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joystick/virtual_joystick.gd
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165
joystick/virtual_joystick.gd
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class_name VirtualJoystick
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extends Control
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## A simple virtual joystick for touchscreens, with useful options.
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## Github: https://github.com/MarcoFazioRandom/Virtual-Joystick-Godot
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# EXPORTED VARIABLE
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## The color of the button when the joystick is pressed.
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@export var pressed_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 Joystick_mode {
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FIXED, ## The joystick doesn't move.
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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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FOLLOWING ## When the finger moves outside the joystick area, the joystick will follow it.
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}
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## If the joystick stays in the same position or appears on the touched position when touch is started
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@export var joystick_mode := Joystick_mode.FIXED
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enum Visibility_mode {
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ALWAYS, ## Always visible
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TOUCHSCREEN_ONLY ## Visible on touch screens only
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}
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## If the joystick is always visible, or is shown only if there is a touchscreen
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@export var visibility_mode := Visibility_mode.ALWAYS
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## If true, the joystick uses Input Actions (Project -> Project Settings -> Input Map)
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@export var use_input_actions := true
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@export var action_left := "ui_left"
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@export var action_right := "ui_right"
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@export var action_up := "ui_up"
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@export var action_down := "ui_down"
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# PUBLIC VARIABLES
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## If the joystick is receiving inputs.
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var is_pressed := false
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# The joystick output.
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var output := Vector2.ZERO
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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_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 == Visibility_mode.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 == Joystick_mode.DYNAMIC or joystick_mode == Joystick_mode.FOLLOWING or (joystick_mode == Joystick_mode.FIXED and _is_point_inside_base(event.position)):
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if joystick_mode == Joystick_mode.DYNAMIC or joystick_mode == Joystick_mode.FOLLOWING:
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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 _get_base_radius() -> Vector2:
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return _base.size * _base.get_global_transform_with_canvas().get_scale() / 2
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func _is_point_inside_base(point: Vector2) -> bool:
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var _base_radius = _get_base_radius()
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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 _base_radius = _get_base_radius()
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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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if joystick_mode == Joystick_mode.FOLLOWING and touch_position.distance_to(center) > clampzone_size:
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_move_base(touch_position - vector)
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_move_tip(center + vector)
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if vector.length_squared() > deadzone_size * deadzone_size:
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is_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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is_pressed = false
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output = Vector2.ZERO
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if use_input_actions:
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if output.x > 0:
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if Input.is_action_pressed(action_left):
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Input.action_release(action_left)
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_update_input_action(action_right, output.x)
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else:
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if Input.is_action_pressed(action_right):
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Input.action_release(action_right)
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_update_input_action(action_left, -output.x)
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if output.y > 0:
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if Input.is_action_pressed(action_up):
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Input.action_release(action_up)
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_update_input_action(action_down, output.y)
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else:
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if Input.is_action_pressed(action_down):
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Input.action_release(action_down)
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_update_input_action(action_up, -output.y)
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func _update_input_action(action:String, value:float):
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if value > InputMap.action_get_deadzone(action):
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Input.action_press(action, value)
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elif Input.is_action_pressed(action):
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Input.action_release(action)
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func _reset():
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is_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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for action in [action_left, action_right, action_down, action_up]:
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if Input.is_action_pressed(action) or Input.is_action_just_pressed(action):
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Input.action_release(action)
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