.. | ||
doc_classes | ||
.gitignore | ||
bs_input_event_key.cpp | ||
bs_input_event_key.h | ||
config.py | ||
input_map_editor.cpp | ||
input_map_editor.h | ||
LICENSE | ||
README.md | ||
register_types.cpp | ||
register_types.h | ||
SCsub | ||
touch_button.cpp | ||
touch_button.h |
UI Extensions
This is a c++ engine module for the Godot engine, containing smaller utilities.
It supports both godot 3.2 and 4.0 (master last tested commit). Note that since 4.0 is still in very early stages I only check whether it works from time to time.
Pre-built binaries
You can grab a pre-built editor binary from the Broken Seals repo, should you want to. It contains all my modules.
TouchButton
A Control
based button, that handles multitouch properly.
BSInputEventKey
An inputEventKey
implementation, that matches actions exactly.
For example with the default godot implementation if you have an action that gets triggered
with the key E
then Ctrl-E
will also trigger it.
This has the side effect, that if you bind an action to E
, and an another one to Ctrl-E
,
then hitting Ctrl-E
will trigger both.
This implementation changes that behaviour.
However, you do need to replace normal input events at startup like this:
func _ready():
var actions : Array = InputMap.get_actions()
for action in actions:
var acts : Array = InputMap.get_action_list(action)
for i in range(len(acts)):
var a = acts[i]
if a is InputEventKey:
var nie : BSInputEventKey = BSInputEventKey.new()
nie.from_input_event_key(a as InputEventKey)
acts[i] = nie
InputMap.action_erase_event(action, a)
InputMap.action_add_event(action, nie)
I recommend putting this code into a singleton.
Building
- Get the source code for the engine.
If you want Godot 3.2:
git clone -b 3.2 https://github.com/godotengine/godot.git godot
If you want Godot 4.0:
git clone https://github.com/godotengine/godot.git godot
- Go into Godot's modules directory.
cd ./godot/modules/
- Clone this repository
git clone https://github.com/Relintai/ui_extensions ui_extensions
- Build Godot. Tutorial