Basic game template addon
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This commit is contained in:
2026-01-30 19:45:56 +01:00
parent b923f6bec2
commit 44f251ed66
406 changed files with 12602 additions and 1 deletions

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class_name AppSettings
extends Node
## Interface to read/write general application settings through [PlayerConfig].
const INPUT_SECTION = &'InputSettings'
const AUDIO_SECTION = &'AudioSettings'
const VIDEO_SECTION = &'VideoSettings'
const GAME_SECTION = &'GameSettings'
const APPLICATION_SECTION = &'ApplicationSettings'
const CUSTOM_SECTION = &'CustomSettings'
const FULLSCREEN = &'Fullscreen'
const SCREEN_RESOLUTION = &'ScreenResolution'
const V_SYNC = &'V-Sync'
const MUTE_SETTING = &'Mute'
const MASTER_BUS_INDEX = 0
const SYSTEM_BUS_NAME_PREFIX = "_"
# Input
static var default_action_events : Dictionary
static var initial_bus_volumes : Array
static func get_config_input_events(action_name : String, default = null) -> Array:
return PlayerConfig.get_config(INPUT_SECTION, action_name, default)
static func set_config_input_events(action_name : String, inputs : Array) -> void:
PlayerConfig.set_config(INPUT_SECTION, action_name, inputs)
static func _clear_config_input_events() -> void:
PlayerConfig.erase_section(INPUT_SECTION)
static func remove_action_input_event(action_name : String, input_event : InputEvent) -> void:
InputMap.action_erase_event(action_name, input_event)
var action_events : Array[InputEvent] = InputMap.action_get_events(action_name)
var config_events : Array = get_config_input_events(action_name, action_events)
config_events.erase(input_event)
set_config_input_events(action_name, config_events)
static func set_input_from_config(action_name : String) -> void:
var action_events : Array[InputEvent] = InputMap.action_get_events(action_name)
var config_events = get_config_input_events(action_name, action_events)
if config_events == action_events:
return
if config_events.is_empty():
PlayerConfig.erase_section_key(INPUT_SECTION, action_name)
return
InputMap.action_erase_events(action_name)
for config_event in config_events:
if config_event not in action_events:
InputMap.action_add_event(action_name, config_event)
static func _get_action_names() -> Array[StringName]:
return InputMap.get_actions()
static func _get_custom_action_names() -> Array[StringName]:
var callable_filter := func(action_name): return not (action_name.begins_with("ui_") or action_name.begins_with("spatial_editor"))
var action_list := _get_action_names()
return action_list.filter(callable_filter)
static func get_action_names(built_in_actions : bool = false) -> Array[StringName]:
if built_in_actions:
return _get_action_names()
else:
return _get_custom_action_names()
static func reset_to_default_inputs() -> void:
_clear_config_input_events()
for action_name in default_action_events:
InputMap.action_erase_events(action_name)
var input_events = default_action_events[action_name]
for input_event in input_events:
InputMap.action_add_event(action_name, input_event)
static func set_default_inputs() -> void:
var action_list : Array[StringName] = _get_action_names()
for action_name in action_list:
default_action_events[action_name] = InputMap.action_get_events(action_name)
static func set_inputs_from_config() -> void:
var action_list : Array[StringName] = _get_action_names()
for action_name in action_list:
set_input_from_config(action_name)
# Audio
static func get_bus_volume(bus_index : int) -> float:
var initial_linear = 1.0
if initial_bus_volumes.size() > bus_index:
initial_linear = initial_bus_volumes[bus_index]
var linear = db_to_linear(AudioServer.get_bus_volume_db(bus_index))
linear /= initial_linear
return linear
static func set_bus_volume(bus_index : int, linear : float) -> void:
var initial_linear = 1.0
if initial_bus_volumes.size() > bus_index:
initial_linear = initial_bus_volumes[bus_index]
linear *= initial_linear
AudioServer.set_bus_volume_db(bus_index, linear_to_db(linear))
static func is_muted() -> bool:
return AudioServer.is_bus_mute(MASTER_BUS_INDEX)
static func set_mute(mute_flag : bool) -> void:
AudioServer.set_bus_mute(MASTER_BUS_INDEX, mute_flag)
static func get_audio_bus_name(bus_iter : int) -> String:
return AudioServer.get_bus_name(bus_iter)
static func set_audio_from_config() -> void:
for bus_iter in AudioServer.bus_count:
var bus_key : String = get_audio_bus_name(bus_iter).to_pascal_case()
var bus_volume : float = get_bus_volume(bus_iter)
initial_bus_volumes.append(bus_volume)
bus_volume = PlayerConfig.get_config(AUDIO_SECTION, bus_key, bus_volume)
if is_nan(bus_volume):
bus_volume = 1.0
PlayerConfig.set_config(AUDIO_SECTION, bus_key, bus_volume)
set_bus_volume(bus_iter, bus_volume)
var mute_audio_flag : bool = is_muted()
mute_audio_flag = PlayerConfig.get_config(AUDIO_SECTION, MUTE_SETTING, mute_audio_flag)
set_mute(mute_audio_flag)
# Video
static func set_fullscreen_enabled(value : bool, window : Window) -> void:
window.mode = Window.MODE_EXCLUSIVE_FULLSCREEN if (value) else Window.MODE_WINDOWED
static func set_resolution(value : Vector2i, window : Window, update_config : bool = true) -> void:
if value.x == 0 or value.y == 0:
return
window.size = value
if update_config:
PlayerConfig.set_config(VIDEO_SECTION, SCREEN_RESOLUTION, value)
static func is_fullscreen(window : Window) -> bool:
return (window.mode == Window.MODE_EXCLUSIVE_FULLSCREEN) or (window.mode == Window.MODE_FULLSCREEN)
static func get_resolution(window : Window) -> Vector2i:
var current_resolution : Vector2i = window.size
return PlayerConfig.get_config(VIDEO_SECTION, SCREEN_RESOLUTION, current_resolution)
static func _on_window_size_changed(window: Window) -> void:
PlayerConfig.set_config(VIDEO_SECTION, SCREEN_RESOLUTION, window.size)
static func _set_fullscreen_from_config(window: Window) -> bool:
var fullscreen_enabled : bool = is_fullscreen(window)
fullscreen_enabled = PlayerConfig.get_config(VIDEO_SECTION, FULLSCREEN, fullscreen_enabled)
set_fullscreen_enabled(fullscreen_enabled, window)
return fullscreen_enabled
static func set_vsync(vsync_mode : DisplayServer.VSyncMode, window : Window = null) -> void:
var window_id : int = 0
if window:
window_id = window.get_window_id()
DisplayServer.window_set_vsync_mode(vsync_mode, window_id)
static func get_vsync(window : Window = null) -> DisplayServer.VSyncMode:
var window_id : int = 0
if window:
window_id = window.get_window_id()
var vsync_mode = DisplayServer.window_get_vsync_mode(window_id)
return vsync_mode
static func _set_v_sync_from_config(window: Window) -> DisplayServer.VSyncMode:
var vsync := get_vsync(window)
vsync = PlayerConfig.get_config(VIDEO_SECTION, V_SYNC, vsync)
set_vsync(vsync)
return vsync
static func set_video_from_config(window : Window) -> void:
window.size_changed.connect(_on_window_size_changed.bind(window))
var fullscreen_enabled := _set_fullscreen_from_config(window)
if not (fullscreen_enabled or OS.has_feature("web")):
var current_resolution : Vector2i = get_resolution(window)
set_resolution(current_resolution, window)
_set_v_sync_from_config(window)
# All
static func set_from_config() -> void:
set_default_inputs()
set_inputs_from_config()
set_audio_from_config()
static func set_from_config_and_window(window : Window) -> void:
set_from_config()
set_video_from_config(window)

