broken_seals_2d/game/ui/keybinds/Keybinds.gd
2021-02-21 17:39:36 +01:00

157 lines
5.8 KiB
GDScript

extends Control
# Copyright (c) 2019-2020 Péter Magyar
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
export(PackedScene) var keybind_category_scene : PackedScene
export(NodePath) var content_container_path : NodePath
var _player : Entity
func set_player(player : Entity):
if _player:
_player.disconnect("centity_data_changed", self, "on_data_changed")
_player = player
on_data_changed(_player.getc_entity_data())
_player.connect("centity_data_changed", self, "on_data_changed")
func on_data_changed(data):
if data:
ProfileManager.on_keybinds_changed(data.get_path())
InputMap.load_from_globals()
# Note for the reader:
#
# This demo conveniently uses the same names for actions and for the container nodes
# that hold each remapping button. This allow to get back to the button based simply
# on the name of the corresponding action, but it might not be so simple in your project.
#
# A better approach for large-scale input remapping might be to do the connections between
# buttons and wait_for_input through the code, passing as arguments both the name of the
# action and the node, e.g.:
# button.connect("pressed", self, "wait_for_input", [ button, action ])
# Constants
const INPUT_ACTIONS = [ "move_up", "move_down", "move_left", "move_right", "jump" ]
const CONFIG_FILE = "user://input.cfg"
# Member variables
var action # To register the action the UI is currently handling
var button # Button node corresponding to the above action
# Load/save input mapping to a config file
# Changes done while testing the demo will be persistent, saved to CONFIG_FILE
func load_config():
var config = ConfigFile.new()
var err = config.load(CONFIG_FILE)
if err: # Assuming that file is missing, generate default config
for action_name in INPUT_ACTIONS:
var action_list = InputMap.get_action_list(action_name)
# There could be multiple actions in the list, but we save the first one by default
var scancode = OS.get_scancode_string(action_list[0].scancode)
config.set_value("input", action_name, scancode)
config.save(CONFIG_FILE)
else: # ConfigFile was properly loaded, initialize InputMap
for action_name in config.get_section_keys("input"):
# Get the key scancode corresponding to the saved human-readable string
var scancode = OS.find_scancode_from_string(config.get_value("input", action_name))
# Create a new event object based on the saved scancode
var event = InputEventKey.new()
event.scancode = scancode
# Replace old action (key) events by the new one
for old_event in InputMap.get_action_list(action_name):
if old_event is InputEventKey:
InputMap.action_erase_event(action_name, old_event)
InputMap.action_add_event(action_name, event)
func save_to_config(section, key, value):
"""Helper function to redefine a parameter in the settings file"""
var config = ConfigFile.new()
var err = config.load(CONFIG_FILE)
if err:
print("Error code when loading config file: ", err)
else:
config.set_value(section, key, value)
config.save(CONFIG_FILE)
# Input management
func wait_for_input(action_bind):
action = action_bind
# See note at the beginning of the script
button = get_node("bindings").get_node(action).get_node("Button")
get_node("contextual_help").text = "Press a key to assign to the '" + action + "' action."
set_process_input(true)
func a_input(event):
# Handle the first pressed key
if event is InputEventKey:
# Register the event as handled and stop polling
get_tree().set_input_as_handled()
set_process_input(false)
# Reinitialise the contextual help label
get_node("contextual_help").text = "Click a key binding to reassign it, or press the Cancel action."
if not event.is_action("ui_cancel"):
# Display the string corresponding to the pressed key
var scancode = OS.get_scancode_string(event.scancode)
button.text = scancode
# Start by removing previously key binding(s)
for old_event in InputMap.get_action_list(action):
InputMap.action_erase_event(action, old_event)
# Add the new key binding
InputMap.action_add_event(action, event)
save_to_config("input", action, scancode)
func a_ready():
# Load config if existing, if not it will be generated with default values
load_config()
# Initialise each button with the default key binding from InputMap
for action in INPUT_ACTIONS:
# We assume that the key binding that we want is the first one (0), if there are several
var input_event = InputMap.get_action_list(action)[0]
# See note at the beginning of the script
var button = get_node("bindings").get_node(action).get_node("Button")
button.text = OS.get_scancode_string(input_event.scancode)
button.connect("pressed", self, "wait_for_input", [action])
# Do not start processing input until a button is pressed
set_process_input(false)
func close():
InputMap.load_from_globals()
if _player:
ProfileManager.on_keybinds_changed(_player.getc_entity_data().get_path())
hide()