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Diffstat (limited to 'demos/gui/input_mapping/controls.gd')
-rw-r--r-- | demos/gui/input_mapping/controls.gd | 56 |
1 files changed, 0 insertions, 56 deletions
diff --git a/demos/gui/input_mapping/controls.gd b/demos/gui/input_mapping/controls.gd deleted file mode 100644 index f337353796..0000000000 --- a/demos/gui/input_mapping/controls.gd +++ /dev/null @@ -1,56 +0,0 @@ - -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]) |