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class_name PlayerConfig
extends Object
## Interface for a single configuration file through [ConfigFile].
const CONFIG_FILE_LOCATION := "user://player_config.cfg"
static var config_file : ConfigFile
static func _save_config_file() -> void:
var save_error : int = config_file.save(CONFIG_FILE_LOCATION)
if save_error:
push_error("save config file failed with error %d" % save_error)
static func load_config_file() -> void:
if config_file != null:
return
config_file = ConfigFile.new()
var load_error : int = config_file.load(CONFIG_FILE_LOCATION)
if load_error:
var save_error : int = config_file.save(CONFIG_FILE_LOCATION)
if save_error:
push_error("save config file failed with error %d" % save_error)
static func set_config(section: String, key: String, value) -> void:
load_config_file()
config_file.set_value(section, key, value)
_save_config_file()
static func get_config(section: String, key: String, default = null) -> Variant:
load_config_file()
return config_file.get_value(section, key, default)
static func has_section(section: String) -> bool:
load_config_file()
return config_file.has_section(section)
static func has_section_key(section: String, key: String) -> bool:
load_config_file()
return config_file.has_section_key(section, key)
static func erase_section(section: String) -> void:
if has_section(section):
config_file.erase_section(section)
_save_config_file()
static func erase_section_key(section: String, key: String) -> void:
if has_section_key(section, key):
config_file.erase_section_key(section, key)
_save_config_file()
static func get_section_keys(section: String) -> PackedStringArray:
load_config_file()
if config_file.has_section(section):
return config_file.get_section_keys(section)
return PackedStringArray()

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@tool
extends Label
## Displays the value of `application/config/name`, set in project settings.
const NO_NAME_STRING : String = "Title"
## If true, update the title when ready.
@export var auto_update : bool = true
func update_name_label():
var config_name : String = ProjectSettings.get_setting("application/config/name", NO_NAME_STRING)
if config_name.is_empty():
config_name = NO_NAME_STRING
text = config_name
func _ready():
if auto_update:
update_name_label()

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@tool
extends Label
## Displays the value of `application/config/version`, set in project settings.
const NO_VERSION_STRING : String = "0.0.0"
## Prefixes the value of `application/config/version` when displaying to the user.
@export var version_prefix : String = "v"
func update_version_label() -> void:
var config_version : String = ProjectSettings.get_setting("application/config/version", NO_VERSION_STRING)
if config_version.is_empty():
config_version = NO_VERSION_STRING
text = version_prefix + config_version
func _ready() -> void:
update_version_label()

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extends RichTextLabel
## If true, disable opening links. For platforms that don't permit linking to other domains.
@export var disable_opening_links: bool = false
func _on_meta_clicked(meta: String) -> void:
if meta.begins_with("https://") and not disable_opening_links:
var _err = OS.shell_open(meta)
func _ready() -> void:
meta_clicked.connect(_on_meta_clicked)

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@tool
extends Label
## Displays the value of `version` from the config file of the specified plugin.
const NO_VERSION_STRING : String = "0.0.0"
@export var plugin_directory : String
@export var version_prefix : String = "v"
func _get_plugin_version() -> String:
if not plugin_directory.is_empty():
for enabled_plugin in ProjectSettings.get_setting("editor_plugins/enabled"):
if enabled_plugin.contains(plugin_directory):
var config := ConfigFile.new()
var error = config.load(enabled_plugin)
if error != OK:
break
return config.get_value("plugin", "version", NO_VERSION_STRING)
return ""
func update_version_label() -> void:
var plugin_version = _get_plugin_version()
if plugin_version.is_empty():
plugin_version = NO_VERSION_STRING
text = version_prefix + plugin_version
func _ready() -> void:
update_version_label()

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class_name MainMenu
extends Control
## Base menu scene that links to a game scene, an options menu, and credits.
signal sub_menu_opened
signal sub_menu_closed
signal game_started
signal game_exited
## Defines the path to the game scene. Hides the play button if empty.
@export_file("*.tscn") var game_scene_path : String
## The scene to open when a player clicks the 'Options' button.
@export var options_packed_scene : PackedScene
## The scene to open when a player clicks the 'Credits' button.
@export var credits_packed_scene : PackedScene
@export var confirm_exit : bool = true
@export_group("Extra Settings")
## If true, signals that the game has started loading in the background, instead of directly loading it.
## Requires Maaack's Scene Loader.
@export var signal_game_start : bool = false
## If true, signals that the player clicked the 'Exit' button, instead of immediately exiting.
@export var signal_game_exit : bool = false
var sub_menu : Control
@onready var menu_container = %MenuContainer
@onready var menu_buttons_box_container = %MenuButtonsBoxContainer
@onready var new_game_button = %NewGameButton
@onready var options_button = %OptionsButton
@onready var credits_button = %CreditsButton
@onready var exit_button = %ExitButton
@onready var exit_confirmation = %ExitConfirmation
## If Maaack's Scene Loader is installed, then it will be used to change scenes.
@onready var scene_loader_node = get_tree().root.get_node_or_null(^"SceneLoader")
func get_game_scene_path() -> String:
return game_scene_path
func load_game_scene() -> void:
if scene_loader_node:
if signal_game_start:
scene_loader_node.load_scene(get_game_scene_path(), true)
game_started.emit()
else:
scene_loader_node.load_scene(get_game_scene_path())
else:
get_tree().change_scene_to_file(get_game_scene_path())
func new_game() -> void:
load_game_scene()
func try_exit_game() -> void:
if confirm_exit and (not exit_confirmation.visible):
exit_confirmation.show()
else:
exit_game()
func exit_game() -> void:
if OS.has_feature("web"):
return
if signal_game_exit:
game_exited.emit()
else:
get_tree().quit()
func _open_sub_menu(menu : PackedScene) -> Node:
sub_menu = menu.instantiate()
add_child(sub_menu)
menu_container.hide()
sub_menu.hidden.connect(_close_sub_menu, CONNECT_ONE_SHOT)
sub_menu.tree_exiting.connect(_close_sub_menu, CONNECT_ONE_SHOT)
sub_menu_opened.emit()
return sub_menu
func _close_sub_menu() -> void:
if sub_menu == null:
return
sub_menu.queue_free()
sub_menu = null
menu_container.show()
sub_menu_closed.emit()
func _event_is_mouse_button_released(event : InputEvent) -> bool:
return event is InputEventMouseButton and not event.is_pressed()
func _input(event : InputEvent) -> void:
if event.is_action_released("ui_cancel"):
if sub_menu:
_close_sub_menu()
else:
try_exit_game()
if event.is_action_released("ui_accept") and get_viewport().gui_get_focus_owner() == null:
menu_buttons_box_container.focus_first()
func _hide_exit_for_web() -> void:
if OS.has_feature("web"):
exit_button.hide()
func _hide_new_game_if_unset() -> void:
if get_game_scene_path().is_empty():
new_game_button.hide()
func _hide_options_if_unset() -> void:
if options_packed_scene == null:
options_button.hide()
func _hide_credits_if_unset() -> void:
if credits_packed_scene == null:
credits_button.hide()
func _ready() -> void:
_hide_exit_for_web()
_hide_options_if_unset()
_hide_credits_if_unset()
_hide_new_game_if_unset()
func _on_new_game_button_pressed() -> void:
new_game()
func _on_options_button_pressed() -> void:
_open_sub_menu(options_packed_scene)
func _on_credits_button_pressed() -> void:
_open_sub_menu(credits_packed_scene)
func _on_exit_button_pressed() -> void:
try_exit_game()
func _on_exit_confirmation_confirmed():
exit_game()

