Update keyboard bindings for DEVICE_ID_KEYBOARD#2572
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Prior to Godot 4.7, keyboard (and mouse) events were reported with `device` set to `0`. But this overlaps with `0` meaning "the 0th gamepad". Godot 4.7 introduced `DEVICE_ID_KEYBOARD = 16` (and `DEVICE_ID_MOUSE = 32`). The gap is future-proofing for supporting multiple keyboards. Our `InputEventKey` bindings in `project.godot` are stored with device 0. If you make any changes to our `project.godot` with 4.7 and save it, these are updated to device 16. Commit this.
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Play this branch at https://play.threadbare.game/branches/endlessm/wjt/update-keyboard-bindings-for-device-id-keyboard/. (This launches the game from the start, not directly at the change(s) in this pull request.) |
manuq
approved these changes
Jul 20, 2026
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Update keyboard bindings for DEVICE_ID_KEYBOARD
Prior to Godot 4.7, keyboard (and mouse) events were reported with
deviceset to0. But this overlaps with0meaning "the 0thgamepad".
Godot 4.7 introduced
DEVICE_ID_KEYBOARD = 16(andDEVICE_ID_MOUSE = 32). The gap is future-proofing for supporting multiple keyboards.Our
InputEventKeybindings inproject.godotare stored with device0. If you make any changes to our
project.godotwith 4.7 and save it,these are updated to device 16. Commit this.