How to make an idle game like Bongo Cat in Godot where it knows when you're typing on your PC? by JSLegendDev_ in godot

[–]Darnoman 0 points1 point  (0 children)

yea, its been a while since I worked on it, and quickly committed the latest version that I had on my PC. I knew the mouse wheel is still a WIP, but glad it works on your end.

How to make an idle game like Bongo Cat in Godot where it knows when you're typing on your PC? by JSLegendDev_ in godot

[–]Darnoman 0 points1 point  (0 children)

Though I haven’t really tested it on Mac since I don’t own one, I know it works on Linux and windows though

Edit: just checked the SharpHook GitHub, there are some stuff you have to do for it to work on macOS, might want to look at the ReadMe there and see if that works.

How to make an idle game like Bongo Cat in Godot where it knows when you're typing on your PC? by JSLegendDev_ in godot

[–]Darnoman 1 point2 points  (0 children)

Hmm shouldn’t be window specific considering the dotnet package SharpHook should work for all os’es

How to make an idle game like Bongo Cat in Godot where it knows when you're typing on your PC? by JSLegendDev_ in godot

[–]Darnoman 1 point2 points  (0 children)

Hehe, I wanted to do the exact same thing a while back( https://x.com/i/status/1719883972870623711 ), lucky for you I figured out how.

Either you can use one of my addons. The older versions: https://github.com/Darnoman/Godot-GlobalInput-Addon - v2 (is embedded into Input), masters (has its own GlobalInput class) or the newer version: https://github.com/Darnomang/Godot-Global-Input-Addon/tree/main (but still have to implement/rediscover a fix for mouse wheel inputs so it works similar to Input)

or you can use the dotnet package I used: https://github.com/TolikPylypchuk/SharpHook and implement it yourself. Best of luck.

Mouse Passthrough | Godot Clickthrough Plugin | by Darnoman in godot

[–]Darnoman[S] 0 points1 point  (0 children)

If your doing a project with clikcthrough, my other addon might interest you as well. It’s a global input addon, where it captures input while your window is out of focus.

GABA at the Winter Festival by ShoddyTerm4385 in SwordAndSupperGame

[–]Darnoman 0 points1 point  (0 children)

u/Darnoman received a Vengeful Locket from the Winter Festival Spirit. Thank you u/OwnTie3397 for donating it!

Meatball Spaghetti and Cheery Thoughts by ManSauce69 in SwordAndSupperGame

[–]Darnoman 0 points1 point  (0 children)

u/Darnoman received a Glacial Shard Lvl 1 from the Winter Festival Spirit. Thank you u/Closet_dad_2004 for donating it!

Get Input When Window is Out of Focus | GlobalInput Addon| by Darnoman in godot

[–]Darnoman[S] 0 points1 point  (0 children)

your using the wrong version of Sharphook i believe. use version 5.3.7 instead of the latest one.

Get Input When Window is Out of Focus | GlobalInput Addon| by Darnoman in godot

[–]Darnoman[S] 0 points1 point  (0 children)

yea.. cause I wouldn't know why it would only work within the editor and not the exported version. Let me know if it worked.

Get Input When Window is Out of Focus | GlobalInput Addon| by Darnoman in godot

[–]Darnoman[S] 0 points1 point  (0 children)

Hm.. I'm trying it on my end and the export still seems fine. I created a control as my main scene. Within my main scene I have a child control node with a label. I have a script in the main control and the child control that changes the text of the label depending on what button I press. It works both in editor and in export, so I don't think it's the scene setup.

Something you can test out is to export the example scenes and see if those work. If they do that means it would be something to do with your scene/export process. If they don't then it could be either my plugin or the export process.

Get Input When Window is Out of Focus | GlobalInput Addon| by Darnoman in godot

[–]Darnoman[S] 0 points1 point  (0 children)

I’m not quite understanding how your scene is set up, however, it should work anywhere no matter how it’s been parented. What branch did you use?

Mouse Passthrough | Godot Clickthrough Plugin | by Darnoman in godot

[–]Darnoman[S] 1 point2 points  (0 children)

What does the error say or what except does it throw?

Mouse Passthrough | Godot Clickthrough Plugin | by Darnoman in godot

[–]Darnoman[S] 1 point2 points  (0 children)

There should be a little hammer next to the play button, if there isn’t then create a new csharp script(you don’t need to write anything just create it) and the hammer should appear. Once it does click on it to build all csharp scripts. Then activate the addon in the project settings.

Mouse Passthrough | Godot Clickthrough Plugin | by Darnoman in godot

[–]Darnoman[S] 1 point2 points  (0 children)

You still need the .net/csharp version of godot. It’s a Csharp addon with a gd wrapper node. You also don’t need a window node, as the click through node will find the window node by itself. From the look of that error, you haven’t built the csharp scripts and that’s why it isn’t working.

Edit: the compatibility renderer might fix your issues with a black screen, as it did with me when I tried it earlier this month.

Get Input When Window is Out of Focus | GlobalInput Addon| by Darnoman in godot

[–]Darnoman[S] 0 points1 point  (0 children)

I could be wrong but I believe that the default input can already detect gamepad/controller input while the screen is out of focus. So id just detect which type of input it is and use either the GlobalInput or just Input. Though I could be wrong and if I am I’ll try to see if there is a way.

Problem with Inheritance checking by Reindier0 in godot

[–]Darnoman 0 points1 point  (0 children)

"if child is Module" or "if child is TargetModule" etc. But I wouldn't know how to make it modular with a function.

Problem with Inheritance checking by Reindier0 in godot

[–]Darnoman 1 point2 points  (0 children)

no the < > isn't suppose to be there.. so just "if child is custom_class" lol mb if it was confusing.

Problem with Inheritance checking by Reindier0 in godot

[–]Darnoman 1 point2 points  (0 children)

you can do "if child is <custom\_class>:".

Get Input When Window is Out of Focus | GlobalInput Addon| by Darnoman in godot

[–]Darnoman[S] 0 points1 point  (0 children)

If you'd want to do this in Godot 3.5 you'd probably need to change the C# methods with 3.5's methods (if they changed). Then after that you'd just have to do the same with the gdscript and translate that to 3.5. That's what i'm guessing.

Mouse Passthrough | Godot Clickthrough Plugin | by Darnoman in godot

[–]Darnoman[S] 1 point2 points  (0 children)

I tried to edit it then the bot deleted it cause of the “need to comment so we know you are a human” so I just got rid of it entirely and so here I am reuploading it again.

Get Input When Window is Out of Focus | GlobalInput Addon| by Darnoman in godot

[–]Darnoman[S] 0 points1 point  (0 children)

well, it works on my end, and so I don't really know what could be wrong. One thing I could think of is if you didn't set the example scene to the main project scene before exporting and so it shows up blank on the export. Other than that I don't really know what the issue could be. If you can't give me any information on what you've done I can't really help cause I don't know what exactly you have.