# Touch controls (mobile browser) On-screen controls for phones and tablets, shown automatically when needed. ## When they appear `scripts/touch_controls.gd` decides, in this order: 1. `OS.has_feature("web_android") or OS.has_feature("web_ios")` — browser on a phone/tablet. This is the documented way: in a Web export `OS.has_feature("mobile")` is **false**, and the `web_*` tags are the only ones that describe the browser's host OS ([feature tags](https://docs.godotengine.org/en/stable/tutorials/export/feature_tags.html)). 2. `DisplayServer.is_touchscreen_available()` — native mobile, or a desktop/laptop touchscreen. Careful: `display_server_web.cpp` returns true here also when `emulate_touch_from_mouse` is on, so it is never used alone. 3. Overrides: `--touch` / `--no-touch` on the command line, and `?touch=1` / `?touch=0` on the Web URL. With `--touch` on a desktop the mouse drags are treated as touches, so the UI can be tried without a touch device. When touch mode is on, `main.gd` sets `player.touch_mode`, no pointer lock is requested and `Input.set_emulate_mouse_from_touch(false)` is applied: the emulated mouse would otherwise move the view twice and fire the weapon on any touch. ## Layout and input model One full-screen `Control` routes multi-touch by **touch index** (`InputEventScreenTouch` / `InputEventScreenDrag`), which is what the browser sends (`display_server_web.cpp` feeds exactly these events into `parse_input_event`); emulated mouse events are not used, because mouse emulation carries a single pointer and would break simultaneous aiming and firing. - left half: floating joystick (its base recenters where the finger lands), feeds the analog `move_*` actions; - right half: look area, drag rotates the view through `player.apply_look()`; - bottom right: FIRE (hold to keep shooting), GRENADE, RELOAD, JUMP. Movement uses the existing InputMap actions, so keyboard, gamepad and touch share one path. Reload, grenade and jump are read by polling (`Input.is_action_just_pressed`) instead of by event handling: an `InputEventAction` synthesised inside the dispatch of another event (which is what a touch looks like) does not reliably reach `_unhandled_input`. Note that such a press is seen by `_physics_process` one physics frame later. `Input.get_vector(..., 0.2)` uses an explicit small dead zone: the 0.5 dead zone configured for the actions would waste half of the joystick travel (keyboard input is digital, so nothing changes for it). ## Verification ```bash godot --headless --path . --script res://tools/test_touch_controls.gd -- --touch godot --headless --path . --script res://tools/test_touch_controls.gd -- --no-touch DISPLAY=:0 godot --display-driver x11 --rendering-driver opengl3 --path . \ --script res://tools/test_touch_controls.gd -- --touch ``` The first and third run the same assertions (joystick movement, look rotation, simultaneous multi-touch, fire hold/release, reload, grenade, jump); the third goes through the real event pipeline. In `--headless` the DisplayServer window is 64x36, so the `canvas_items` stretch transform rescales injected coordinates (a (200,500) touch arrives as (4000,9720)); the test detects this and drives the handlers directly in viewport space instead. ## Web build notes - The first tap also unlocks audio in the browser, so `main.gd` accepts either a mouse press or a screen touch as the start gesture and enables the touch layer only after it. - The HTML shell already ships `user-scalable=no`; no extra page-level CSS is required.