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Merge pull request #7292 from Calinou/gamepads-focus-sleep-prevention

Max Hilbrunner 2 rokov pred
rodič
commit
f074390e4d

+ 82 - 12
tutorials/inputs/controllers_gamepads_joysticks.rst

@@ -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 line below is similar to `get_vector()`, except that it handles
     # the deadzone in a less optimal way. The resulting deadzone will have
     # the deadzone in a less optimal way. The resulting deadzone will have
     # a square-ish shape when it should ideally have a circular shape.
     # 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")
+    ).limit_length(1.0)
 
 
  .. code-tab:: csharp
  .. 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 line below is similar to `get_vector()`, except that it handles
     // the deadzone in a less optimal way. The resulting deadzone will have
     // the deadzone in a less optimal way. The resulting deadzone will have
     // a square-ish shape when it should ideally have a circular shape.
     // 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")
+    ).LimitLength(1.0);
 
 
 - When you have one axis that can go both ways (such as a throttle on a
 - 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,
   flight stick), or when you want to handle separate axes individually,
@@ -208,6 +212,71 @@ If you want controller buttons to send echo events, you will have to generate
 at regular intervals. This can be accomplished
 at regular intervals. This can be accomplished
 with the help of a :ref:`class_Timer` node.
 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_APPLICATION_FOCUS_OUT:
+                focused = false
+            NOTIFICATION_APPLICATION_FOCUS_IN:
+                focused = true
+
+
+    func input_is_action_pressed(action: StringName) -> bool:
+        if focused:
+            return Input.is_action_pressed(action)
+
+        return false
+
+
+    func event_is_action_pressed(event: InputEvent, action: StringName) -> 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 ``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.
+
+On Linux, power saving prevention requires the engine to be able to use D-Bus.
+Check whether D-Bus is installed and reachable if running the project within a
+Flatpak, as sandboxing restrictions may make this impossible by default.
+
 Troubleshooting
 Troubleshooting
 ---------------
 ---------------
 
 
@@ -273,10 +342,15 @@ My controller works on a given platform, but not on another platform.
 Linux
 Linux
 ~~~~~
 ~~~~~
 
 
-Prior to Godot 3.3, 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.
+If you're using a self-compiled engine binary, make sure it was compiled with
+udev support. This is enabled by default, but it is possible to disable udev
+support by specifying ``udev=no`` on the SCons command line. If you're using an
+engine binary supplied by a Linux distribution, double-check whether it was
+compiled with udev support.
+
+Controllers can still work without udev support, but it is less reliable as
+regular polling must be used to check for controllers being connected or
+disconnected during gameplay (hotplugging).
 
 
 HTML5
 HTML5
 ~~~~~
 ~~~~~
@@ -285,7 +359,3 @@ HTML5 controller support is often less reliable compared to "native" platforms.
 The quality of controller support tends to vary wildly across browsers. As a
 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
 result, you may have to instruct your players to use a different browser if they
 can't get their controller to work.
 can't get their controller to work.
-
-Also, note that
-`controller support was significantly improved <https://github.com/godotengine/godot/pull/45078>`__
-in Godot 3.3 and later.