a menu button and
# lets the camera toggle be rebound like anything else.
assert_true(InputMap.has_action("toggle_ball_cam"), "toggle_ball_cam exists")
var joypad := _joypad_events("toggle_ball_cam")
assert_true(joypad.size() == 1, "toggle_ball_cam has one joypad binding")
if joypad.size() == 1:
assert_true(
joypad[0] is InputEventJoypadButton and joypad[0].button_index != JOY_BUTTON_A,
"toggle_ball_cam is not on A (menu confirm)"
)
func test_thrust_is_on_the_triggers() -> void:
# The requested layout, asserted where it is load-bearing: triggers are the
# only analog inputs on the thrust axis, so binding them to buttons instead
# would silently cost proportional throttle without failing anything.
var forward := _joypad_events("move_forward")
var back := _joypad_events("move_back")
assert_true(forward.size() == 1 and forward[0] is InputEventJoypadMotion, "move_forward is an axis")
assert_true(back.size() == 1 and back[0] is InputEventJoypadMotion, "move_back is an axis")
if forward.size() == 1 and forward[0] is InputEventJoypadMotion:
assert_eq(forward[0].axis, JOY_AXIS_TRIGGER_RIGHT, "move_forward axis")
if back.size() == 1 and back[0] is InputEventJoypadMotion:
assert_eq(back[0].axis, JOY_AXIS_TRIGGER_LEFT, "move_back axis")
func test_pitch_is_on_the_left_stick_nose_down_when_pushed_forward() -> void:
var down := _joypad_events("pitch_down")
var up := _joypad_events("pitch_up")
assert_true(down.size() == 1 and down[0] is InputEventJoypadMotion, "pitch_down is an axis")
assert_true(up.size() == 1 and up[0] is InputEventJoypadMotion, "pitch_up is an axis")
if down.size() == 1 and down[0] is InputEventJoypadMotion:
assert_eq(down[0].axis, JOY_AXIS_LEFT_Y, "pitch_down axis")
# Godot reports a stick pushed away from the player as negative Y.
assert_true(down[0].axis_value < 0.0, "stick forward pitches the nose down")
if up.size() == 1 and up[0] is InputEventJoypadMotion:
assert_eq(up[0].axis, JOY_AXIS_LEFT_Y, "pitch_up axis")
assert_true(up[0].axis_value > 0.0, "stick back pitches the nose up")
func test_all_rotation_lives_on_the_left_stick() -> void:
# Yaw and pitch belong on the same stick. Splitting them across two sticks
# (yaw left, pitch right) is playable in the sense that every input works,
# so nothing here failed when it was wrong — it just felt broken, because
# each stick had a dead axis. Asserting both are on the right stick is what
# pins the 6DOF convention down.
for action in ["turn_left", "turn_right"]:
var events := _joypad_events(action)
assert_true(events.size() == 1 and events[0] is InputEventJoypadMotion, "%s is an axis" % action)
if events.size() == 1 and events[0] is InputEventJoypadMotion:
assert_eq(events[0].axis, JOY_AXIS_LEFT_X, "%s axis" % action)
for action in ["pitch_up", "pitch_down"]:
var events := _joypad_events(action)
if events.size() == 1 and events[0] is InputEventJoypadMotion:
assert_eq(events[0].axis, JOY_AXIS_LEFT_Y, "%s axis" % action)
func test_translation_is_analog_on_the_right_stick_and_triggers() -> void:
# Six degrees of freedom onto the pad's six analog axes. Strafe and
# vertical were digital buttons at first, which cost proportional control
# without failing anything — a button binding here still "works", it just
# gives full power or nothing, so only checking the event type catches it.
var expected := {
"move_left": JOY_AXIS_RIGHT_X, "move_right": JOY_AXIS_RIGHT_X,
"move_up": JOY_AXIS_RIGHT_Y, "move_down": JOY_AXIS_RIGHT_Y,
"move_forward": JOY_AXIS_TRIGGER_RIGHT, "move_back": JOY_AXIS_TRIGGER_LEFT,
}
for action in expected:
var events := _joypad_events(action)
assert_true(
events.size() == 1 and events[0] is InputEventJoypadMotion,
"%s is analog, not a button" % action
)
if events.size() == 1 and events[0] is InputEventJoypadMotion:
assert_eq(events[0].axis, expected[action], "%s axis" % action)
func test_pushing_the_right_stick_up_thrusts_up() -> void:
# Godot reports a stick pushed away from the player as negative Y, so the
# intuitive direction needs the negative half — easy to get backwards, and
# inverted vertical thrust is not something any other assertion notices.
var up := _joypad_events("move_up")
var down := _joypad_events("move_down")
if up.size() == 1 and up[0] is InputEventJoypadMotion:
assert_true(up[0].axis_value < 0.0, "stick up thrusts up")
if down.size() == 1 and down[0] is InputEventJoypadMotion:
assert_true(down[0].axis_value > 0.0, "stick down thrusts down")
func test_roll_is_on_the_shoulder_buttons() -> void:
var expected := {"roll_left": JOY_BUTTON_LEFT_SHOULDER, "roll_right": JOY_BUTTON_RIGHT_SHOULDER}
for action in expected:
var events := _joypad_events(action)
assert_true(events.size() == 1 and events[0] is InputEventJoypadButton, "%s is a button" % action)
if events.size() == 1 and events[0] is InputEventJoypadButton:
assert_eq(events[0].button_index, expected[action], "%s button" % action)
func test_the_face_buttons_are_free_for_menus() -> void:
# A/B/X/Y carry no flight action, which is what lets ui_accept keep A and
# keeps a stray face-button press from doing something during a match.
for entry in InputSettings.ACTIONS:
var bound := InputSettings.get_binding(entry["action"], InputSettings.DEVICE_JOYPAD)
if bound is InputEventJoypadButton:
assert_true(
bound.button_index not in [JOY_BUTTON_A, JOY_BUTTON_B, JOY_BUTTON_X, JOY_BUTTON_Y],
"%s must not use a face button" % entry["action"]
)
func test_event_dict_round_trip_preserves_every_default() -> void:
for entry in InputSettings.ACTIONS:
for device in [InputSettings.DEVICE_KEYBOARD, InputSettings.DEVICE_JOYPAD]:
var original := InputSettings.get_default_binding(entry["action"], device)
assert_true(original != null, "%s/%s has a default" % [entry["action"], device])
if original == null:
continue
var restored := InputSettings.event_from_dict(InputSettings.event_to_dict(original))
assert_true(restored != null, "%s/%s round-trips to an event" % [entry["action"], device])
if restored != null:
assert_true(
InputSettings.events_match(original, restored),
"%s/%s round-trips to an equal event" % [entry["action"], device]
)
func test_event_from_dict_rejects_junk() -> void:
# A save file from a newer build, or a hand-edited one, must degrade to
# "unbound" rather than taking the game down before the player can reach
# the Controls tab to fix it.
assert_true(InputSettings.event_from_dict({}) == null, "empty dict is not an event")
assert_true(InputSettings.event_from_dict({"type": "mouse"}) == null, "unknown type is not an event")
assert_true(InputSettings.event_from_dict({"type": "key"}) == null, "keycode-less key is not an event")
assert_true(
InputSettings.event_from_dict({"type": "joy_axis", "axis": 3, "value": 0.0}) == null,
"a centred axis is not an event"
)
func test_axis_bindings_are_distinguished_by_direction() -> void:
