Claude-Code-Game-Studios/docs/engine-reference/godot/modules/input.md
Donchitos ad540fe75d Game Studio Agent Architecture — complete setup (Phases 1-7)
48 coordinated Claude Code subagents for indie game development:
- 3 leadership agents (creative-director, technical-director, producer)
- 10 department leads (game-designer, lead-programmer, art-director, etc.)
- 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.)
- 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists)

Infrastructure:
- 34 skills (slash commands) for workflows, reviews, and team orchestration
- 8 hooks for commit validation, asset checks, session management
- 11 path-scoped rules enforcing domain-specific standards
- 28 templates for design docs, reports, and collaborative protocols

Key features:
- User-driven collaboration protocol (Question → Options → Decision → Draft → Approval)
- Engine version awareness with knowledge-gap detection (Godot 4.6 pinned)
- Phase gate system for development milestone validation
- CLAUDE.md kept under 80 lines with extracted doc imports

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 21:04:24 +11:00

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# Godot Input — Quick Reference
Last verified: 2026-02-12 | Engine: Godot 4.6
## What Changed Since ~4.3 (LLM Cutoff)
### 4.6 Changes
- **Dual-focus system**: Mouse/touch focus is now separate from keyboard/gamepad focus
- Visual feedback differs by input method
- Custom focus implementations may need updating
- **Select Mode keybind changed**: "Select Mode" is now `v` key; old mode renamed "Transform Mode" (`q` key)
### 4.5 Changes
- **SDL3 gamepad driver**: Gamepad handling delegated to SDL library for better cross-platform support
- **Recursive Control disable**: Single property disables mouse/focus for entire node hierarchies
### 4.3 Changes (in training data)
- **InputEventShortcut**: Dedicated event type for menu shortcuts (optional)
## Current API Patterns
### Input Actions (unchanged)
```gdscript
func _physics_process(delta: float) -> void:
var input_dir: Vector2 = Input.get_vector(
&"move_left", &"move_right", &"move_forward", &"move_back"
)
if Input.is_action_just_pressed(&"jump"):
jump()
```
### Input Events (unchanged)
```gdscript
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
handle_click(event.position)
elif event is InputEventKey:
if event.keycode == KEY_ESCAPE and event.pressed:
toggle_pause()
```
### Focus Management (4.6 — CHANGED)
```gdscript
# Mouse/touch and keyboard/gamepad focus are now SEPARATE
# Visual styles may differ depending on which input method is active
# If you have custom focus drawing, test with both input methods
# Standard approach still works:
func _ready() -> void:
%StartButton.grab_focus() # Keyboard/gamepad focus
# But be aware: mouse hover focus != keyboard focus in 4.6
```
### Gamepad (4.5+ — SDL3 backend)
```gdscript
# API unchanged, but SDL3 provides:
# - Better device detection across platforms
# - Improved rumble support
# - More consistent button mapping
func _input(event: InputEvent) -> void:
if event is InputEventJoypadButton:
if event.button_index == JOY_BUTTON_A and event.pressed:
confirm_selection()
```
## Common Mistakes
- Not testing both mouse and keyboard focus paths (dual-focus in 4.6)
- Assuming `grab_focus()` affects mouse focus (it only affects keyboard/gamepad in 4.6)
- Using string literals instead of `StringName` (`&"action"`) for action names in hot paths