Fix mouse look swallowing by the HUD

Move guard look handling to the _input stage, recapture the cursor on
window-focus return and when clicking back into gameplay, and make HUD controls
mouse-transparent. Add regression tests for yaw/pitch and HUD mouse filters.
Verified under Xvfb with real relative mouse motion. Headless 237/237, Python
94/94, movement smoke 60 fps.
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zwitschi committed 2026-11-01 20:38:36 +01:00
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@@ -4,6 +4,17 @@ All notable user-facing changes to Gig Line. The format follows
[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
Semantic Versioning.
## [0.7.3] — 2026-11-01
### Fixed
- Mouse look now reads relative motion at the `_input` stage, so a full-screen
HUD or focused control cannot swallow it while the cursor is captured.
- Mouse capture is restored after window/compositor focus returns, and clicking
back into a gameplay window recaptures it instead of opening the radial menu.
- The HUD is mouse-transparent; its presentation controls no longer block
gameplay mouse input.
## [0.7.2] — 2026-11-01
### Added
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@@ -42,6 +42,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default.
- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
- **Mouse look (v0.7.3):** guard look is handled in `GuardController._input()` (before GUI), not `_unhandled_input`; focus/click-back recaptures the cursor and the HUD is made mouse-transparent recursively. Regression tests cover yaw/pitch and HUD filters.
- **Tutorial foundation (0.8.0 work):** `docs/tutorial.md` is the eight-beat design; `src/game/tutorial.gd` is a pure `RefCounted` state machine with skip/restart and tests. It is not yet wired into `GameManager`; when wiring it, add an explicit QA bypass because captures/smokes would otherwise see prompts.
- **Documentation ownership (2026-11-01):** `docs/architecture.md` §12 defines the source-of-truth map and consolidation rules. Obsolete/historical plan documents are removed rather than kept; current work belongs in `TODO.md`. README/development-status/Blender AO/Forward+ stale claims were corrected. The v1.0.0 gap register and 0.8/0.9/0.9.5/1.0 roadmap live in `TODO.md`.
- **Vision judge (v0.7.2):** `tools/openrouter_judge.py` reads `/api/v1/models`, filters image-input models with `response_format`, and ranks by advertised prompt/image/completion prices. `--model auto` (default) uses the cheapest (`z-ai/glm-5.3-flash` on 2026-11-01) with fallbacks; explicit `--model`/`GIG_LINE_JUDGE_MODEL` wins. Auth errors abort, provider/model errors fall through. Full screen judge 13/13 match, 0 diff; A/B judge ~$0.006.
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@@ -172,7 +172,7 @@ Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [AD
## Versioning and Delivery
`config/version` in `project.godot` is the single version source (currently `0.7.2`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
`config/version` in `project.godot` is the single version source (currently `0.7.3`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
## Design Direction
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@@ -38,9 +38,9 @@ precision walk, the Joke Shop alley, the TV Studio arrival, and the prop lineup.
> Downloads are public (no sign-in required) since the host's instance-wide
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
>
> **Latest: v0.7.2** — a cost-aware OpenRouter screenshot judge, an optional
> Forward+ Desktop HQ build with volumetric fog/SDFGI/flashlight, distinct Joke
> Shop and TV Studio geometry, and fitted NPC gear.
> **Latest: v0.7.3** — mouse-look input reliability fixes, plus the v0.7.2
> cost-aware OpenRouter judge, optional Forward+ Desktop HQ build, distinct
> venues and fitted NPC gear.
> Releases are built automatically when a `vX.Y.Z` tag is pushed
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
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@@ -37,7 +37,7 @@ This document follows the structure of the arc42 architecture documentation temp
- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
- **PATCH** — bug fixes and small polish that do not change behavior.
The single source of truth for the version is `config/version` in `project.godot` (currently `0.7.2`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
The single source of truth for the version is `config/version` in `project.godot` (currently `0.7.3`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
## 3. Context and Scope
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@@ -5,7 +5,7 @@ Implemented so far:
- Godot 4.3 project scaffold, input map, procedural world builder
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
- Headless unit tests: **235 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
- Headless unit tests: **237 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
@@ -40,7 +40,7 @@ Implemented so far:
- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing.
- Realism adoption (post-v0.6.0): v2 per-phase skylines and surface tiles with normal maps, retuned sun/exposure/fog, wet asphalt, denser foliage, a visible additive flashlight beam, and refreshed staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare gate; judge is clean of `diff` verdicts.
- Input/reliability fixes: selecting a venue now releases the start-menu input lock and recaptures the mouse; the body-camera overlay no longer covers the shift status.
- Input/reliability fixes: selecting a venue releases the start-menu input lock and recaptures the mouse; the body-camera overlay no longer covers the shift status. Mouse look now reads at `_input`, restores capture on window focus/click-back, and the HUD is mouse-transparent.
- Tutorial foundation (0.8.0 work): the eight-beat first-shift design and a deterministic, skippable/restartable `Tutorial` state machine exist; the in-game prompt/visitor wiring is the next step.
