extends Control # @see https://www.gotut.net/godot-key-bindings-tutorial/ var input_action = null func _ready(): self.set_keys() func _input(event): if self.is_input_event(event) and input_action != null: self.change_key(self.input_action, event) func is_input_event(event): # TODO: read up on proper controller input handling return event is InputEventKey or event is InputEventJoypadButton or event is InputEventJoypadMotion func set_keys(): for action in Enum.ACTIONS: var input = get_node("Panel/VBoxContainer/" + str(action) + "/Input") input.set_pressed(false) var action_list = InputMap.get_action_list(action) if action_list.empty(): input.set_text("SET BUTTON") else: var text = "" for idx in range(action_list.size()): var btn = action_list[idx] var btn_text = btn.as_text() if btn is InputEventJoypadButton: btn_text = "BtnIdx: " + str(btn.button_index) elif btn is InputEventJoypadMotion: btn_text = "JoyAxis: " + str(btn.axis_value) if idx == 0: text += btn_text else: text += ", " + btn_text input.set_text(text) func change_key(action, key): if key is InputEventJoypadMotion: if key.get_axis_value() > 0: key.set_axis_value(1) else: key.set_axis_value(-1) InputMap.action_add_event(action, key) self.input_action = null self.set_keys() func clear_keys(action): InputMap.action_erase_events(action) self.set_keys() func _on_Clear_pressed(action): self.clear_keys(action) func _on_Input_pressed(action): self.input_action = action