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I am working on the input and it feels like its getting out of hand. I wanted to check in with people and see how people structure their input handling.
Currently I have 1 function _unhandled_unput(event) and inside there I have a ton of elif statements trying to handle every possible situation and event. Its manageable at the moment but I only have like 4 events so its going to get very out of hand if I continue.
I need to have 100s of these events based on whats selected and what mouse/keyboard buttons are being pressed and I need some way to resuse the actions.
spoiler
func _unhandled_input(event):
if event is InputEventMouseButton and event.pressed:
if event.button_index == MOUSE_BUTTON_RIGHT:
clear_selection()
gui.queue_redraw()
get_viewport().set_input_as_handled()
return
if selected_item == "colonist": #broken
if event is InputEventKey:
if event.OS.get_keycode_string() == "r":
for colonist in selected_group:
colonist.set_state("DRAFT")
get_viewport().set_input_as_handled()
gui.queue_redraw()
#nothing selected dragbox to select things and single click to select things - does not work at the moment
elif selected_type == "" or selected_type == "basic":
if is_dragging and event is InputEventMouseMotion:
drag_end = camera.get_global_mouse_position()
cam_drag_end= get_viewport().get_mouse_position()
get_selection(drag_start, drag_end)
gui.queue_redraw()
get_viewport().set_input_as_handled()
return
elif event is InputEventMouseButton and not event.pressed:
is_dragging = false
gui.queue_redraw()
drag_start = null
drag_end = null
get_viewport().set_input_as_handled()
return
elif event is InputEventMouseButton and event.pressed:
if event.button_index == MOUSE_BUTTON_LEFT:
selected_type = "basic"
is_dragging = true
drag_start = camera.get_global_mouse_position()
cam_drag_start = get_viewport().get_mouse_position()
gui.queue_redraw()
get_viewport().set_input_as_handled()
return
#command flow for dragging a selection box
elif selected_type == "command":
if selected_item == "structure_dict_growing":
if is_dragging and event is InputEventMouseMotion:
var grid_pos = tilemap.local_to_map(camera.get_global_mouse_position())
var local_pos = tilemap.map_to_local(grid_pos)
drag_end = local_pos + Vector2(32, 32)
cam_drag_end = get_viewport().get_mouse_position()
gui.queue_redraw()
get_viewport().set_input_as_handled()
return
elif event is InputEventMouseButton and not event.pressed:
if event.button_index == MOUSE_BUTTON_LEFT:
is_dragging = false
gui.queue_redraw()
get_viewport().set_input_as_handled()
MessageBus.rpc_id(1, "request_zone_growing", selected_item ,drag_start, drag_end, multiplayer.get_unique_id())
drag_start = null
drag_end = null
return
elif event is InputEventMouseButton and event.pressed:
if event.button_index == MOUSE_BUTTON_LEFT:
is_dragging = true
#to snap to grid
var grid_pos = tilemap.local_to_map(camera.get_global_mouse_position())
var local_pos = tilemap.map_to_local(grid_pos)
drag_start = local_pos - Vector2(32, 32)
cam_drag_start = get_viewport().get_mouse_position() #this is broken cbf fixing maybe one day after selection is working
gui.queue_redraw()
get_viewport().set_input_as_handled()
return
elif selected_type == "floor":
if event is InputEventMouseButton and event.pressed:
if event.button_index == MOUSE_BUTTON_LEFT:
var global_mouse_pos = camera.get_global_mouse_position()
var grid_pos = tilemap.local_to_map(global_mouse_pos)
if selected_item == "":
return
MessageBus.rpc_id(1, "request_build_floor", selected_item, grid_pos, multiplayer.get_unique_id())
get_viewport().set_input_as_handled()
return
elif selected_type == "building":
if event is InputEventMouseButton and event.pressed:
if event.button_index == MOUSE_BUTTON_LEFT:
var global_mouse_pos = camera.get_global_mouse_position()
var grid_pos = tilemap.local_to_map(global_mouse_pos)
if selected_item == "":
return
MessageBus.rpc_id(1, "request_build_structure", selected_item, grid_pos, multiplayer.get_unique_id())
get_viewport().set_input_as_handled()
return
recommend using godot's action system instead of checking for specific button inputs https://docs.godotengine.org/en/stable/getting_started/first_3d_game/02.player_input.html#creating-input-actions since it can more easily allow for controller support and remapping, unless there's a reason you are checking for specific keys? also is there a reason to using _unhandled_input() over _input()? Otherwise I would also recommend moving some of this logic into separate functions as a start
The reason for checking keys is it is the only way i know how to do it. This input handling script is what im finding the most trouble with, a lot of the lines are added because I read a 6yr old reddit comment that said to use it and im not sure if I should remove it because then bugs start appearing.
The reason for unhandled input was the first input handling code example I saw and honestly I forgot about input(). I'll look into the creating input actions but at a glance it doesn't seem like it could work for my game. This game is pretty much left click right click on a 2d space and depending on what tool is selected.
I really do want to move some of the code into other functions but im not sure how to make a function that handles the input over multiple different states.
For example dragging a box. needs to check for the left click then check for the dragging state and draw on drag then check for a release. I have a lot of tools that will need to implement this so I'd really like to get this logic out of the main function and into a nice reusable block.
code example
You could have your Drag Box use the Area2D class and listen for it's events like this: (input_pickable need to be set to true)
Good point, this probably also allows players to remap inputs if they want.