feat: gamepad/keyboard UI navigation on all menus

This commit is contained in:
2026-03-19 03:26:50 +01:00
parent 2bc0b76050
commit 3b18e328b2
5 changed files with 137 additions and 0 deletions

View File

@@ -19,6 +19,10 @@ public partial class SettingsMenu : Control
public override void _Ready()
{
InputSettingsButton.FocusMode = Control.FocusModeEnum.All;
AudioSettingsButton.FocusMode = Control.FocusModeEnum.All;
DisplaySettingsButton.FocusMode = Control.FocusModeEnum.All;
GameplaySettingsButton.FocusMode = Control.FocusModeEnum.All;
InputSettingsButton.Pressed += OnInputSettingsPressed;
AudioSettingsButton.Pressed += OnAudioSettingsPressed;
@@ -29,8 +33,33 @@ public partial class SettingsMenu : Control
AudioSettingsControl?.Hide();
DisplaySettingsControl?.Hide();
GameplaySettingsControl?.Hide();
if (InputDeviceManager.Instance != null)
InputDeviceManager.Instance.DeviceChanged += OnDeviceChanged;
VisibilityChanged += OnVisibilityChanged;
}
public override void _ExitTree()
{
if (InputDeviceManager.Instance != null)
InputDeviceManager.Instance.DeviceChanged -= OnDeviceChanged;
}
private void OnVisibilityChanged()
{
if (IsVisibleInTree() && InputDeviceManager.Instance?.IsPointerless == true)
GrabFirstFocus();
}
private void OnDeviceChanged(int device)
{
var d = (InputDeviceManager.InputDevice)device;
if (d != InputDeviceManager.InputDevice.Mouse && IsVisibleInTree())
GrabFirstFocus();
}
private void GrabFirstFocus() => InputSettingsButton.GrabFocus();
public override void _UnhandledInput(InputEvent @event)
{
if (!@event.IsActionPressed("ui_cancel")) return;