feat : mobile input controller

This commit is contained in:
2026-04-13 18:15:49 +08:00
parent a478e3fc2e
commit a592eb1de0
25 changed files with 771 additions and 2058 deletions
+15 -8
View File
@@ -24,15 +24,18 @@ signal effect_selected(effect: int)
func _ready():
print("[PowerUpUI] _ready called")
# Connect to SettingsManager to update labels
if SettingsManager and not SettingsManager.control_remapped.is_connected(_on_control_remapped):
SettingsManager.control_remapped.connect(_on_control_remapped)
# Connect to SettingsManager to update labels on rebind OR controller toggle
if SettingsManager:
if not SettingsManager.control_remapped.is_connected(_on_control_remapped):
SettingsManager.control_remapped.connect(_on_control_remapped)
if not SettingsManager.settings_applied.is_connected(_on_control_remapped_refresh):
SettingsManager.settings_applied.connect(_on_control_remapped_refresh)
# New Single Button UI
power_up_button = get_node_or_null("PowerUpBtn")
# New Single Button UI (moved to InteractionBtn)
power_up_button = get_node_or_null("../InteractionBtn/PowerUpBtn")
if not power_up_button:
# Fallback to Container/PowerUpBtn just in case
power_up_button = get_node_or_null("Container/PowerUpBtn")
# Fallback just in case
power_up_button = get_node_or_null("PowerUpBtn")
if not power_up_button:
print("[PowerUpUI] ERROR: PowerUpBtn not found")
@@ -51,6 +54,10 @@ func _on_control_remapped(_action: String, _key: int):
# Refresh all labels
_update_shortcuts_for_mode(LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO))
func _on_control_remapped_refresh():
"""Called when settings_applied fires (e.g. use_controller toggled)."""
_update_shortcuts_for_mode(LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO))
func _setup_powerup_btn(btn: Button):
# Start DISABLED
btn.disabled = true
@@ -105,7 +112,7 @@ func _update_btn_shortcut(btn: Button):
return
# Show universal powerup shortcut
sc_lbl.text = " %s " % SettingsManager.get_control_text("use_powerup")
sc_lbl.text = " %s " % SettingsManager.get_action_display("use_powerup")
func _on_btn_pressed(effect_id: int = -1):
var target_effect = effect_id if effect_id != -1 else current_effect
+170 -14
View File
@@ -26,6 +26,25 @@ var listening_action: String = "" # Set when waiting for a keypress
# Keys removed from the game - skip them even if stale user config has them
const DEPRECATED_ACTIONS: Array = ["put", "put_alt"]
# Touch Input Controls
@onready var joystick_size_slider = %JoystickSizeSlider
@onready var joystick_size_value = %JoystickSizeValue
@onready var joystick_enabled_toggle = %JoystickEnabledToggle
@onready var button_opacity_slider = %ButtonOpacitySlider
@onready var button_opacity_value = %ButtonOpacityValue
@onready var touch_buttons_enabled_toggle = %TouchButtonsEnabledToggle
const TOUCH_CONFIG_PATH = "user://touch_controls_settings.cfg"
# Controller Rebinding
@onready var ctrl_grab_btn = %CtrlGrabBtn
@onready var ctrl_powerup_btn = %CtrlPowerupBtn
@onready var ctrl_tekton_grab_btn = %CtrlTektonGrabBtn
@onready var ctrl_attack_btn = %CtrlAttackBtn
@onready var ctrl_reset_btn = %CtrlResetBtn
var listening_ctrl_key: String = "" # ctrl_* key being rebound
func _ready():
# Theme inheritance is broken by CanvasLayer root, no need for theme = null
_load_ui_values()
@@ -87,6 +106,33 @@ func _load_ui_values():
# Controls
use_controller_btn.button_pressed = s.controls.get("use_controller", false)
_update_all_key_labels()
# Touch Input
_load_touch_ui_values()
# Controller Bindings
_update_all_ctrl_labels()
func _load_touch_ui_values():
"""Load touch control settings from config file."""