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[gd_scene load_steps=6 format=3 uid="uid://c6k5nnpbypshi"]
[ext_resource type="Script" uid="uid://bhgs1upaahk3y" path="res://addons/maaacks_game_template/base/nodes/menus/main_menu/main_menu.gd" id="1"]
[ext_resource type="Script" uid="uid://1nf36h0gms3q" path="res://addons/maaacks_game_template/base/nodes/utilities/capture_focus.gd" id="4_l1ebe"]
[ext_resource type="Script" uid="uid://dmkubt2nsnsbn" path="res://addons/maaacks_game_template/base/nodes/labels/config_version_label.gd" id="6_pdiij"]
[ext_resource type="PackedScene" uid="uid://cwt4p3bufkke5" path="res://addons/maaacks_game_template/base/nodes/windows/confirmation_overlaid_window.tscn" id="7_im16j"]
[ext_resource type="Script" uid="uid://bkwlopi4qn32o" path="res://addons/maaacks_game_template/base/nodes/labels/config_name_label.gd" id="7_j7612"]
[node name="MainMenu" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="BackgroundTextureRect" type="TextureRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
expand_mode = 1
stretch_mode = 5
[node name="MenuContainer" type="MarginContainer" parent="."]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="TitleMargin" type="MarginContainer" parent="MenuContainer"]
layout_mode = 2
theme_override_constants/margin_top = 24
[node name="TitleContainer" type="Control" parent="MenuContainer/TitleMargin"]
layout_mode = 2
mouse_filter = 2
[node name="TitleLabel" type="Label" parent="MenuContainer/TitleMargin/TitleContainer"]
layout_mode = 1
anchors_preset = 10
anchor_right = 1.0
offset_bottom = 67.0
grow_horizontal = 2
theme_override_font_sizes/font_size = 48
text = "Title"
horizontal_alignment = 1
vertical_alignment = 1
script = ExtResource("7_j7612")
[node name="SubTitleMargin" type="MarginContainer" parent="MenuContainer"]
layout_mode = 2
theme_override_constants/margin_top = 92
[node name="SubTitleContainer" type="Control" parent="MenuContainer/SubTitleMargin"]
layout_mode = 2
mouse_filter = 2
[node name="SubTitleLabel" type="Label" parent="MenuContainer/SubTitleMargin/SubTitleContainer"]
layout_mode = 1
anchors_preset = 10
anchor_right = 1.0
offset_bottom = 34.0
grow_horizontal = 2
theme_override_font_sizes/font_size = 24
text = "Subtitle"
horizontal_alignment = 1
vertical_alignment = 1
[node name="MenuButtonsMargin" type="MarginContainer" parent="MenuContainer"]
layout_mode = 2
size_flags_vertical = 3
theme_override_constants/margin_top = 136
theme_override_constants/margin_bottom = 8
[node name="MenuButtonsContainer" type="Control" parent="MenuContainer/MenuButtonsMargin"]
layout_mode = 2
mouse_filter = 2
[node name="MenuButtonsBoxContainer" type="BoxContainer" parent="MenuContainer/MenuButtonsMargin/MenuButtonsContainer"]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -64.0
offset_top = -104.0
offset_right = 64.0
offset_bottom = 104.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 4
theme_override_constants/separation = 16
alignment = 1
vertical = true
script = ExtResource("4_l1ebe")
[node name="NewGameButton" type="Button" parent="MenuContainer/MenuButtonsMargin/MenuButtonsContainer/MenuButtonsBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
text = "New Game"
[node name="OptionsButton" type="Button" parent="MenuContainer/MenuButtonsMargin/MenuButtonsContainer/MenuButtonsBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
text = "Options"
[node name="CreditsButton" type="Button" parent="MenuContainer/MenuButtonsMargin/MenuButtonsContainer/MenuButtonsBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
text = "Credits"
[node name="ExitButton" type="Button" parent="MenuContainer/MenuButtonsMargin/MenuButtonsContainer/MenuButtonsBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
text = "Exit"
[node name="VersionMargin" type="MarginContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
theme_override_constants/margin_left = 8
theme_override_constants/margin_top = 8
theme_override_constants/margin_right = 8
theme_override_constants/margin_bottom = 8
[node name="VersionContainer" type="Control" parent="VersionMargin"]
layout_mode = 2
mouse_filter = 2
[node name="VersionLabel" type="Label" parent="VersionMargin/VersionContainer"]
layout_mode = 1
anchors_preset = 3
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -88.0
offset_top = -26.0
grow_horizontal = 0
grow_vertical = 0
text = "v0.0.0"
horizontal_alignment = 2
script = ExtResource("6_pdiij")
[node name="ExitConfirmation" parent="." instance=ExtResource("7_im16j")]
unique_name_in_owner = true
visible = false
custom_minimum_size = Vector2(300, 160)
layout_mode = 1
offset_left = -150.0
offset_top = -80.0
offset_right = 150.0
offset_bottom = 80.0
ui_cancel_closes = false
text = "Really exit the game?"
title_visible = false
[connection signal="pressed" from="MenuContainer/MenuButtonsMargin/MenuButtonsContainer/MenuButtonsBoxContainer/NewGameButton" to="." method="_on_new_game_button_pressed"]
[connection signal="pressed" from="MenuContainer/MenuButtonsMargin/MenuButtonsContainer/MenuButtonsBoxContainer/OptionsButton" to="." method="_on_options_button_pressed"]
[connection signal="pressed" from="MenuContainer/MenuButtonsMargin/MenuButtonsContainer/MenuButtonsBoxContainer/CreditsButton" to="." method="_on_credits_button_pressed"]
[connection signal="pressed" from="MenuContainer/MenuButtonsMargin/MenuButtonsContainer/MenuButtonsBoxContainer/ExitButton" to="." method="_on_exit_button_pressed"]
[connection signal="confirmed" from="ExitConfirmation" to="." method="_on_exit_confirmation_confirmed"]

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extends Control
## Scene for adjusting the volume of the audio busses.
@export var audio_control_scene : PackedScene
## Optional names of audio busses that should be ignored.
@export var hide_busses : Array[String]
@onready var mute_control = %MuteControl
func _on_bus_changed(bus_value : float, bus_iter : int) -> void:
AppSettings.set_bus_volume(bus_iter, bus_value)
func _add_audio_control(bus_name : String, bus_value : float, bus_iter : int) -> void:
if audio_control_scene == null or bus_name in hide_busses or bus_name.begins_with(AppSettings.SYSTEM_BUS_NAME_PREFIX):
return
var audio_control = audio_control_scene.instantiate()
%AudioControlContainer.call_deferred("add_child", audio_control)
if audio_control is OptionControl:
audio_control.option_section = OptionControl.OptionSections.AUDIO
audio_control.option_name = bus_name
audio_control.value = bus_value
audio_control.connect("setting_changed", _on_bus_changed.bind(bus_iter))
func _add_audio_bus_controls() -> void:
for bus_iter in AudioServer.bus_count:
var bus_name : String = AppSettings.get_audio_bus_name(bus_iter)
var linear : float = AppSettings.get_bus_volume(bus_iter)
_add_audio_control(bus_name, linear, bus_iter)
func _update_ui() -> void:
_add_audio_bus_controls()
mute_control.value = AppSettings.is_muted()
func _ready() -> void:
_update_ui()
func _on_mute_control_setting_changed(value : bool) -> void:
AppSettings.set_mute(value)

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uid://bwugqn2cjr41e

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[gd_scene load_steps=5 format=3 uid="uid://c8vnncjwqcpab"]
[ext_resource type="Script" uid="uid://bwugqn2cjr41e" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/audio/audio_options_menu.gd" id="1"]
[ext_resource type="PackedScene" uid="uid://cl416gdb1fgwr" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/option_control/slider_option_control.tscn" id="2_raehj"]
[ext_resource type="Script" uid="uid://1nf36h0gms3q" path="res://addons/maaacks_game_template/base/nodes/utilities/capture_focus.gd" id="3_dtraq"]
[ext_resource type="PackedScene" uid="uid://bsxh6v7j0257h" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/option_control/toggle_option_control.tscn" id="4_ojfec"]
[node name="Audio" type="MarginContainer"]
custom_minimum_size = Vector2(305, 0)
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_top = 24
theme_override_constants/margin_bottom = 24
script = ExtResource("1")
audio_control_scene = ExtResource("2_raehj")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
custom_minimum_size = Vector2(400, 0)
layout_mode = 2
size_flags_horizontal = 4
theme_override_constants/separation = 8
alignment = 1
script = ExtResource("3_dtraq")
search_depth = 3
[node name="AudioControlContainer" type="VBoxContainer" parent="VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/separation = 8
[node name="MuteControl" parent="VBoxContainer" instance=ExtResource("4_ojfec")]
unique_name_in_owner = true
layout_mode = 2
option_name = "Mute"
option_section = 2
key = "Mute"
section = "AudioSettings"
[connection signal="setting_changed" from="VBoxContainer/MuteControl" to="." method="_on_mute_control_setting_changed"]

