extends Control # Copyright (c) 2019 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 # 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)