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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
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