godot/demos/gui/input_mapping/controls.gd

57 lines
2.3 KiB
GDScript

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])