Files
CosmicClash/Game/scripts/controls_settings.gd
T
Josh Creek 076d27a564 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.
2026-09-06 20:41:20 +01:00

189 lines
6.3 KiB
GDScript

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."