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@tool
class_name InputActionsList
extends Container
## Scene to list the input actions out as buttons in a grid format.
const EMPTY_INPUT_ACTION_STRING = " "
signal already_assigned(action_name : String, input_name : String)
signal minimum_reached(action_name : String)
signal button_clicked(action_name : String, readable_input_name : String)
const BUTTON_NAME_GROUP_STRING : String = "%s:%d"
## If true, lists action names on the vertical axis.
@export var vertical : bool = true :
set(value):
vertical = value
if is_inside_tree():
%ParentBoxContainer.vertical = vertical
## The number of inputs to make editable per action name.
@export_range(1, 5) var action_groups : int = 2
## The header to each input action group.
@export var action_group_names : Array[String]
## The names of the action names that should be listed for editing.
@export var input_action_names : Array[StringName] :
set(value):
var _value_changed = input_action_names != value
input_action_names = value
if _value_changed:
_refresh_readable_action_names()
## The readable names of the action names that should be listed for editing.
@export var readable_action_names : Array[String] :
set(value):
var _value_changed = readable_action_names != value
readable_action_names = value
if _value_changed:
var _new_action_name_map : Dictionary
for iter in range(input_action_names.size()):
var _input_name : StringName = input_action_names[iter]
var _readable_name : String = readable_action_names[iter]
_new_action_name_map[_input_name] = _readable_name
action_name_map = _new_action_name_map
## If true, capitalizes action names in order to make them readable.
@export var capitalize_action_names : bool = true :
set(value):
capitalize_action_names = value
_refresh_readable_action_names()
## If true, show action names that are not explicitely listed in an input action name map.
@export var show_all_actions : bool = true
## Optional minimum size to add to all edit buttons.
@export var button_minimum_size : Vector2
@export_group("Icons")
## Optional link to an input icon mapper to replace the text with icons.
@export var input_icon_mapper : InputIconMapper
## If true, expand the icons to fill the buttons.
@export var expand_icon : bool = false
@export_group("Built-in Actions")
## Shows Godot's built-in actions (action names starting with "ui_") in the tree.
@export var show_built_in_actions : bool = false
## Prevents assigning inputs that are already assigned to Godot's built-in actions (action names starting with "ui_"). Not recommended.
@export var catch_built_in_duplicate_inputs : bool = false
## Maps the names of built-in input actions to readable names for users.
@export var built_in_action_name_map := InputEventHelper.BUILT_IN_ACTION_NAME_MAP
@export_group("Debug")
## Maps the names of input actions to readable names for users.
@export var action_name_map : Dictionary
var action_button_map : Dictionary = {}
var button_readable_input_map : Dictionary = {}
var assigned_input_events : Dictionary = {}
var editing_action_name : String = ""
var editing_action_group : int = 0
var last_input_readable_name
func _refresh_readable_action_names():
var _new_readable_action_names : Array[String]
for action_name in input_action_names:
if capitalize_action_names:
action_name = action_name.capitalize()
_new_readable_action_names.append(action_name)
readable_action_names = _new_readable_action_names
func _clear_list() -> void:
for child in %ParentBoxContainer.get_children():
if child == %ActionBoxContainer:
continue
child.queue_free()
func _replace_action(action_name : String, readable_input_name : String = "") -> void:
var readable_action_name = tr(_get_action_readable_name(action_name))
button_clicked.emit(readable_action_name, readable_input_name)
func _on_button_pressed(action_name : String, action_group : int) -> void:
editing_action_name = action_name
editing_action_group = action_group
var button = _get_button_by_action(action_name, action_group)
var readable_input_name : String
if button and button in button_readable_input_map:
readable_input_name = button_readable_input_map[button]
_replace_action(action_name, readable_input_name)
func _new_action_box() -> Node:
var new_action_box : Node = %ActionBoxContainer.duplicate()
new_action_box.visible = true
new_action_box.vertical = !(vertical)
return new_action_box
func _add_header() -> void:
if action_group_names.is_empty(): return
var new_action_box := _new_action_box()
for group_iter in range(action_groups):
var group_name := ""
if group_iter < action_group_names.size():
group_name = action_group_names[group_iter]
var new_label := Label.new()
if button_minimum_size.x > 0:
new_label.custom_minimum_size.x = button_minimum_size.x
new_label.size_flags_horizontal = SIZE_SHRINK_CENTER
else:
new_label.size_flags_horizontal = SIZE_EXPAND_FILL
if button_minimum_size.y > 0:
new_label.custom_minimum_size.y = button_minimum_size.y
new_label.size_flags_vertical = SIZE_SHRINK_CENTER
else:
new_label.size_flags_vertical = SIZE_EXPAND_FILL
new_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
new_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
new_label.text = group_name
new_action_box.add_child(new_label)
%ParentBoxContainer.add_child(new_action_box)
func _add_to_action_button_map(action_name : String, action_group : int, button_node : BaseButton) -> void:
var key_string : String = BUTTON_NAME_GROUP_STRING % [action_name, action_group]
action_button_map[key_string] = button_node
func _get_button_by_action(action_name : String, action_group : int) -> Button:
var key_string : String = BUTTON_NAME_GROUP_STRING % [action_name, action_group]
if key_string in action_button_map:
return action_button_map[key_string]
return null
func _update_next_button_disabled_state(action_name : String, action_group : int, disabled: bool = false) -> void:
var button = _get_button_by_action(action_name, action_group + 1)
if button:
button.disabled = disabled
func _update_assigned_inputs_and_button(action_name : String, action_group : int, input_event : InputEvent) -> void:
var new_readable_input_name = InputEventHelper.get_text(input_event)
var button = _get_button_by_action(action_name, action_group)
if not button: return
var icon : Texture
if input_icon_mapper:
icon = input_icon_mapper.get_icon(input_event)
if icon:
button.icon = icon
else:
button.icon = null
if button.icon == null:
button.text = new_readable_input_name
else:
button.text = ""
var old_readable_input_name : String
if button in button_readable_input_map:
old_readable_input_name = button_readable_input_map[button]
assigned_input_events.erase(old_readable_input_name)
button_readable_input_map[button] = new_readable_input_name
assigned_input_events[new_readable_input_name] = action_name
func _clear_button(action_name : String, action_group : int) -> void:
var button = _get_button_by_action(action_name, action_group)
if not button: return
button.icon = null
button.text = EMPTY_INPUT_ACTION_STRING
var old_readable_input_name : String
if button in button_readable_input_map:
old_readable_input_name = button_readable_input_map[button]
assigned_input_events.erase(old_readable_input_name)
button_readable_input_map[button] = EMPTY_INPUT_ACTION_STRING
func _add_new_button(content : Variant, container: Control, disabled : bool = false) -> Button:
var new_button := Button.new()
if button_minimum_size.x > 0:
new_button.custom_minimum_size.x = button_minimum_size.x
new_button.size_flags_horizontal = SIZE_SHRINK_CENTER
else:
new_button.size_flags_horizontal = SIZE_EXPAND_FILL
if button_minimum_size.y > 0:
new_button.custom_minimum_size.y = button_minimum_size.y
new_button.size_flags_vertical = SIZE_SHRINK_CENTER
else:
new_button.size_flags_vertical = SIZE_EXPAND_FILL
new_button.icon_alignment = HORIZONTAL_ALIGNMENT_CENTER
new_button.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
new_button.expand_icon = expand_icon
if content is Texture:
new_button.icon = content
elif content is String:
new_button.text = content
new_button.disabled = disabled
container.add_child(new_button)
return new_button
func _connect_button_and_add_to_maps(button : Button, input_name : String, action_name : String, group_iter : int) -> void:
button.pressed.connect(_on_button_pressed.bind(action_name, group_iter))
button_readable_input_map[button] = input_name
_add_to_action_button_map(action_name, group_iter, button)
func _add_action_options(action_name : String, readable_action_name : String, input_events : Array[InputEvent]) -> void:
var new_action_box = %ActionBoxContainer.duplicate()
new_action_box.visible = true
new_action_box.vertical = !(vertical)
new_action_box.get_child(0).text = readable_action_name
for group_iter in range(action_groups):
var input_event : InputEvent
if group_iter < input_events.size():
input_event = input_events[group_iter]
var text = InputEventHelper.get_text(input_event)
var is_disabled = group_iter > input_events.size()
if text.is_empty(): text = EMPTY_INPUT_ACTION_STRING
var icon : Texture
if input_icon_mapper:
icon = input_icon_mapper.get_icon(input_event)
var content = icon if icon else text
var button : Button = _add_new_button(content, new_action_box, is_disabled)
_connect_button_and_add_to_maps(button, text, action_name, group_iter)
%ParentBoxContainer.add_child(new_action_box)
func _get_all_action_names(include_built_in : bool = false) -> Array[StringName]:
var action_names : Array[StringName] = input_action_names.duplicate()
var full_action_name_map = action_name_map.duplicate()
if include_built_in:
for action_name in built_in_action_name_map:
if action_name is String:
action_name = StringName(action_name)
if action_name is StringName:
action_names.append(action_name)
if show_all_actions:
var all_actions := AppSettings.get_action_names(include_built_in)
for action_name in all_actions:
if not action_name in action_names:
action_names.append(action_name)
return action_names
func _get_action_readable_name(action_name : StringName) -> String:
var readable_name : String
if action_name in action_name_map:
readable_name = action_name_map[action_name]
elif action_name in built_in_action_name_map:
readable_name = built_in_action_name_map[action_name]
else:
readable_name = action_name
if capitalize_action_names:
readable_name = readable_name.capitalize()
action_name_map[action_name] = readable_name
return readable_name
func _build_ui_list() -> void:
_clear_list()
_add_header()
var action_names : Array[StringName] = _get_all_action_names(show_built_in_actions)
for action_name in action_names:
var input_events = InputMap.action_get_events(action_name)
if input_events.size() < 1:
continue
var readable_name : String = _get_action_readable_name(action_name)
_add_action_options(action_name, readable_name, input_events)
func _assign_input_event(input_event : InputEvent, action_name : String) -> void:
assigned_input_events[InputEventHelper.get_text(input_event)] = action_name
func _assign_input_event_to_action_group(input_event : InputEvent, action_name : String, action_group : int) -> void:
_assign_input_event(input_event, action_name)
var action_events := InputMap.action_get_events(action_name)
action_events.resize(action_events.size() + 1)
action_events[action_group] = input_event
InputMap.action_erase_events(action_name)
var final_action_events : Array[InputEvent]
for input_action_event in action_events:
if input_action_event == null: continue
final_action_events.append(input_action_event)
InputMap.action_add_event(action_name, input_action_event)
AppSettings.set_config_input_events(action_name, final_action_events)
action_group = min(action_group, final_action_events.size() - 1)
_update_assigned_inputs_and_button(action_name, action_group, input_event)
_update_next_button_disabled_state(action_name, action_group)
func _build_assigned_input_events() -> void:
assigned_input_events.clear()
var action_names := _get_all_action_names(show_built_in_actions and catch_built_in_duplicate_inputs)
for action_name in action_names:
var input_events = InputMap.action_get_events(action_name)
for input_event in input_events:
_assign_input_event(input_event, action_name)
func _get_action_for_input_event(input_event : InputEvent) -> String:
if InputEventHelper.get_text(input_event) in assigned_input_events:
return assigned_input_events[InputEventHelper.get_text(input_event)]
return ""
func add_action_event(last_input_text : String, last_input_event : InputEvent) -> void:
last_input_readable_name = last_input_text
if last_input_event != null:
var assigned_action := _get_action_for_input_event(last_input_event)
if not assigned_action.is_empty():
var readable_action_name = tr(_get_action_readable_name(assigned_action))
already_assigned.emit(readable_action_name, last_input_readable_name)
else:
_assign_input_event_to_action_group(last_input_event, editing_action_name, editing_action_group)
editing_action_name = ""
func _refresh_ui_list_button_content() -> void:
var action_names : Array[StringName] = _get_all_action_names(show_built_in_actions)
for action_name in action_names:
var input_events := InputMap.action_get_events(action_name)
if input_events.size() < 1:
continue
var group_iter : int = 0
for input_event in input_events:
_update_assigned_inputs_and_button(action_name, group_iter, input_event)
_update_next_button_disabled_state(action_name, group_iter)
group_iter += 1
while group_iter < action_groups:
_clear_button(action_name, group_iter)
_update_next_button_disabled_state(action_name, group_iter, true)
group_iter += 1
func _set_action_box_container_size() -> void:
if button_minimum_size.x > 0:
%ActionBoxContainer.size_flags_horizontal = SIZE_SHRINK_CENTER
else:
%ActionBoxContainer.size_flags_horizontal = SIZE_EXPAND_FILL
if button_minimum_size.y > 0:
%ActionBoxContainer.size_flags_vertical = SIZE_SHRINK_CENTER
else:
%ActionBoxContainer.size_flags_vertical = SIZE_EXPAND_FILL
func reset() -> void:
AppSettings.reset_to_default_inputs()
_build_assigned_input_events()
_refresh_ui_list_button_content()
func _ready() -> void:
if Engine.is_editor_hint(): return
vertical = vertical
_set_action_box_container_size()
_build_assigned_input_events()
_build_ui_list.call_deferred()
if input_icon_mapper:
input_icon_mapper.joypad_device_changed.connect(_refresh_ui_list_button_content)

