mirror of
https://github.com/Relintai/broken_seals_2ds.git
synced 2024-12-25 11:17:13 +01:00
157 lines
5.8 KiB
GDScript
157 lines
5.8 KiB
GDScript
extends Control
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# Copyright (c) 2019-2020 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export(PackedScene) var keybind_category_scene : PackedScene
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export(NodePath) var content_container_path : NodePath
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var _player : Entity
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func set_player(player : Entity):
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if _player:
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_player.disconnect("centity_data_changed", self, "on_data_changed")
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_player = player
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on_data_changed(_player.getc_entity_data())
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_player.connect("centity_data_changed", self, "on_data_changed")
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func on_data_changed(data):
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if data:
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ProfileManager.on_keybinds_changed(data.get_path())
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InputMap.load_from_globals()
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# Note for the reader:
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#
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# This demo conveniently uses the same names for actions and for the container nodes
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# that hold each remapping button. This allow to get back to the button based simply
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# on the name of the corresponding action, but it might not be so simple in your project.
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#
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# A better approach for large-scale input remapping might be to do the connections between
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# buttons and wait_for_input through the code, passing as arguments both the name of the
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# action and the node, e.g.:
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# button.connect("pressed", self, "wait_for_input", [ button, action ])
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# Constants
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const INPUT_ACTIONS = [ "move_up", "move_down", "move_left", "move_right", "jump" ]
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const CONFIG_FILE = "user://input.cfg"
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# Member variables
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var action # To register the action the UI is currently handling
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var button # Button node corresponding to the above action
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# Load/save input mapping to a config file
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# Changes done while testing the demo will be persistent, saved to CONFIG_FILE
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func load_config():
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var config = ConfigFile.new()
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var err = config.load(CONFIG_FILE)
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if err: # Assuming that file is missing, generate default config
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for action_name in INPUT_ACTIONS:
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var action_list = InputMap.get_action_list(action_name)
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# There could be multiple actions in the list, but we save the first one by default
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var scancode = OS.get_scancode_string(action_list[0].scancode)
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config.set_value("input", action_name, scancode)
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config.save(CONFIG_FILE)
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else: # ConfigFile was properly loaded, initialize InputMap
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for action_name in config.get_section_keys("input"):
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# Get the key scancode corresponding to the saved human-readable string
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var scancode = OS.find_scancode_from_string(config.get_value("input", action_name))
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# Create a new event object based on the saved scancode
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var event = InputEventKey.new()
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event.scancode = scancode
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# Replace old action (key) events by the new one
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for old_event in InputMap.get_action_list(action_name):
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if old_event is InputEventKey:
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InputMap.action_erase_event(action_name, old_event)
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InputMap.action_add_event(action_name, event)
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func save_to_config(section, key, value):
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"""Helper function to redefine a parameter in the settings file"""
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var config = ConfigFile.new()
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var err = config.load(CONFIG_FILE)
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if err:
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print("Error code when loading config file: ", err)
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else:
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config.set_value(section, key, value)
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config.save(CONFIG_FILE)
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# Input management
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func wait_for_input(action_bind):
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action = action_bind
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# See note at the beginning of the script
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button = get_node("bindings").get_node(action).get_node("Button")
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get_node("contextual_help").text = "Press a key to assign to the '" + action + "' action."
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set_process_input(true)
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func a_input(event):
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# Handle the first pressed key
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if event is InputEventKey:
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# Register the event as handled and stop polling
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get_tree().set_input_as_handled()
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set_process_input(false)
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# Reinitialise the contextual help label
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get_node("contextual_help").text = "Click a key binding to reassign it, or press the Cancel action."
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if not event.is_action("ui_cancel"):
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# Display the string corresponding to the pressed key
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var scancode = OS.get_scancode_string(event.scancode)
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button.text = scancode
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# Start by removing previously key binding(s)
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for old_event in InputMap.get_action_list(action):
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InputMap.action_erase_event(action, old_event)
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# Add the new key binding
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InputMap.action_add_event(action, event)
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save_to_config("input", action, scancode)
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func a_ready():
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# Load config if existing, if not it will be generated with default values
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load_config()
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# Initialise each button with the default key binding from InputMap
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for action in INPUT_ACTIONS:
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# We assume that the key binding that we want is the first one (0), if there are several
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var input_event = InputMap.get_action_list(action)[0]
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# See note at the beginning of the script
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var button = get_node("bindings").get_node(action).get_node("Button")
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button.text = OS.get_scancode_string(input_event.scancode)
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button.connect("pressed", self, "wait_for_input", [action])
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# Do not start processing input until a button is pressed
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set_process_input(false)
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func close():
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InputMap.load_from_globals()
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if _player:
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ProfileManager.on_keybinds_changed(_player.getc_entity_data().get_path())
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hide()
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