var config = ConfigFile.new()
var joystick_size: float = 60.0
var joystick_on: bool = true
var btn_opacity: float = 0.7
var touch_btns_on: bool = true
if config.load(TOUCH_CONFIG_PATH) == OK:
joystick_size = config.get_value("touch_controls", "joystick_size", 60.0)
joystick_on = config.get_value("touch_controls", "joystick_enabled", true)
btn_opacity = config.get_value("touch_controls", "button_opacity", 0.7)
touch_btns_on = config.get_value("touch_controls", "touch_buttons_enabled", true)
joystick_size_slider.value = joystick_size
joystick_size_value.text = str(int(joystick_size))
joystick_enabled_toggle.button_pressed = joystick_on
button_opacity_slider.value = btn_opacity
button_opacity_value.text = str(int(btn_opacity * 100)) + "%"
touch_buttons_enabled_toggle.button_pressed = touch_btns_on
func _connect_signals():
# Video
@@ -105,8 +151,21 @@ func _connect_signals():
# Controls
use_controller_btn.toggled.connect(_on_control_setting_changed.bind("use_controller"))
# Touch Input
joystick_size_slider.value_changed.connect(_on_joystick_size_changed)
joystick_enabled_toggle.toggled.connect(_on_touch_toggle_changed.bind("joystick_enabled"))
button_opacity_slider.value_changed.connect(_on_button_opacity_changed)
touch_buttons_enabled_toggle.toggled.connect(_on_touch_toggle_changed.bind("touch_buttons_enabled"))
# Controller Rebinding
ctrl_grab_btn.pressed.connect(_on_ctrl_remap_pressed.bind("ctrl_grab"))
ctrl_powerup_btn.pressed.connect(_on_ctrl_remap_pressed.bind("ctrl_use_powerup"))
ctrl_tekton_grab_btn.pressed.connect(_on_ctrl_remap_pressed.bind("ctrl_tekton_grab"))
ctrl_attack_btn.pressed.connect(_on_ctrl_remap_pressed.bind("ctrl_attack_mode"))
ctrl_reset_btn.pressed.connect(_on_ctrl_reset_pressed)
# Close
close_button.pressed.connect(func(): visible = false)
close_button.pressed.connect(func(): listening_ctrl_key = ""; visible = false)
# Connect remapping buttons
for action_name in SettingsManager.settings.controls.keys():
@@ -153,6 +212,54 @@ func _on_audio_setting_changed(value: float, key: String):
func _on_control_setting_changed(value: bool, key: String):
SettingsManager.settings.controls[key] = value
SettingsManager.save_settings()
# Emit settings_applied so all UI (touch buttons, prompts) refresh their shortcut labels
if key == "use_controller":
SettingsManager.apply_control_settings()
SettingsManager.emit_signal("settings_applied")
func _on_joystick_size_changed(value: float):
joystick_size_value.text = str(int(value))
_save_touch_value("joystick_size", value)
# Live update the joystick if it's in the scene
var tc = _get_touch_controls()
if tc:
tc.joystick_size = value
if tc.virtual_joystick and tc.virtual_joystick.has_method("set_radius"):
tc.virtual_joystick.set_radius(value)
func _on_button_opacity_changed(value: float):
button_opacity_value.text = str(int(value * 100)) + "%"
_save_touch_value("button_opacity", value)
var tc = _get_touch_controls()
if tc:
tc.button_opacity = value
if tc.has_method("_apply_settings"):
tc._apply_settings()
func _on_touch_toggle_changed(state: bool, key: String):
_save_touch_value(key, state)
var tc = _get_touch_controls()
if tc:
if key == "joystick_enabled":
tc.joystick_enabled = state
elif key == "touch_buttons_enabled":
tc.touch_buttons_enabled = state
if tc.has_method("_apply_settings"):
tc._apply_settings()
func _save_touch_value(key: String, value) -> void:
"""Save a single touch config key without overwriting other keys."""
var config = ConfigFile.new()
config.load(TOUCH_CONFIG_PATH) # Load existing (ignore error if not found)
config.set_value("touch_controls", key, value)
config.save(TOUCH_CONFIG_PATH)
func _get_touch_controls() -> Node:
"""Try to find the TouchControls node in the Main scene."""
var main = get_tree().get_root().get_node_or_null("Main")
if main:
return main.get_node_or_null("TouchLayer/TouchControls")
return null
func _on_remap_button_pressed(action_name: String):
listening_action = action_name
@@ -162,40 +269,51 @@ func _on_remap_button_pressed(action_name: String):
btn.modulate = Color(0.5, 1.0, 0.5) # Signal "Listening"
func _input(event):
# Keyboard remapping
if listening_action != "" and event is InputEventKey and event.pressed:
# Capture the key
var keycode = event.keycode
# PREVENT DUPLICATES (User Request)
var existing_action = SettingsManager.is_key_used(keycode)
if existing_action != "" and existing_action != listening_action:
# Visual Feedback for Error
var error_btn = get_node_or_null("%" + listening_action.to_pascal_case() + "Btn")
if error_btn:
error_btn.text = "ALREADY USED!"