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uid://b3q5fgjev8gyo

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[gd_scene load_steps=2 format=3 uid="uid://bxp45814v6ydv"]
[ext_resource type="Script" uid="uid://b3q5fgjev8gyo" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/input/input_actions_list.gd" id="1_cxorh"]
[node name="InputActionsList" type="ScrollContainer"]
custom_minimum_size = Vector2(560, 240)
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
size_flags_vertical = 3
follow_focus = true
script = ExtResource("1_cxorh")
action_groups = 3
action_group_names = Array[String](["Primary", "Secondary", "Tertiary", "Quaternary", "Quinary"])
input_action_names = Array[StringName]([&"move_forward", &"move_backward", &"move_up", &"move_down", &"move_left", &"move_right", &"interact"])
readable_action_names = Array[String](["Move Forward", "Move Backward", "Move Up", "Move Down", "Move Left", "Move Right", "Interact"])
action_name_map = {
&"interact": "Interact",
&"move_backward": "Move Backward",
&"move_down": "Move Down",
&"move_forward": "Move Forward",
&"move_left": "Move Left",
&"move_right": "Move Right",
&"move_up": "Move Up"
}
[node name="ParentBoxContainer" type="BoxContainer" parent="."]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3
vertical = true
[node name="ActionBoxContainer" type="BoxContainer" parent="ParentBoxContainer"]
unique_name_in_owner = true
visible = false
layout_mode = 2
[node name="ActionNameLabel" type="Label" parent="ParentBoxContainer/ActionBoxContainer"]
custom_minimum_size = Vector2(150, 0)
layout_mode = 2

