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2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 695e4db5cd | |||
| c5b6b05801 |
@@ -129,6 +129,12 @@ func _process(_delta: float):
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print("[PLAYER DEBUG] _process skipping — input not authority (unique_id=%d, input_auth=%d)" % [multiplayer.get_unique_id(), input.get_multiplayer_authority()])
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return
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# DEBUG: Show input state in window title
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if _is_local and input:
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var mx := Input.get_axis("move_west", "move_east")
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var mz := Input.get_axis("move_north", "move_south")
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get_window().title = "TS [mv=%.1f,%.1f] [sl=%s%s%s%s] [fire=%s]" % [mx, mz, input.slot_1, input.slot_2, input.slot_3, input.slot_4, input.fire_held]
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# Smooth position interpolation between ticks
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var f := NetworkTime.tick_factor
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global_position = _lerp_from_pos.lerp(_lerp_to_pos, f)
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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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