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Add a page about gamepad/controller support in Godot (#4620)

Hugo Locurcio 4 년 전
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  1. 246 0
      tutorials/inputs/controllers_gamepads_joysticks.rst
  2. 1 0
      tutorials/inputs/index.rst

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tutorials/inputs/controllers_gamepads_joysticks.rst

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+.. _doc_controllers_gamepads_joysticks:
+
+Controllers, gamepads, and joysticks
+====================================
+
+Godot supports hundreds of controller models thanks to the community-sourced
+`SDL game controller database <https://github.com/gabomdq/SDL_GameControllerDB>`__.
+
+Controllers are supported on Windows, macOS, Linux, Android, iOS, and HTML5.
+
+Note that more specialized devices such as steering wheels, rudder pedals and
+`HOTAS <https://en.wikipedia.org/wiki/HOTAS>`__ are less tested and may not
+always work as expected. If you have access to one of those devices, don't hesitate to
+`report bugs on GitHub <https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#reporting-bugs>`__.
+
+In this guide, you will learn:
+
+- **How to write your input logic to support both keyboard and controller inputs.**
+- **How controllers can behave differently from keyboard/mouse input.**
+- **Troubleshooting issues with controllers in Godot.**
+
+Supporting universal input
+--------------------------
+
+Thanks to Godot's input action system, Godot makes it possible to support both
+keyboard and controller input without having to write separate code paths.
+Instead of hardcoding keys or controller buttons in your scripts, you should
+create *input actions* in the Project Settings which will then refer to
+specified key and controller inputs.
+
+Input actions are explained in detail on the :ref:`doc_inputevent` page.
+
+.. note::
+
+    Unlike keyboard input, supporting both mouse and controller input for an
+    action (such as looking around in a first-person game) will require
+    different code paths since these have to be handled separately.
+
+Which Input singleton method should I use?
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+In Godot 4.0, there are 3 ways to get input in an analog-aware way:
+
+- When you have two axes (such as joystick or WASD movement) and want both
+  axes to behave as a single input, use ``Input.get_vector()``:
+
+.. tabs::
+ .. code-tab:: gdscript GDScript
+
+    # `velocity` will be a Vector2 between `Vector2(-1.0, -1.0)` and `Vector2(1.0, 1.0)`.
+    var velocity = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
+
+    # The line above is a shorter form of:
+    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)
+
+ .. code-tab:: csharp
+
+    // `velocity` will be a Vector2 between `Vector2(-1.0, -1.0)` and `Vector2(1.0, 1.0)`.
+    Vector2 velocity = Input.GetVector("move_left", "move_right", "move_forward", "move_back");
+
+    // The line above is a shorter form of:
+    Vector2 velocity = new Vector2(Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left"),
+		Input.GetActionStrength("move_back") - Input.GetActionStrength("move_forward")).Clamped(1);
+
+- 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,
+  use ``Input.get_axis()``:
+
+.. tabs::
+ .. code-tab:: gdscript GDScript
+
+    # `walk` will be a floating-point number between `-1.0` and `1.0`.
+    var walk = Input.get_axis("move_left", "move_right")
+
+    # The line above is a shorter form of:
+    var walk = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
+
+ .. code-tab:: csharp
+
+    // `walk` will be a floating-point number between `-1.0` and `1.0`.
+    float walk = Input.GetAxis("move_left", "move_right");
+
+    // The line above is a shorter form of:
+    float walk = Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left");
+
+- For other types of analog input, such as handling a trigger or handling
+  one direction at a time, use ``Input.get_action_strength()``:
+
+.. tabs::
+ .. code-tab:: gdscript GDScript
+
+    # `strength` will be a floating-point number between `0.0` and `1.0`.
+    var strength = Input.get_action_strength("accelerate")
+
+ .. code-tab:: csharp
+
+    // `strength` will be a floating-point number between `0.0` and `1.0`.
+    float strength = Input.GetActionStrength("accelerate");
+
+For non-analog digital/boolean input (only "pressed" or "not pressed" values),
+such as controller buttons, mouse buttons or keyboard keys,
+use ``Input.is_action_pressed()``:
+
+.. tabs::
+ .. code-tab:: gdscript GDScript
+
+    # `jumping` will be a boolean with a value of `true` or `false`.
+    var jumping = Input.is_action_pressed("jump")
+
+.. tabs::
+ .. code-tab:: csharp
+
+    // `jumping` will be a boolean with a value of `true` or `false`.
+    bool jumping = Input.IsActionPressed("jump");
+
+In Godot versions before 4.0, such as 3.2, ``Input.get_vector()`` and
+``Input.get_axis()`` aren't available. Only ``Input.get_action_strength()``
+and ``Input.is_action_pressed()`` are available in Godot 3.2.
+
+Differences between keyboard/mouse and controller input
+-------------------------------------------------------
+
+If you're used to handling keyboard and mouse input, you may be surprised by how
+controllers handle specific situations.
+
+Dead zone
+^^^^^^^^^
+