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@tool
class_name InputActionsTree
extends Tree
## Scene to list the input actions out in a tree format.
signal already_assigned(action_name : String, input_name : String)
signal minimum_reached(action_name : String)
signal add_button_clicked(action_name : String)
signal remove_button_clicked(action_name : String, input_name : String)
## The names of the action names that should be listed for editing.
@export var input_action_names : Array[StringName] :
set(value):
var _value_changed = input_action_names != value
input_action_names = value
if _value_changed:
_refresh_readable_action_names()
## The readable names of the action names that should be listed for editing.
@export var readable_action_names : Array[String] :
set(value):
var _value_changed = readable_action_names != value
readable_action_names = value
if _value_changed:
var _new_action_name_map : Dictionary
for iter in range(input_action_names.size()):
var _input_name : StringName = input_action_names[iter]
var _readable_name : String = readable_action_names[iter]
_new_action_name_map[_input_name] = _readable_name
action_name_map = _new_action_name_map
## If true, capitalizes action names in order to make them readable.
@export var capitalize_action_names : bool = true :
set(value):
capitalize_action_names = value
_refresh_readable_action_names()
## Show action names that are not explicitely listed in an action name map.
@export var show_all_actions : bool = true
@export_group("Icons")
## Icon for the button that adds a new input to an action name.
@export var add_button_texture : Texture2D
## Icon for the button that removes an input to an action name.
@export var remove_button_texture : Texture2D
## Optional link to an input icon mapper to replace the text with icons.
@export var input_icon_mapper : InputIconMapper
@export_group("Built-in Actions")
## Shows Godot's built-in actions (action names starting with "ui_") in the tree.
@export var show_built_in_actions : bool = false
## Prevents assigning inputs that are already assigned to Godot's built-in actions (action names starting with "ui_"). Not recommended.
@export var catch_built_in_duplicate_inputs : bool = false
## Maps the names of built-in input actions to readable names for users.
@export var built_in_action_name_map := InputEventHelper.BUILT_IN_ACTION_NAME_MAP
@export_group("Debug")
## Maps the names of input actions to readable names for users.
@export var action_name_map : Dictionary
var tree_item_add_map : Dictionary = {}
var tree_item_remove_map : Dictionary = {}
var tree_item_action_map : Dictionary = {}
var assigned_input_events : Dictionary = {}
var editing_action_name : String = ""
var editing_item
var last_input_readable_name
func _refresh_readable_action_names():
var _new_readable_action_names : Array[String]
for action_name in input_action_names:
if capitalize_action_names:
action_name = action_name.capitalize()
_new_readable_action_names.append(action_name)
readable_action_names = _new_readable_action_names
func _start_tree() -> void:
clear()
create_item()
func _add_input_event_as_tree_item(action_name : String, input_event : InputEvent, parent_item : TreeItem) -> void:
var input_tree_item : TreeItem = create_item(parent_item)
var icon : Texture
if input_icon_mapper:
icon = input_icon_mapper.get_icon(input_event)
if icon:
input_tree_item.set_icon(0, icon)
input_tree_item.set_text(0, InputEventHelper.get_text(input_event))
if remove_button_texture != null:
input_tree_item.add_button(0, remove_button_texture, -1, false, "Remove")
tree_item_remove_map[input_tree_item] = input_event
tree_item_action_map[input_tree_item] = action_name
func _add_action_as_tree_item(readable_name : String, action_name : String, input_events : Array[InputEvent]) -> void:
var root_tree_item : TreeItem = get_root()
var action_tree_item : TreeItem = create_item(root_tree_item)
action_tree_item.set_text(0, readable_name)
tree_item_add_map[action_tree_item] = action_name
if add_button_texture != null:
action_tree_item.add_button(0, add_button_texture, -1, false, "Add")
for input_event in input_events:
_add_input_event_as_tree_item(action_name, input_event, action_tree_item)
func _get_all_action_names(include_built_in : bool = false) -> Array[StringName]:
var action_names : Array[StringName] = input_action_names.duplicate()
var full_action_name_map = action_name_map.duplicate()
if include_built_in:
for action_name in built_in_action_name_map:
if action_name is String:
action_name = StringName(action_name)
if action_name is StringName:
action_names.append(action_name)
if show_all_actions:
var all_actions := AppSettings.get_action_names(include_built_in)
for action_name in all_actions:
if not action_name in action_names:
action_names.append(action_name)
return action_names
func _get_action_readable_name(action_name : StringName) -> String:
var readable_name : String
if action_name in action_name_map:
readable_name = action_name_map[action_name]
elif action_name in built_in_action_name_map:
readable_name = built_in_action_name_map[action_name]
else:
readable_name = action_name
if capitalize_action_names:
readable_name = readable_name.capitalize()
action_name_map[action_name] = readable_name
return readable_name
func _build_ui_tree() -> void:
_start_tree()
var action_names : Array[StringName] = _get_all_action_names(show_built_in_actions)
for action_name in action_names:
var input_events = InputMap.action_get_events(action_name)
if input_events.size() < 1:
continue
var readable_name : String = _get_action_readable_name(action_name)
_add_action_as_tree_item(readable_name, action_name, input_events)
func _assign_input_event(input_event : InputEvent, action_name : String) -> void:
assigned_input_events[InputEventHelper.get_text(input_event)] = action_name
func _assign_input_event_to_action(input_event : InputEvent, action_name : String) -> void:
_assign_input_event(input_event, action_name)
InputMap.action_add_event(action_name, input_event)
var action_events = InputMap.action_get_events(action_name)
AppSettings.set_config_input_events(action_name, action_events)
_add_input_event_as_tree_item(action_name, input_event, editing_item)
func _can_remove_input_event(action_name : String) -> bool:
return InputMap.action_get_events(action_name).size() > 1
func _remove_input_event(input_event : InputEvent) -> void:
assigned_input_events.erase(InputEventHelper.get_text(input_event))
func _remove_input_event_from_action(input_event : InputEvent, action_name : String) -> void:
_remove_input_event(input_event)
AppSettings.remove_action_input_event(action_name, input_event)
func _build_assigned_input_events() -> void:
assigned_input_events.clear()
var action_names := _get_all_action_names(show_built_in_actions and catch_built_in_duplicate_inputs)
for action_name in action_names:
var input_events = InputMap.action_get_events(action_name)
for input_event in input_events:
_assign_input_event(input_event, action_name)
func _get_action_for_input_event(input_event : InputEvent) -> String:
if InputEventHelper.get_text(input_event) in assigned_input_events:
return assigned_input_events[InputEventHelper.get_text(input_event)]
return ""
func add_action_event(last_input_text : String, last_input_event : InputEvent):
last_input_readable_name = last_input_text
if last_input_event != null:
var assigned_action := _get_action_for_input_event(last_input_event)
if not assigned_action.is_empty():
var readable_action_name = tr(_get_action_readable_name(assigned_action))
already_assigned.emit(readable_action_name, last_input_readable_name)
else:
_assign_input_event_to_action(last_input_event, editing_action_name)
editing_action_name = ""
func remove_action_event(item : TreeItem) -> void:
if item not in tree_item_remove_map:
return
var action_name = tree_item_action_map[item]
var input_event = tree_item_remove_map[item]
if not _can_remove_input_event(action_name):
var readable_action_name = _get_action_readable_name(action_name)
minimum_reached.emit(readable_action_name)
return
_remove_input_event_from_action(input_event, action_name)
var parent_tree_item = item.get_parent()
parent_tree_item.remove_child(item)
func reset() -> void:
AppSettings.reset_to_default_inputs()
_build_assigned_input_events()
_build_ui_tree()
func _add_item(item : TreeItem) -> void:
editing_item = item
editing_action_name = tree_item_add_map[item]
var readable_action_name = tr(_get_action_readable_name(editing_action_name))
add_button_clicked.emit(readable_action_name)
func _remove_item(item : TreeItem) -> void:
editing_item = item
editing_action_name = tree_item_action_map[item]
var readable_action_name = tr(_get_action_readable_name(editing_action_name))
var item_text = item.get_text(0)
remove_button_clicked.emit(readable_action_name, item_text)
func _check_item_actions(item : TreeItem) -> void:
if item in tree_item_add_map:
_add_item(item)
elif item in tree_item_remove_map:
_remove_item(item)
func _on_button_clicked(item : TreeItem, _column, _id, _mouse_button_index) -> void:
_check_item_actions(item)
func _on_item_activated() -> void:
var item = get_selected()
_check_item_actions(item)
func _ready() -> void:
if Engine.is_editor_hint(): return
_build_assigned_input_events()
_build_ui_tree.call_deferred()
button_clicked.connect(_on_button_clicked)
item_activated.connect(_on_item_activated)
if input_icon_mapper:
input_icon_mapper.joypad_device_changed.connect(_build_ui_tree)

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uid://bp7d2e5djo2tp

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[gd_scene load_steps=4 format=3 uid="uid://ci6wgl2ngd35n"]
[ext_resource type="Script" uid="uid://bp7d2e5djo2tp" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/input/input_actions_tree.gd" id="1_o33o4"]
[ext_resource type="Texture2D" uid="uid://c1eqf1cse1hch" path="res://addons/maaacks_game_template/base/assets/remapping_input_icons/addition_symbol.png" id="2_ppi0j"]
[ext_resource type="Texture2D" uid="uid://bteq3ica74h30" path="res://addons/maaacks_game_template/base/assets/remapping_input_icons/subtraction_symbol.png" id="3_hb3xh"]
[node name="InputActionsTree" type="Tree"]
custom_minimum_size = Vector2(400, 240)
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
size_flags_vertical = 3
hide_root = true
script = ExtResource("1_o33o4")
input_action_names = Array[StringName]([&"move_forward", &"move_backward", &"move_up", &"move_down", &"move_left", &"move_right", &"interact"])
readable_action_names = Array[String](["Move Forward", "Move Backward", "Move Up", "Move Down", "Move Left", "Move Right", "Interact"])
add_button_texture = ExtResource("2_ppi0j")
remove_button_texture = ExtResource("3_hb3xh")
action_name_map = {
&"interact": "Interact",
&"move_backward": "Move Backward",
&"move_down": "Move Down",
&"move_forward": "Move Forward",
&"move_left": "Move Left",
&"move_right": "Move Right",
&"move_up": "Move Up"
}

