pandemonium_engine/modules/ui_extensions
2022-03-15 13:29:32 +01:00
..
doc_classes Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
.gitignore Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
bs_input_event_key.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
bs_input_event_key.h Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
config.py Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
input_map_editor.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
input_map_editor.h Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
LICENSE Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
README.md Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
register_types.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
register_types.h Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
SCsub Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
touch_button.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
touch_button.h Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00

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

  1. 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

  1. Go into Godot's modules directory.
cd ./godot/modules/
  1. Clone this repository
git clone https://github.com/Relintai/ui_extensions ui_extensions
  1. Build Godot. Tutorial