+Unlike keyboards and mice, controllers offer axes with *analog* inputs. The
+upside of analog inputs is that they offer additional flexibility for actions.
+Unlike digital inputs which can only provide strengths of ``0.0`` and ``1.0``,
+an analog input can provide *any* strength between ``0.0`` and ``1.0``. The
+downside is that without a deadzone system, an analog axis' strength will never
+be equal to ``0.0`` due to how the controller is physically built. Instead, it
+will linger at a low value such as ``0.062``. This phenomenon is known as
+*drifting* and can be more noticeable on old or faulty controllers.
+
+Let's take a racing game as a real-world example. Thanks to analog inputs, we
+can steer the car slowly in one direction or another. However, without a
+deadzone system, the car would slowly steer by itself even if the player isn't
+touching the joystick. This is because the directional axis strength won't be
+equal to ``0.0`` when we expect it to. Since we don't want our car to steer by
+itself in this case, we define a "dead zone" value of ``0.2`` which will ignore
+all input whose strength is lower than ``0.2``. An ideal dead zone value is high
+enough to ignore the input caused by joystick drifting, but is low enough to not
+ignore actual input from the player.
+
+Godot features a built-in dead zone system to tackle this problem. The default
+value is ``0.2``, but you can increase it or decrease it on a per-action basis
+in the Project Settings' Input Map tab.
+For ``Input.get_vector()``, the deadzone can be specified, or otherwise it
+will calculate the average deadzone value from all of the actions in the vector.
+
+"Echo" events
+^^^^^^^^^^^^^
+
+Unlike keyboard input, holding down a controller button such as a D-pad
+direction will **not** generate repeated input events at fixed intervals (also
+known as "echo" events). This is because the operating system never sends "echo"
+events for controller input in the first place.
+
+If you want controller buttons to send echo events, you will have to generate
+:ref:`class_InputEvent` objects by code and parse them using
+:ref:`Input.parse_input_event() <class_Input_method_parse_input_event>`
+at regular intervals. This can be accomplished
+with the help of a :ref:`class_Timer` node.
+
+Troubleshooting
+---------------
+
+.. seealso::
+
+    You can view a list of
+    `known issues with controller support <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Atopic%3Ainput+gamepad>`__
+    on GitHub.
+
+My controller isn't recognized by Godot.
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+First, check that your controller is recognized by other applications. You can
+use the `Gamepad Tester <https://gamepad-tester.com/>`__ website to confirm that
+your controller is recognized.
+
+My controller has incorrectly mapped buttons or axes.
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+If buttons are incorrectly mapped, this may be due to an erroneous mapping from
+the `SDL game controller database <https://github.com/gabomdq/SDL_GameControllerDB>`__.
+You can contribute an updated mapping to be included in the next Godot version
+by opening a pull request on the linked repository.
+
+There are many ways to create mappings. One option is to use the mapping wizard
+in the `official Joypads demo <https://godotengine.org/asset-library/asset/140>`__.
+Once you have a working mapping for your controller, you can test it by defining
+the ``SDL_GAMECONTROLLERCONFIG`` environment variable before running Godot:
+
+.. tabs::
+ .. code-tab:: bash Linux/macOS
+
+    export SDL_GAMECONTROLLERCONFIG="your:mapping:here"
+    ./path/to/godot.x86_64
+
+ .. code-tab:: bat Windows (cmd)
+
+    set SDL_GAMECONTROLLERCONFIG=your:mapping:here
+    path\to\godot.exe
+
+ .. code-tab:: powershell Windows (powershell)
+
+    $env:SDL_GAMECONTROLLERCONFIG="your:mapping:here"
+    path\to\godot.exe
+
+To test mappings on non-desktop platforms or to distribute your project with
+additional controller mappings, you can add them by calling
+:ref:`Input.add_joy_mapping() <class_Input_method_add_joy_mapping>`
+as early as possible in a script's ``_ready()`` function.
+
+My controller works on a given platform, but not on another platform.
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+macOS
+~~~~~
+
+Controllers are currently only supported on x86-based Macs. This means
+controllers won't work on Macs featuring ARM processors such as the Apple M1.
+
+Linux
+~~~~~
+
+Prior to Godot 3.2.4, official Godot binaries were compiled with udev support
+but self-compiled binaries were compiled *without* udev support unless
+``udev=yes`` was passed on the SCons command line. This made controller
+hotplugging support unavailable in self-compiled binaries.
+
+HTML5
+~~~~~
+
+HTML5 controller support is often less reliable compared to "native" platforms.
+The quality of controller support tends to vary wildly across browsers. As a
+result, you may have to instruct your players to use a different browser if they
+can't get their controller to work.
+
+Also, note that
+`controller support was significantly improved <https://github.com/godotengine/godot/pull/45078>`__
+in Godot 3.2.4 and later.

+ 1 - 0
tutorials/inputs/index.rst

@@ -9,4 +9,5 @@ Inputs
    input_examples
    mouse_and_input_coordinates
    custom_mouse_cursor
+   controllers_gamepads_joysticks
    handling_quit_requests