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@tool
class_name InputIconMapper
extends FileLister
signal joypad_device_changed
const COMMON_REPLACE_STRINGS: Dictionary = {
"L 1": "Left Shoulder",
"R 1": "Right Shoulder",
"L 2": "Left Trigger",
"R 2": "Right Trigger",
"Lt": "Left Trigger",
"Rt": "Right Trigger",
"Lb": "Left Shoulder",
"Rb": "Right Shoulder",
} # Dictionary[String, String]
## Gives priority to icons with occurrences of the provided strings.
@export var prioritized_strings : Array[String]
## Replaces the first occurence in icon names of the key with the value.
@export var replace_strings : Dictionary # Dictionary[String, String]
## Filters the icon names of the provided strings.
@export var filtered_strings : Array[String]
## Adds entries for "Up", "Down", "Left", "Right" to icon names ending with "Stick".
@export var add_stick_directions : bool = false
@export var intial_joypad_device : String = InputEventHelper.DEVICE_GENERIC
## Attempt to match the icon names to the input names based on the string rules.
@export var _match_icons_to_inputs_action : bool = false :
set(value):
if value and Engine.is_editor_hint():
_match_icons_to_inputs()
# For Godot 4.4
# @export_tool_button("Match Icons to Inputs") var _match_icons_to_inputs_action = _match_icons_to_inputs
@export var matching_icons : Dictionary # Dictionary[String, Texture]
@export_group("Debug")
@export var all_icons : Dictionary # Dictionary[String, Texture]
@onready var last_joypad_device = intial_joypad_device
func _is_end_of_word(full_string : String, what : String) -> bool:
var string_end_position = full_string.find(what) + what.length()
var end_of_word : bool
if string_end_position + 1 < full_string.length():
var next_character = full_string.substr(string_end_position, 1)
end_of_word = next_character == " "
return full_string.ends_with(what) or end_of_word
func _get_standard_joy_name(joy_name : String) -> String:
var all_replace_strings := replace_strings.duplicate()
all_replace_strings.merge(COMMON_REPLACE_STRINGS)
for what in all_replace_strings:
if joy_name.contains(what) and _is_end_of_word(joy_name, what):
var position = joy_name.find(what)
joy_name = joy_name.erase(position, what.length())
joy_name = joy_name.insert(position, all_replace_strings[what])
var combined_joystick_name : Array[String] = []
for part in joy_name.split(" "):
if part.to_lower() in filtered_strings:
continue
if not part.is_empty():
combined_joystick_name.append(part)
joy_name = " ".join(combined_joystick_name)
joy_name = joy_name.strip_edges()
return joy_name
func _match_icon_to_file(file : String) -> void:
var matching_string : String = file.get_file().get_basename()
var icon : Texture = load(file)
if not icon:
return
all_icons[matching_string] = icon
matching_string = matching_string.capitalize()
matching_string = _get_standard_joy_name(matching_string)
matching_string = matching_string.strip_edges()
if add_stick_directions and matching_string.ends_with("Stick"):
matching_icons[matching_string + " Up"] = icon
matching_icons[matching_string + " Down"] = icon
matching_icons[matching_string + " Left"] = icon
matching_icons[matching_string + " Right"] = icon
return
if matching_string in matching_icons:
return
matching_icons[matching_string] = icon
func _prioritized_files() -> Array[String]:
var priority_levels : Dictionary # Dictionary[String, int]
var priortized_files : Array[String]
for prioritized_string in prioritized_strings:
for file in files:
if file.containsn(prioritized_string):
if file in priority_levels:
priority_levels[file] += 1
else:
priority_levels[file] = 1
var priority_file_map : Dictionary # Dictionary[int, Array]
var max_priority_level : int = 0
for file in priority_levels:
var priority_level = priority_levels[file]
max_priority_level = max(priority_level, max_priority_level)
if priority_level in priority_file_map:
priority_file_map[priority_level].append(file)
else:
priority_file_map[priority_level] = [file]
while max_priority_level > 0:
for priority_file in priority_file_map[max_priority_level]:
priortized_files.append(priority_file)
max_priority_level -= 1
return priortized_files
func _match_icons_to_inputs() -> void:
matching_icons.clear()
all_icons.clear()
for prioritized_file in _prioritized_files():
_match_icon_to_file(prioritized_file)
for file in files:
_match_icon_to_file(file)
func get_icon(input_event : InputEvent) -> Texture:
var specific_text = InputEventHelper.get_device_specific_text(input_event, last_joypad_device)
if specific_text in matching_icons:
return matching_icons[specific_text]
return null
func _assign_joypad_0_to_last() -> void:
if last_joypad_device != intial_joypad_device : return
var connected_joypads := Input.get_connected_joypads()
if connected_joypads.is_empty(): return
last_joypad_device = InputEventHelper.get_device_name_by_id(connected_joypads[0])
func _input(event : InputEvent) -> void:
var device_name = InputEventHelper.get_device_name(event)
if device_name != InputEventHelper.DEVICE_GENERIC and device_name != last_joypad_device:
last_joypad_device = device_name
joypad_device_changed.emit()
func _ready() -> void:
_assign_joypad_0_to_last()
if files.size() == 0:
_refresh_files()
if matching_icons.size() == 0:
_match_icons_to_inputs()

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uid://cqigj1uumknrp

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[gd_scene load_steps=2 format=3 uid="uid://qoexj4ptqt8a"]
[ext_resource type="Script" uid="uid://cqigj1uumknrp" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/input/input_icon_mapper.gd" id="1_msrpt"]
[node name="InputIconMapper" type="Node"]
script = ExtResource("1_msrpt")

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@tool
extends Control
const ALREADY_ASSIGNED_TEXT : String = "{key} already assigned to {action}."
const ONE_INPUT_MINIMUM_TEXT : String = "%s must have at least one key or button assigned."
const KEY_DELETION_TEXT : String = "Are you sure you want to remove {key} from {action}?"
@export_enum("List", "Tree") var remapping_mode : int = 0 :
set(value):
remapping_mode = value
if is_inside_tree():
match(remapping_mode):
0:
%InputActionsList.show()
%InputActionsTree.hide()
1:
%InputActionsList.hide()
%InputActionsTree.show()
@onready var assignment_placeholder_text = $KeyAssignmentWindow.text
var last_input_readable_name
func _ready() -> void:
remapping_mode = remapping_mode
func _add_action_event() -> void:
var last_input_event = $KeyAssignmentWindow.last_input_event
last_input_readable_name = $KeyAssignmentWindow.last_input_text
match(remapping_mode):
0:
%InputActionsList.add_action_event(last_input_readable_name, last_input_event)
1:
%InputActionsTree.add_action_event(last_input_readable_name, last_input_event)
func _remove_action_event(item : TreeItem) -> void:
%InputActionsTree.remove_action_event(item)
func _on_reset_button_pressed() -> void:
$ResetConfirmation.show()
func _on_key_deletion_confirmation_confirmed() -> void:
var editing_item = %InputActionsTree.editing_item
if is_instance_valid(editing_item):
_remove_action_event(editing_item)
func _on_key_assignment_window_confirmed() -> void:
_add_action_event()
func _open_key_assignment_window(action_name : String, readable_input_name : String = assignment_placeholder_text) -> void:
$KeyAssignmentWindow.title = tr("Assign Key for {action}").format({action = action_name})
$KeyAssignmentWindow.text = readable_input_name
$KeyAssignmentWindow.confirm_button.disabled = true
$KeyAssignmentWindow.show()
func _on_input_actions_tree_add_button_clicked(action_name) -> void:
_open_key_assignment_window(action_name)
func _on_input_actions_tree_remove_button_clicked(action_name, input_name) -> void:
$KeyDeletionConfirmation.title = tr("Remove Key for {action}").format({action = action_name})
$KeyDeletionConfirmation.text = tr(KEY_DELETION_TEXT).format({key = input_name, action = action_name})
$KeyDeletionConfirmation.show()
func _popup_already_assigned(action_name, input_name) -> void:
$AlreadyAssignedMessage.text = tr(ALREADY_ASSIGNED_TEXT).format({key = input_name, action = action_name})
$AlreadyAssignedMessage.show()
func _popup_minimum_reached(action_name : String) -> void:
$OneInputMinimumMessage.text = ONE_INPUT_MINIMUM_TEXT % action_name
$OneInputMinimumMessage.show()
func _on_input_actions_tree_already_assigned(action_name, input_name) -> void:
_popup_already_assigned.call_deferred(action_name, input_name)
func _on_input_actions_tree_minimum_reached(action_name) -> void:
_popup_minimum_reached.call_deferred(action_name)
func _on_input_actions_list_already_assigned(action_name, input_name) -> void:
_popup_already_assigned.call_deferred(action_name, input_name)
func _on_input_actions_list_minimum_reached(action_name) -> void:
_popup_minimum_reached.call_deferred(action_name)
func _on_input_actions_list_button_clicked(action_name, readable_input_name) -> void:
_open_key_assignment_window(action_name, readable_input_name)
func _on_reset_confirmation_confirmed() -> void:
match(remapping_mode):
0:
%InputActionsList.reset()
1:
%InputActionsTree.reset()

