Proper Readme.md.

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# UI Extensions
Small c++ ui extensions for the godot engine.
This is a c++ engine module for the Godot engine, containing smaller utilities.
It supports both godot 3.2 and 4.0 (master). 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](https://github.com/Relintai/broken_seals/releases)
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```
2. Go into Godot's modules directory.
```
cd ./godot/modules/
```
3. Clone this repository
```
git clone https://github.com/Relintai/ui_extensions ui_extensions
```
4. Build Godot. [Tutorial](https://docs.godotengine.org/en/latest/development/compiling/index.html)