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Diffstat (limited to 'demos/gui/input_mapping/controls.gd')
-rw-r--r-- | demos/gui/input_mapping/controls.gd | 49 |
1 files changed, 49 insertions, 0 deletions
diff --git a/demos/gui/input_mapping/controls.gd b/demos/gui/input_mapping/controls.gd new file mode 100644 index 0000000000..6ca059c812 --- /dev/null +++ b/demos/gui/input_mapping/controls.gd @@ -0,0 +1,49 @@ +# Note for the reader: +# +# This demo conveniently uses the same names for actions and for the container nodes +# that hold each remapping button. This allow to get back to the button based simply +# on the name of the corresponding action, but it might not be so simple in your project. +# +# A better approach for large-scale input remapping might be to do the connections between +# buttons and wait_for_input through the code, passing as arguments both the name of the +# action and the node, e.g.: +# button.connect("pressed", self, "wait_for_input", [ button, action ]) + +extends Control + +var player_actions = [ "move_up", "move_down", "move_left", "move_right", "jump" ] +var action # To register the action the UI is currently handling +var button # Button node corresponding to the above action + +func wait_for_input(action_bind): + action = action_bind + # See note at the beginning of the script + button = get_node("bindings").get_node(action).get_node("Button") + get_node("contextual_help").set_text("Press a key to assign to the '" + action + "' action.") + set_process_input(true) + +func _input(event): + # Handle the first pressed key + if (event.type == InputEvent.KEY): + # Register the event as handled and stop polling + get_tree().set_input_as_handled() + set_process_input(false) + # Reinitialise the contextual help label + get_node("contextual_help").set_text("Click a key binding to reassign it, or press the Cancel action.") + if (not event.is_action("ui_cancel")): + # Display the string corresponding to the pressed key + button.set_text(OS.get_scancode_string(event.scancode)) + # Start by removing previously key binding(s) + for old_event in InputMap.get_action_list(action): + InputMap.action_erase_event(action, old_event) + # Add the new key binding + InputMap.action_add_event(action, event) + +func _ready(): + # Initialise each button with the default key binding from InputMap + var input_event + for action in player_actions: + # We assume that the key binding that we want is the first one (0), if there are several + input_event = InputMap.get_action_list(action)[0] + # See note at the beginning of the script + get_node("bindings").get_node(action).get_node("Button").set_text(OS.get_scancode_string(input_event.scancode)) |