- Vision judge (v0.7.2): discovers the cheapest current OpenRouter image+JSON model, reports the model/fallbacks used, and clears the full screen-design judge (13/13 match, 0 diff).
- Desktop HQ (v0.7.1): optional Forward+ Windows/Linux zip with volumetric fog, SDFGI and a volumetric flashlight; the default Compatibility/Web builds and headless tests gate the effect off. A/B captures are generated locally under `docs/screens/realism/` (gitignored).
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@@ -12,7 +12,7 @@ config_version=5
config/name="Gig Line"
config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
config/version="0.7.2"
config/version="0.7.3"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.3", "GL Compatibility")
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@@ -115,14 +115,36 @@ static func _ensure_gamepad_bindings() -> void:
press.pressed = false
InputMap.action_add_event(action, press)
func _unhandled_input(event: InputEvent) -> void:
## Mouse look is read at the `_input` stage, before GUI/Control handling. A
## full-screen HUD or a focused control must never be able to swallow relative
## mouse motion while the game is in captured mode.
func _input(event: InputEvent) -> void:
if input_locked:
return
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
rotate_y(-event.relative.x * look_sensitivity)
var pitch_sign := 1.0 if invert_y else -1.0
head.rotate_x(pitch_sign * event.relative.y * look_sensitivity)
head.rotation.x = clampf(head.rotation.x, deg_to_rad(-80.0), deg_to_rad(80.0))
if event is InputEventMouseMotion:
if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
return
_apply_mouse_look(event.relative)
get_viewport().set_input_as_handled()
elif event is InputEventMouseButton and event.pressed and Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
# Recover capture if the window lost it (alt-tab, compositor focus,
# clicking back into the game) without opening the radial menu.
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
get_viewport().set_input_as_handled()
## Pure look update, kept separate so the rotation math is testable.
func _apply_mouse_look(relative: Vector2) -> void:
rotate_y(-relative.x * look_sensitivity)
var pitch_sign := 1.0 if invert_y else -1.0
head.rotate_x(pitch_sign * relative.y * look_sensitivity)
head.rotation.x = clampf(head.rotation.x, deg_to_rad(-80.0), deg_to_rad(80.0))
func _notification(what: int) -> void:
# A window/compositor focus change can silently release capture. Restore it
# when gameplay owns the input layer; menus set input_locked instead.
if what == NOTIFICATION_APPLICATION_FOCUS_IN or what == NOTIFICATION_WM_WINDOW_FOCUS_IN:
if is_inside_tree() and not input_locked:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _physics_process(_delta: float) -> void:
if focus_suppress_s > 0.0:
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@@ -356,6 +356,17 @@ func _init() -> void:
debug_label.add_theme_font_size_override("font_size", 11)
debug_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
add_child(debug_label)
_ignore_mouse(self)
## HUD controls are presentation-only. Leaving the full-screen containers on the
## default MOUSE_FILTER_STOP can swallow mouse motion/buttons before the guard's
## captured-look input sees them. Make every non-gameplay HUD control inert to
## the mouse; modal menus are separate CanvasLayers and keep their own filters.
func _ignore_mouse(node: Node) -> void:
for child in node.get_children():
if child is Control:
(child as Control).mouse_filter = Control.MOUSE_FILTER_IGNORE
_ignore_mouse(child)
func set_shift_state(coordinator: Object, scenario: Resource) -> void:
top_label.text = scenario.display_name if scenario else "Gig Line"
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@@ -0,0 +1,38 @@
extends RefCounted
## Regression tests for the first-person mouse-look path and non-blocking HUD.
const GameManager := preload("res://src/game/game_manager.gd")
const GuardController := preload("res://src/game/guard_controller.gd")
const Hud := preload("res://src/game/ui/hud.gd")
func test_mouse_look_rotates_yaw_and_pitch() -> bool:
var root := Node3D.new()
var gm: Node = GameManager.new()
var guard: GuardController = gm.call("_build_guard")
guard._ready()
var yaw0 := guard.rotation.y
var pitch0 := guard.head.rotation.x
guard._apply_mouse_look(Vector2(100, 50))
var a := TestUtils.check(guard.rotation.y < yaw0 - 0.1, "horizontal motion yaws the guard")
var b := TestUtils.check(guard.head.rotation.x < pitch0 - 0.1, "vertical motion pitches the head")
guard._apply_mouse_look(Vector2(0, 100000))
var c := TestUtils.check(absf(rad_to_deg(guard.head.rotation.x)) <= 80.01,
"pitch stays clamped")
guard.free()
gm.free()
root.free()
return a and b and c
func test_hud_does_not_capture_mouse_input() -> bool:
var hud: Hud = Hud.new()
var root := hud.get_child(0) as Control
var a := TestUtils.check(root != null and root.mouse_filter == Control.MOUSE_FILTER_IGNORE,
"full-screen HUD root ignores mouse input")
var labels := hud.find_children("*", "Label", true, false)
var blocking := 0
for node in labels:
if (node as Control).mouse_filter != Control.MOUSE_FILTER_IGNORE:
blocking += 1
var b := TestUtils.check(blocking == 0, "HUD labels do not swallow mouse motion")
hud.free()
return a and b