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-rw-r--r--demos/gui/input_mapping/controls.gd56
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diff --git a/demos/gui/input_mapping/controls.gd b/demos/gui/input_mapping/controls.gd
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--- a/demos/gui/input_mapping/controls.gd
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-
-extends Control
-
-# 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 ])
-
-# Member variables
-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
- var button = get_node("bindings").get_node(action).get_node("Button")
- button.set_text(OS.get_scancode_string(input_event.scancode))
- button.connect("pressed", self, "wait_for_input", [action])