# events_match must NOT collapse the two halves of one axis, or binding
# pitch-up would silently unbind pitch-down as a "conflict".
var up := InputEventJoypadMotion.new()
up.axis = JOY_AXIS_RIGHT_Y
up.axis_value = 1.0
var down := InputEventJoypadMotion.new()
down.axis = JOY_AXIS_RIGHT_Y
down.axis_value = -1.0
assert_true(not InputSettings.events_match(up, down), "opposite axis halves are different bindings")
assert_true(InputSettings.events_match(up, up), "an axis binding matches itself")
func test_set_binding_changes_the_live_input_map() -> void:
var rebound := InputEventKey.new()
rebound.physical_keycode = KEY_F # not used by any default binding
InputSettings.set_binding("move_forward", rebound)
var found := false
for event in InputMap.action_get_events("move_forward"):
if event is InputEventKey and event.physical_keycode == KEY_F:
found = true
assert_true(found, "the rebound key reaches InputMap")
assert_true(InputSettings.has_override("move_forward"), "the rebind is recorded as an override")
# The joypad half must survive a keyboard-only rebind.
assert_true(not _joypad_events("move_forward").is_empty(), "rebinding the key keeps the trigger")
InputSettings.reset_all()
func test_set_binding_displaces_the_conflicting_action() -> void:
# Binding X to an input already in use must report and clear the previous
# owner, not leave both bound and let the player wonder why two things fire.
var shared := InputSettings.get_binding("move_left", InputSettings.DEVICE_KEYBOARD)
assert_true(shared != null, "move_left has a keyboard binding to steal")
if shared == null:
return
var displaced := InputSettings.set_binding("move_right", shared)
assert_true(displaced.has("move_left"), "the displaced action is reported")
assert_true(
InputSettings.get_binding("move_left", InputSettings.DEVICE_KEYBOARD) == null,
"the displaced action is actually unbound"
)
InputSettings.reset_all()
func test_reset_all_restores_the_project_defaults() -> void:
var before := InputSettings.binding_text("move_up", InputSettings.DEVICE_JOYPAD)
var rebound := InputEventJoypadButton.new()
rebound.button_index = JOY_BUTTON_BACK
InputSettings.set_binding("move_up", rebound)
assert_true(
InputSettings.binding_text("move_up", InputSettings.DEVICE_JOYPAD) != before,
"the rebind took effect"
)
InputSettings.reset_all()
assert_eq(
InputSettings.binding_text("move_up", InputSettings.DEVICE_JOYPAD),
before,
"reset_all restores the default binding"
)
assert_true(not InputSettings.has_override("move_up"), "reset_all clears the override")
func test_bindings_survive_a_save_and_reload() -> void:
# The end-to-end persistence path, which nothing else covers: a rebind that
# does not survive a restart is the single most visible way this feature can
# fail, and it fails silently — the game runs fine, just on the defaults.
#
# This writes the real user://input.cfg, so the player's own file is saved
# and put back. Restoring it is not optional: the test suite shares a
# user:// directory with the game.
var had_file := FileAccess.file_exists(InputSettings.SETTINGS_PATH)
var original := ""
if had_file:
original = FileAccess.get_file_as_string(InputSettings.SETTINGS_PATH)
var rebound := InputEventJoypadButton.new()
rebound.button_index = JOY_BUTTON_BACK
InputSettings.set_binding("turbo", rebound)
InputSettings.invert_pitch = true
InputSettings.save()
# Drop the in-memory state the way a fresh launch would, then reload.
InputSettings.reset_all()
assert_true(not InputSettings.has_override("turbo"), "state cleared before reload")
InputSettings._load()
InputSettings.apply()
assert_true(InputSettings.has_override("turbo"), "the override came back from disk")
var loaded := InputSettings.get_binding("turbo", InputSettings.DEVICE_JOYPAD)
assert_true(loaded != null, "the reloaded binding is an event")
if loaded != null:
assert_true(InputSettings.events_match(loaded, rebound), "the reloaded binding matches what was saved")
assert_true(InputSettings.invert_pitch, "invert_pitch survives a reload")
