178 lines
6.2 KiB
GDScript
178 lines
6.2 KiB
GDScript
class_name VirtualJoystick
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extends Control
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# https://github.com/MarcoFazioRandom/Virtual-Joystick-Godot
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#### EXPORTED VARIABLE ####
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## The color modulation of the button when the joystick is in use. See [member CanvasItem.modulate].
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@export var pressed_color: Color = Color.GRAY
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## If the input is inside this range, the output is zero.
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@export_range(0, 200, 1) var deadzone_size : float = 10
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## The max distance the tip can reach.
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@export_range(0, 500, 1) var clampzone_size : float = 75
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enum JoystickMode {
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FIXED, ## The joystick doesn't move. Default.
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DYNAMIC ## Every time the joystick area is pressed, the joystick position is set on the touched position.
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}
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## Whether the joystick should move on pressed.
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@export var joystick_mode: JoystickMode = JoystickMode.FIXED
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enum VisibilityMode {
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ALWAYS, ## Always visible. Default.
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TOUCHSCREEN_ONLY ## Visible on touch screens only.
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}
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## Whether or not the joystick is visible if there is no touchscreen
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@export var visibility_mode: VisibilityMode = VisibilityMode.ALWAYS
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## If [code]true[/code], the value returned from [method Input.get_axis] using
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## [member action_left], [member action_right], [member action_up], and [member action_down]
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## are overridden with [member output] for each axis such that
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## [code]Input.get_axis(action_left, action_right)[/code] should always equal [member output.x] and
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## [code]Input.get_axis(action_up, action_down)[/code] should always equal [member output.y][br]
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## See [b]Project → Project Settings → Input Map[/b][br]
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## If you want to change the hotkeys for the default actions make sure [b]Show Built-in Action[/b] is checked.
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@export var use_input_actions := true
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## Input action for left direction
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@export var action_left := "ui_left"
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## Input action for right direction
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@export var action_right := "ui_right"
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## Input action for up direction
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@export var action_up := "ui_up"
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## Input action for down direction
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@export var action_down := "ui_down"
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#### PUBLIC VARIABLES ####
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## If [code]true[/code], the joystick's state is pressed. Means the joystick will receive inputs.
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var pressed := false : get = is_pressed
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func is_pressed() -> bool:
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return pressed
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## Current position of the joystick. The value's length ranges from [code]0[/code] to [code]1.0[/code].
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var output := Vector2.ZERO : get = get_output
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func get_output() -> Vector2:
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return output
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#### PRIVATE VARIABLES ####
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var _touch_index : int = -1
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@onready var _base := $Base
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@onready var _tip := $Base/Tip
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@onready var _base_radius = _base.size * _base.get_global_transform_with_canvas().get_scale() / 2
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@onready var _base_default_position : Vector2 = _base.position
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@onready var _tip_default_position : Vector2 = _tip.position
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@onready var _default_color : Color = _tip.modulate
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#### FUNCTIONS ####
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func _ready() -> void:
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if not DisplayServer.is_touchscreen_available() and visibility_mode == VisibilityMode.TOUCHSCREEN_ONLY:
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hide()
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func _input(event: InputEvent) -> void:
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if event is InputEventScreenTouch:
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if event.pressed:
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if _is_point_inside_joystick_area(event.position) and _touch_index == -1:
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if joystick_mode == JoystickMode.DYNAMIC or (joystick_mode == JoystickMode.FIXED and _is_point_inside_base(event.position)):
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if joystick_mode == JoystickMode.DYNAMIC:
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_move_base(event.position)
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_touch_index = event.index
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_tip.modulate = pressed_color
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_update_joystick(event.position)
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get_viewport().set_input_as_handled()
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elif event.index == _touch_index:
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_reset()
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get_viewport().set_input_as_handled()
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elif event is InputEventScreenDrag:
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if event.index == _touch_index:
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_update_joystick(event.position)
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get_viewport().set_input_as_handled()
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func _move_base(new_position: Vector2) -> void:
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_base.global_position = new_position - _base.pivot_offset * get_global_transform_with_canvas().get_scale()
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func _move_tip(new_position: Vector2) -> void:
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_tip.global_position = new_position - _tip.pivot_offset * _base.get_global_transform_with_canvas().get_scale()
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func _is_point_inside_joystick_area(point: Vector2) -> bool:
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var x: bool = point.x >= global_position.x and point.x <= global_position.x + (size.x * get_global_transform_with_canvas().get_scale().x)
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var y: bool = point.y >= global_position.y and point.y <= global_position.y + (size.y * get_global_transform_with_canvas().get_scale().y)
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return x and y
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func _is_point_inside_base(point: Vector2) -> bool:
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var center : Vector2 = _base.global_position + _base_radius
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var vector : Vector2 = point - center
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if vector.length_squared() <= _base_radius.x * _base_radius.x:
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return true
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else:
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return false
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func _update_joystick(touch_position: Vector2) -> void:
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var center : Vector2 = _base.global_position + _base_radius
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var vector : Vector2 = touch_position - center
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vector = vector.limit_length(clampzone_size)
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_move_tip(center + vector)
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if vector.length_squared() > deadzone_size * deadzone_size:
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pressed = true
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output = (vector - (vector.normalized() * deadzone_size)) / (clampzone_size - deadzone_size)
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else:
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pressed = false
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output = Vector2.ZERO
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if use_input_actions:
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_update_input_actions()
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func _update_input_actions():
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if output.x < 0:
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Input.action_press(action_left, -output.x)
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elif Input.is_action_pressed(action_left):
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Input.action_release(action_left)
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if output.x > 0:
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Input.action_press(action_right, output.x)
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elif Input.is_action_pressed(action_right):
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Input.action_release(action_right)
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if output.y < 0:
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Input.action_press(action_up, -output.y)
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elif Input.is_action_pressed(action_up):
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Input.action_release(action_up)
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if output.y > 0:
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Input.action_press(action_down, output.y)
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elif Input.is_action_pressed(action_down):
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Input.action_release(action_down)
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func _reset():
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pressed = false
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output = Vector2.ZERO
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_touch_index = -1
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_tip.modulate = _default_color
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_base.position = _base_default_position
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_tip.position = _tip_default_position
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if use_input_actions:
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if Input.is_action_pressed(action_left):
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Input.action_release(action_left)
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if Input.is_action_pressed(action_right):
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Input.action_release(action_right)
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if Input.is_action_pressed(action_down):
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Input.action_release(action_down)
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if Input.is_action_pressed(action_up):
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Input.action_release(action_up)
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func _on_button_pressed():
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Input.action_press("jump")
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