error_btn.modulate = Color(1.0, 0.3, 0.3) # Red error
# Play sound if available
error_btn.modulate = Color(1.0, 0.3, 0.3)
var sfx = get_node_or_null("/root/SfxManager")
if sfx and sfx.has_method("play_rpc"):
sfx.rpc("play_rpc", "error") # Assumes an error sound exists
# Reset listening but keep text for briefly before reverting
sfx.rpc("play_rpc", "error")
listening_action = ""
await get_tree().create_timer(1.2).timeout
_update_all_key_labels()
get_viewport().set_input_as_handled()
return
# Proceed with remapping if not a duplicate
SettingsManager.set_control(listening_action, keycode)
# Feedback and Reset
_update_key_label(listening_action)
listening_action = ""
get_viewport().set_input_as_handled()
# Controller button remapping
if listening_ctrl_key != "" and event is InputEventJoypadButton and event.pressed:
var btn_idx = event.button_index
# Consume event to prevent triggers
# Duplicate check
var existing = SettingsManager.is_controller_button_used(btn_idx)
var ctrl_btn = _get_ctrl_btn(listening_ctrl_key)
if existing != "" and existing != listening_ctrl_key:
if ctrl_btn:
ctrl_btn.text = "ALREADY USED!"
ctrl_btn.modulate = Color(1.0, 0.3, 0.3)
listening_ctrl_key = ""
await get_tree().create_timer(1.2).timeout
_update_all_ctrl_labels()
get_viewport().set_input_as_handled()
return
SettingsManager.set_controller_binding(listening_ctrl_key, btn_idx)
listening_ctrl_key = ""
_update_all_ctrl_labels()
get_viewport().set_input_as_handled()
func _update_all_key_labels():
@@ -210,6 +328,44 @@ func _update_key_label(action_name: String):
btn.text = SettingsManager.get_control_text(action_name)
btn.modulate = Color.WHITE
func _update_all_ctrl_labels():
"""Update all controller button labels from saved settings."""
if not SettingsManager: return
ctrl_grab_btn.text = SettingsManager.get_controller_binding_text("ctrl_grab")
ctrl_grab_btn.modulate = Color.WHITE
ctrl_powerup_btn.text = SettingsManager.get_controller_binding_text("ctrl_use_powerup")
ctrl_powerup_btn.modulate = Color.WHITE
ctrl_tekton_grab_btn.text = SettingsManager.get_controller_binding_text("ctrl_tekton_grab")
ctrl_tekton_grab_btn.modulate = Color.WHITE
ctrl_attack_btn.text = SettingsManager.get_controller_binding_text("ctrl_attack_mode")
ctrl_attack_btn.modulate = Color.WHITE
func _on_ctrl_remap_pressed(ctrl_key: String):
listening_ctrl_key = ctrl_key
var btn = _get_ctrl_btn(ctrl_key)
if btn:
btn.text = "Press a button..."
btn.modulate = Color(0.5, 1.0, 0.5)
func _get_ctrl_btn(ctrl_key: String) -> Button:
match ctrl_key:
"ctrl_grab": return ctrl_grab_btn
"ctrl_use_powerup": return ctrl_powerup_btn
"ctrl_tekton_grab": return ctrl_tekton_grab_btn
"ctrl_attack_mode": return ctrl_attack_btn
return null
func _on_ctrl_reset_pressed():
"""Reset controller bindings to defaults."""
if not SettingsManager: return
SettingsManager.settings.controls["ctrl_grab"] = JOY_BUTTON_A
SettingsManager.settings.controls["ctrl_use_powerup"] = JOY_BUTTON_Y
SettingsManager.settings.controls["ctrl_tekton_grab"] = JOY_BUTTON_RIGHT_SHOULDER
SettingsManager.settings.controls["ctrl_attack_mode"] = JOY_BUTTON_X
SettingsManager.apply_control_settings()
SettingsManager.save_settings()
_update_all_ctrl_labels()
func open():
_load_ui_values()
visible = true
+16 -2
View File
@@ -27,14 +27,28 @@ var _repeat_timer: float = 0.0
var _initial_repeat: bool = true
func _ready():
# Set minimum size for touch target
custom_minimum_size = Vector2(joystick_radius * 2 + 40, joystick_radius * 2 + 40)
_update_minimum_size()
center_position = size / 2
# Enable touch input
mouse_filter = Control.MOUSE_FILTER_STOP
set_process(true)
func set_radius(new_radius: float):
joystick_radius = new_radius
# Proportional knob
knob_radius = new_radius * (25.0 / 60.0)
_update_minimum_size()
# Optional: recalculate center if already initialized
if is_inside_tree():
center_position = size / 2
queue_redraw()
func _update_minimum_size():
custom_minimum_size = Vector2(joystick_radius * 2 + 40, joystick_radius * 2 + 40)
size = custom_minimum_size
func _draw():
# Draw base circle
var base_circle_color = pressed_color if is_pressed else base_color