Fix keyboard input: use OS.move_to_foreground() for window focus
get_window().grab_focus() was insufficient on Windows GUI exports. Replaced with OS.move_to_foreground() + Input.set_mouse_mode(CAPTURED) + deferred retries to ensure the game window holds keyboard focus after the connection UI is dismissed.
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@@ -72,24 +72,34 @@ func join():
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print("Client started")
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connect_ui.hide()
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# Ensure game window has keyboard focus for input
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get_window().grab_focus()
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# Force window focus for keyboard input (Windows GUI apps need this)
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_ensure_input_focus()
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# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
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if not NetworkEvents.enabled:
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NetworkTime.start()
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func _ensure_input_focus() -> void:
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## Force the game window to have keyboard focus and captured mouse.
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## On Windows GUI exports, the window may not hold keyboard focus after
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## the connection UI is dismissed, causing Input.get_axis() to return 0.
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OS.move_to_foreground()
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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# Deferred retry after window settles
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get_window().call_deferred("grab_focus")
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Input.call_deferred("set_mouse_mode", Input.MOUSE_MODE_CAPTURED)
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func _enter_tree():
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# Hide and show UI as appropriate
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# These handlers are necessary, since the game could have started via
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# autoconnect, or any other method
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NetworkEvents.on_client_start.connect(func(__):
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connect_ui.hide()
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get_window().grab_focus()
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_ensure_input_focus()
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)
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NetworkEvents.on_server_start.connect(func():
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connect_ui.hide()
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get_window().grab_focus()
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_ensure_input_focus()
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)
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NetworkEvents.on_client_stop.connect(func(): connect_ui.show())
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NetworkEvents.on_server_stop.connect(func(): connect_ui.show())
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