Merge pull request #7313 from Calinou/gamepads-focus-sleep-prevention-3.6

This commit is contained in:
Max Hilbrunner
2023-05-15 01:44:06 +02:00
committed by GitHub

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@@ -57,8 +57,10 @@ There are 3 ways to get input in an analog-aware way:
# The line below is similar to `get_vector()`, except that it handles
# the deadzone in a less optimal way. The resulting deadzone will have
# a square-ish shape when it should ideally have a circular shape.
var velocity = Vector2(Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
Input.get_action_strength("move_back") - Input.get_action_strength("move_forward")).clamped(1)
var velocity = Vector2(
Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
Input.get_action_strength("move_back") - Input.get_action_strength("move_forward")
).clamped(1.0)
.. code-tab:: csharp
@@ -70,8 +72,10 @@ There are 3 ways to get input in an analog-aware way:
// The line below is similar to `get_vector()`, except that it handles
// the deadzone in a less optimal way. The resulting deadzone will have
// a square-ish shape when it should ideally have a circular shape.
Vector2 velocity = new Vector2(Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left"),
Input.GetActionStrength("move_back") - Input.GetActionStrength("move_forward")).Clamped(1);
Vector2 velocity = new Vector2(
Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left"),
Input.GetActionStrength("move_back") - Input.GetActionStrength("move_forward")
).Clamped(1.0);
- When you have one axis that can go both ways (such as a throttle on a
flight stick), or when you want to handle separate axes individually,
@@ -176,6 +180,71 @@ If you want controller buttons to send echo events, you will have to generate
at regular intervals. This can be accomplished
with the help of a :ref:`class_Timer` node.
Window focus
^^^^^^^^^^^^
Unlike keyboard input, controller inputs can be seen by **all** windows on the
operating system, including unfocused windows.
While this is useful for
`third-party split screen functionality <https://nucleus-coop.github.io/>`__,
it can also have adverse effects. Players may accidentally send controller inputs
to the running project while interacting with another window.
If you wish to ignore events when the project window isn't focused, you will
need to create an :ref:`autoload <doc_singletons_autoload>` called ``Focus``
with the following script and use it to check all your inputs:
::
# Focus.gd
extends Node
var focused := true
func _notification(what: int) -> void:
match what:
NOTIFICATION_WM_FOCUS_OUT:
focused = false
NOTIFICATION_WM_FOCUS_IN:
focused = true
func input_is_action_pressed(action: String) -> bool:
if focused:
return Input.is_action_pressed(action)
return false
func event_is_action_pressed(event: InputEvent, action: String) -> bool:
if focused:
return Input.is_action_pressed(action)
return false
Then, instead of using ``Input.is_action_pressed(action)``, use
``Focus.input_is_action_pressed(action)`` where ``action`` is the name of
the input action. Also, instead of using ``event.is_action_pressed(action)``,
use ``Focus.event_is_action_pressed(event, action)`` where ``event`` is an
InputEvent reference and ``action`` is the name of the input action.
Power saving prevention
^^^^^^^^^^^^^^^^^^^^^^^
Unlike keyboard and mouse input, controller inputs do **not** inhibit sleep and
power saving measures (such as turning off the screen after a certain amount of
time has passed).
To combat this, Godot enables power saving prevention by default when a project
is running. If you notice the system is turning off its display when playing
with a gamepad, check the value of **Display > Window > Energy Saving > Keep Screen On**
in the Project Settings.
Power saving prevention is **not** supported on Linux in Godot 3.x, but it is
supported in Godot 4.x. As a workaround, increase the screensaver's timeout
period to make it less likely to occur during gameplay.
Troubleshooting
---------------