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The default way that Estragonia uses ui_up and similar Godot events is too funky to be used by default.
If one wants to allow either the left analog stick or the dpad for menu navigation, trying to use the analog stick results in rapid-firing of events in a way that is likely not intentional.
Godot-Controller-Input-Too-Fast.mp4
Complicating this, there's no key-up event raised to complement the key-down event.
My expectations was that pushing the analog stick down would raise KeyDown events in a similar fashion to pressing down the down button of the keyboard
• One event first, then after a period of time has elapsed, multiple events with a brief period of time between events (e.g.: 0.25 or 0.5 seconds)
As it is, I have to override _GuiInput or completely remove the ui_up built-in events to handcraft my own.
Ideally, the default way that Estragonia is set up should be at least usable rather than something you have to override and do yourself.
The default way that Estragonia uses
ui_upand similar Godot events is too funky to be used by default.If one wants to allow either the left analog stick or the dpad for menu navigation, trying to use the analog stick results in rapid-firing of events in a way that is likely not intentional.
Godot-Controller-Input-Too-Fast.mp4
Complicating this, there's no key-up event raised to complement the key-down event.
My expectations was that pushing the analog stick down would raise KeyDown events in a similar fashion to pressing down the down button of the keyboard
• One event first, then after a period of time has elapsed, multiple events with a brief period of time between events (e.g.: 0.25 or 0.5 seconds)
As it is, I have to override
_GuiInputor completely remove theui_upbuilt-in events to handcraft my own.Ideally, the default way that Estragonia is set up should be at least usable rather than something you have to override and do yourself.