godot-demo-projects/gui/input_mapping/KeyPersistence.gd

46 lines
1.5 KiB
GDScript

# This is an autoload (singleton) which will save
# the key maps in a simple way through a dictionary.
extends Node
const keymaps_path := "user://keymaps.dat"
var keymaps: Dictionary
func _ready() -> void:
# First we create the keymap dictionary on startup with all
# the keymap actions we have.
for action in InputMap.get_actions():
if not InputMap.action_get_events(action).is_empty():
keymaps[action] = InputMap.action_get_events(action)[0]
load_keymap()
func load_keymap() -> void:
if not FileAccess.file_exists(keymaps_path):
# There is no save file yet, so let's create one.
save_keymap()
return
var file := FileAccess.open(keymaps_path, FileAccess.READ)
var temp_keymap: Dictionary = file.get_var(true)
file.close()
# We don't just replace the keymaps dictionary, because if you
# updated your game and removed/added keymaps, the data of this
# save file may have invalid actions. So we check one by one to
# make sure that the keymap dictionary really has all current actions.
for action: StringName in keymaps.keys():
if temp_keymap.has(action):
keymaps[action] = temp_keymap[action]
# Whilst setting the keymap dictionary, we also set the
# correct InputMap event.
InputMap.action_erase_events(action)
InputMap.action_add_event(action, keymaps[action])
func save_keymap() -> void:
# For saving the keymap, we just save the entire dictionary as a var.
var file := FileAccess.open(keymaps_path, FileAccess.WRITE)
file.store_var(keymaps, true)
file.close()