# A deliberately-cleared binding must stay cleared across a restart. This is
# the case that distinguishes a real "unbound" record from an absent one:
# ConfigFile.set_value() erases a key whose value is null, so a naive
# implementation silently restores the default here instead.
InputSettings.clear_binding("roll_left", InputSettings.DEVICE_JOYPAD)
InputSettings.save()
InputSettings.reset_all()
InputSettings._load()
InputSettings.apply()
assert_true(
InputSettings.get_binding("roll_left", InputSettings.DEVICE_JOYPAD) == null,
"an unbound action stays unbound across a reload"
)
assert_true(
_joypad_events("roll_left").is_empty(),
"the unbound action has no joypad event in InputMap after a reload"
)
# And it must actually be live in InputMap, not merely remembered.
var live := false
for event in InputMap.action_get_events("turbo"):
if event is InputEventJoypadButton and event.button_index == JOY_BUTTON_BACK:
live = true
assert_true(live, "the reloaded binding is applied to InputMap")
InputSettings.reset_all()
if had_file:
var restore := FileAccess.open(InputSettings.SETTINGS_PATH, FileAccess.WRITE)
if restore != null:
restore.store_string(original)
restore.close()
InputSettings._load()
InputSettings.apply()
else:
DirAccess.remove_absolute(ProjectSettings.globalize_path(InputSettings.SETTINGS_PATH))
func test_invert_pitch_drives_pitch_sign() -> void:
var restore := InputSettings.invert_pitch
InputSettings.invert_pitch = false
assert_eq(InputSettings.pitch_sign(), 1.0, "default pitch sign")
InputSettings.invert_pitch = true
assert_eq(InputSettings.pitch_sign(), -1.0, "inverted pitch sign")
InputSettings.invert_pitch = restore
func test_every_default_binding_has_readable_text() -> void:
# A rebind row showing "" or "Joypad Button 9 (Left Shoulder)" is a UI bug
# that no other assertion here would catch.
for entry in InputSettings.ACTIONS:
for device in [InputSettings.DEVICE_KEYBOARD, InputSettings.DEVICE_JOYPAD]:
var text := InputSettings.binding_text(entry["action"], device)
assert_true(
text != "" and text != "Unbound",
"%s/%s has a readable label (got %s)" % [entry["action"], device, text]
)
func test_device_kind_of_rejects_events_it_cannot_bind() -> void:
assert_eq(InputSettings.device_kind_of(InputEventMouseButton.new()), "", "mouse is not a bindable device")
assert_eq(InputSettings.device_kind_of(InputEventKey.new()), InputSettings.DEVICE_KEYBOARD, "key device")
assert_eq(
InputSettings.device_kind_of(InputEventJoypadMotion.new()),
InputSettings.DEVICE_JOYPAD,
"joypad motion device"
)
@@ -0,0 +1 @@
uid://bwbkb6wa46yh1
@@ -0,0 +1,177 @@
extends "res://tests/test_case.gd"
# Covers PlayerShipController's translation of input actions into a ShipAction.
#
# The point of most of these is the *analog* path. The controller used to read
# is_action_pressed(), which is a bool, so a half-pulled trigger and a fully
# pulled one produced identical full thrust. A test that only ever pressed
# actions at full strength could not tell the two implementations apart — so
# these press at fractional strength, which only the get_action_strength()
# version can reproduce.
#
# Input.action_press writes to the global input state, so every test must
# release what it pressed before returning or it leaks into later cases.
const ACTIONS_USED := [
"move_forward", "move_back", "move_left", "move_right", "move_up", "move_down",
"turn_left", "turn_right", "pitch_up", "pitch_down", "roll_left", "roll_right",
"turbo",
]
func _controller() -> PlayerShipController:
return PlayerShipController.new()
func _release_all() -> void:
for action in ACTIONS_USED:
Input.action_release(action)
func test_full_strength_matches_the_historical_digital_values() -> void:
# The keyboard path must be unchanged by the move to analog: a held key
# reports strength 1.0, so every axis lands on exactly ±1.
var controller := _controller()
Input.action_press("move_forward", 1.0)
Input.action_press("move_right", 1.0)
Input.action_press("move_up", 1.0)
var action := controller.get_action()
assert_almost_eq(action.thrust.z, 1.0, 0.001, "forward thrust")
assert_almost_eq(action.thrust.x, 1.0, 0.001, "right thrust")
assert_almost_eq(action.thrust.y, 1.0, 0.001, "up thrust")
_release_all()
Input.action_press("move_back", 1.0)
Input.action_press("move_left", 1.0)
Input.action_press("move_down", 1.0)
action = controller.get_action()
assert_almost_eq(action.thrust.z, -1.0, 0.001, "backward thrust")
assert_almost_eq(action.thrust.x, -1.0, 0.001, "left thrust")
assert_almost_eq(action.thrust.y, -1.0, 0.001, "down thrust")
_release_all()
func test_rotation_sign_conventions_are_unchanged() -> void:
# Each action must move the ship the way its NAME says. The physics
# directions were measured by driving a real Ship through ship.tscn rather
# than reasoned about, because the right-hand rule is exactly the kind of
# thing that reads as obvious and comes out backwards:
#
# rotation.x > 0 -> nose UP (torque about local +X)
# rotation.y > 0 -> nose LEFT (torque about local +Y)
# rotation.z > 0 -> banks LEFT (torque about local +Z)
#
# pitch was inverted against this for a long time — get_axis's arguments
# were the wrong way round, so "pitch_down" raised the nose and the I/K keys
# each did the opposite of their label. Nothing caught it because the sign
# was self-consistent everywhere it was used; only comparing against the
# physics reveals it.
var controller := _controller()
var restore := InputSettings.invert_pitch
InputSettings.invert_pitch = false
Input.action_press("turn_left", 1.0)
Input.action_press("pitch_up", 1.0)
Input.action_press("roll_left", 1.0)
var action := controller.get_action()
assert_almost_eq(action.rotation.y, 1.0, 0.001, "yaw left is positive")
assert_almost_eq(action.rotation.x, 1.0, 0.001, "pitch UP is positive (nose up)")
assert_almost_eq(action.rotation.z, 1.0, 0.001, "roll left is positive")
_release_all()
Input.action_press("turn_right", 1.0)
Input.action_press("pitch_down", 1.0)
Input.action_press("roll_right", 1.0)
action = controller.get_action()
assert_almost_eq(action.rotation.y, -1.0, 0.001, "yaw right is negative")
assert_almost_eq(action.rotation.x, -1.0, 0.001, "pitch DOWN is negative (nose down)")
assert_almost_eq(action.rotation.z, -1.0, 0.001, "roll right is negative")
_release_all()
InputSettings.invert_pitch = restore
func test_partial_strength_produces_partial_thrust() -> void:
# The analog assertion. A digital is_action_pressed() implementation would
# return 1.0 here and fail.
var controller := _controller()
Input.action_press("move_forward", 0.5)
assert_almost_eq(controller.get_action().thrust.z, 0.5, 0.001, "half trigger is half thrust")
_release_all()
Input.action_press("move_up", 0.25)
assert_almost_eq(controller.get_action().thrust.y, 0.25, 0.001, "quarter deflection is quarter thrust")
_release_all()
Input.action_press("turn_left", 0.3)
assert_almost_eq(controller.get_action().rotation.y, 0.3, 0.001, "partial stick is partial yaw")
_release_all()
func test_opposing_inputs_subtract_rather_than_saturate() -> void:
