Add input mapping GUI demo
This commit is contained in:
parent
1e50677594
commit
d9e8cd4dde
3 changed files with 67 additions and 0 deletions
49
demos/gui/input_mapping/controls.gd
Normal file
49
demos/gui/input_mapping/controls.gd
Normal file
|
@ -0,0 +1,49 @@
|
|||
# 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 ])
|
||||
|
||||
extends Control
|
||||
|
||||
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
|
||||
get_node("bindings").get_node(action).get_node("Button").set_text(OS.get_scancode_string(input_event.scancode))
|
BIN
demos/gui/input_mapping/controls.scn
Normal file
BIN
demos/gui/input_mapping/controls.scn
Normal file
Binary file not shown.
18
demos/gui/input_mapping/engine.cfg
Normal file
18
demos/gui/input_mapping/engine.cfg
Normal file
|
@ -0,0 +1,18 @@
|
|||
[application]
|
||||
|
||||
name="Input Mapping GUI"
|
||||
main_scene="res://controls.scn"
|
||||
icon="icon.png"
|
||||
|
||||
[display]
|
||||
|
||||
width=640
|
||||
height=480
|
||||
|
||||
[input]
|
||||
|
||||
move_up=[key(Up)]
|
||||
move_down=[key(Down)]
|
||||
move_left=[key(Left)]
|
||||
move_right=[key(Right)]
|
||||
jump=[key(Space)]
|
Loading…
Reference in a new issue