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