4.7 KiB
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:
OS.has_feature("web_android") or OS.has_feature("web_ios")— browser on a phone/tablet. This is the documented way: in a Web exportOS.has_feature("mobile")is false, and theweb_*tags are the only ones that describe the browser's host OS (feature tags).DisplayServer.is_touchscreen_available()— native mobile, or a desktop/laptop touchscreen. Careful:display_server_web.cppreturns true here also whenemulate_touch_from_mouseis on, so it is never used alone.- Overrides:
--touch/--no-touchon the command line, and?touch=1/?touch=0on the Web URL. With--touchon 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 and drag to shoot AND aim), GRENADE, RELOAD, JUMP.
- game over: controls release all actions and hide; a central RICOMINCIA button handles native screen touches even with mouse emulation disabled. A 0.6-second guard prevents the killing-frame gesture from accidentally restarting.
Swipe aiming
Prefer direct swipe displacement to a rate-based right stick: releasing the thumb stops rotation immediately. FIRE also acts as a look pad, so two thumbs can move, aim and shoot simultaneously. This follows the combined action/touchpad pattern in Microsoft's designer guide.
Use InputEventScreenDrag.screen_relative, not stretch-scaled relative, as
Godot explicitly recommends for touch aiming.
Normalize by the physical window width: one full-width swipe turns 180 degrees;
vertical gain is 75% for finer pitch control. No time delta or acceleration is
applied (these are displacements), no smoothing latency, desktop mouse unchanged.
Lift/reposition the finger without a camera jump. Constants LOOK_TURN_RADIANS
and LOOK_VERTICAL_RATIO tune the feel.
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
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.gdaccepts 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.