# Both halves of one stick axis can report a strength at once; the result
# must be their difference, not whichever was read last.
var controller := _controller()
Input.action_press("move_forward", 0.75)
Input.action_press("move_back", 0.25)
assert_almost_eq(controller.get_action().thrust.z, 0.5, 0.001, "opposed thrust subtracts")
_release_all()
Input.action_press("move_forward", 0.4)
Input.action_press("move_back", 0.4)
assert_almost_eq(controller.get_action().thrust.z, 0.0, 0.001, "equal opposed thrust cancels")
_release_all()
func test_no_input_is_a_zero_action() -> void:
var controller := _controller()
_release_all()
var action := controller.get_action()
assert_eq(action.thrust, Vector3.ZERO, "idle thrust")
assert_eq(action.rotation, Vector3.ZERO, "idle rotation")
assert_true(not action.turbo, "idle turbo")
func test_invert_pitch_flips_only_the_pitch_axis() -> void:
var controller := _controller()
var restore := InputSettings.invert_pitch
Input.action_press("pitch_down", 1.0)
Input.action_press("turn_left", 1.0)
InputSettings.invert_pitch = false
var normal := controller.get_action().copy()
InputSettings.invert_pitch = true
var inverted := controller.get_action().copy()
assert_almost_eq(inverted.rotation.x, -normal.rotation.x, 0.001, "invert flips pitch")
assert_almost_eq(inverted.rotation.y, normal.rotation.y, 0.001, "invert leaves yaw alone")
InputSettings.invert_pitch = restore
_release_all()
func test_turbo_is_a_boolean() -> void:
var controller := _controller()
Input.action_press("turbo", 1.0)
assert_true(controller.get_action().turbo, "turbo held")
Input.action_release("turbo")
assert_true(not controller.get_action().turbo, "turbo released")
_release_all()
func test_the_returned_action_is_reused_between_ticks() -> void:
# get_action() documents that it returns a reused instance and overwrites
# every axis. Callers that keep an action past its tick must copy() it —
# local_input_timeline.gd and the prediction ring rely on that contract, so
# assert both halves of it.
var controller := _controller()
Input.action_press("move_forward", 1.0)
var first := controller.get_action()
_release_all()
var second := controller.get_action()
assert_true(first == second, "the same ShipAction instance is returned each tick")
assert_almost_eq(second.thrust.z, 0.0, 0.001, "releasing clears the axis rather than leaving it stale")
@@ -0,0 +1 @@
uid://xpr311fjhw2m
+7 -2
View File
@@ -71,7 +71,7 @@ func test_physics_engine_is_jolt() -> void:
func test_required_autoloads_are_registered() -> void:
# NetworkManager in particular is reached by name from many scripts; losing
# it from [autoload] fails only at the point of use, deep in a smoke test.
for autoload_name in ["GameSettings", "ControlPlaneClient", "VideoSettings", "NetworkManager", "MatchNet", "MatchSim"]:
for autoload_name in ["GameSettings", "ControlPlaneClient", "VideoSettings", "InputSettings", "NetworkManager", "MatchNet", "MatchSim"]:
assert_true(
ProjectSettings.has_setting("autoload/" + autoload_name),
"autoload/%s registered" % autoload_name
@@ -89,7 +89,12 @@ func test_test_hook_autoloads_are_not_shipped() -> void:
# when running those scene-level smoke tests, and must be removed again —
# see CLAUDE.md. Shipping one registered would run test code in the real
# game, so fail here rather than discovering it in a build.
for hook_name in ["MainMenuTestHooks", "LobbyTestHooks", "NetworkedMatchTestHooks"]:
# McpInteractionServer is registered automatically by the vendored godot-mcp
# tooling whenever it launches the project, and is left behind in
# project.godot afterwards. It is a debug channel into a running game, so
# shipping it registered is worse than a stray test hook, and it arrives
# without anyone having typed it.
for hook_name in ["MainMenuTestHooks", "LobbyTestHooks", "NetworkedMatchTestHooks", "McpInteractionServer"]:
assert_true(
not ProjectSettings.has_setting("autoload/" + hook_name),
"test hook autoload/%s must not be registered" % hook_name