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])