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uid://eborw7q4b07h

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[gd_scene load_steps=8 format=3 uid="uid://dp3rgqaehb3xu"]
[ext_resource type="Script" uid="uid://eborw7q4b07h" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/input/input_options_menu.gd" id="1"]
[ext_resource type="Script" uid="uid://1nf36h0gms3q" path="res://addons/maaacks_game_template/base/nodes/utilities/capture_focus.gd" id="2_wft4x"]
[ext_resource type="PackedScene" uid="uid://bxp45814v6ydv" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/input/input_actions_list.tscn" id="4_lf2nw"]
[ext_resource type="PackedScene" uid="uid://ci6wgl2ngd35n" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/input/input_actions_tree.tscn" id="5_b2whh"]
[ext_resource type="PackedScene" uid="uid://cwt4p3bufkke5" path="res://addons/maaacks_game_template/base/nodes/windows/confirmation_overlaid_window.tscn" id="7_5j1ya"]
[ext_resource type="PackedScene" uid="uid://dgravx3vt5g3i" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/input/key_assignment_window.tscn" id="7_r3r3g"]
[ext_resource type="PackedScene" uid="uid://6gdbfi0172ji" path="res://addons/maaacks_game_template/base/nodes/windows/overlaid_window.tscn" id="8_jtpjy"]
[node name="Controls" type="MarginContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
size_flags_vertical = 3
theme_override_constants/margin_left = 32
theme_override_constants/margin_top = 8
theme_override_constants/margin_right = 32
theme_override_constants/margin_bottom = 8
script = ExtResource("1")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 2
size_flags_horizontal = 4
size_flags_vertical = 4
script = ExtResource("2_wft4x")
search_depth = 5
[node name="InputMappingContainer" type="VBoxContainer" parent="VBoxContainer"]
layout_mode = 2
size_flags_vertical = 3
alignment = 1
[node name="Label" type="Label" parent="VBoxContainer/InputMappingContainer"]
layout_mode = 2
text = "Actions & Inputs"
horizontal_alignment = 1
[node name="InputActionsList" parent="VBoxContainer/InputMappingContainer" instance=ExtResource("4_lf2nw")]
unique_name_in_owner = true
custom_minimum_size = Vector2(560, 440)
layout_mode = 2
[node name="InputActionsTree" parent="VBoxContainer/InputMappingContainer" instance=ExtResource("5_b2whh")]
unique_name_in_owner = true
visible = false
custom_minimum_size = Vector2(400, 440)
layout_mode = 2
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer/InputMappingContainer"]
layout_mode = 2
alignment = 1
[node name="ResetButton" type="Button" parent="VBoxContainer/InputMappingContainer/HBoxContainer"]
layout_mode = 2
text = "Reset"
[node name="KeyDeletionConfirmation" parent="." instance=ExtResource("7_5j1ya")]
visible = false
custom_minimum_size = Vector2(420, 200)
layout_mode = 2
text = "Are you sure you want to remove KEY from ACTION?"
title = "Remove Key"
[node name="ResetConfirmation" parent="." instance=ExtResource("7_5j1ya")]
visible = false
custom_minimum_size = Vector2(420, 200)
layout_mode = 2
text = "Are you sure you want to reset controls back to the defaults?"
title = "Reset to Default"
[node name="OneInputMinimumMessage" parent="." instance=ExtResource("8_jtpjy")]
visible = false
custom_minimum_size = Vector2(420, 200)
layout_mode = 2
update_content = true
title = "One Input Minimum"
[node name="AlreadyAssignedMessage" parent="." instance=ExtResource("8_jtpjy")]
visible = false
custom_minimum_size = Vector2(420, 200)
layout_mode = 2
update_content = true
title = "Already Assigned"
[node name="KeyAssignmentWindow" parent="." instance=ExtResource("7_r3r3g")]
visible = false
layout_mode = 2
[connection signal="already_assigned" from="VBoxContainer/InputMappingContainer/InputActionsList" to="." method="_on_input_actions_list_already_assigned"]
[connection signal="button_clicked" from="VBoxContainer/InputMappingContainer/InputActionsList" to="." method="_on_input_actions_list_button_clicked"]
[connection signal="minimum_reached" from="VBoxContainer/InputMappingContainer/InputActionsList" to="." method="_on_input_actions_list_minimum_reached"]
[connection signal="add_button_clicked" from="VBoxContainer/InputMappingContainer/InputActionsTree" to="." method="_on_input_actions_tree_add_button_clicked"]
[connection signal="already_assigned" from="VBoxContainer/InputMappingContainer/InputActionsTree" to="." method="_on_input_actions_tree_already_assigned"]
[connection signal="minimum_reached" from="VBoxContainer/InputMappingContainer/InputActionsTree" to="." method="_on_input_actions_tree_minimum_reached"]
[connection signal="remove_button_clicked" from="VBoxContainer/InputMappingContainer/InputActionsTree" to="." method="_on_input_actions_tree_remove_button_clicked"]
[connection signal="pressed" from="VBoxContainer/InputMappingContainer/HBoxContainer/ResetButton" to="." method="_on_reset_button_pressed"]
[connection signal="confirmed" from="KeyDeletionConfirmation" to="." method="_on_key_deletion_confirmation_confirmed"]
[connection signal="confirmed" from="ResetConfirmation" to="." method="_on_reset_confirmation_confirmed"]
[connection signal="confirmed" from="KeyAssignmentWindow" to="." method="_on_key_assignment_window_confirmed"]

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@tool
extends ConfirmationOverlaidWindow
## Scene to confirm a new input for an action name.
const LISTENING_TEXT : String = "Listening for input..."
const FOCUS_HERE_TEXT : String = "Focus here to assign inputs."
const CONFIRM_INPUT_TEXT : String = "Press again to confirm..."
const NO_INPUT_TEXT : String = "None"
enum InputConfirmation {
SINGLE,
DOUBLE,
OK_BUTTON
}
## Confirmations required before a new input is accepted for an aciton.
@export var input_confirmation : InputConfirmation = InputConfirmation.SINGLE
var last_input_event : InputEvent
var last_input_text : String
var listening : bool = false
var confirming : bool = false
func _record_input_event(event : InputEvent) -> void:
last_input_text = InputEventHelper.get_text(event)
if last_input_text.is_empty():
return
last_input_event = event
%InputLabel.text = last_input_text
confirm_button.disabled = false
func _is_recordable_input(event : InputEvent) -> bool:
return event != null and \
(event is InputEventKey or \
event is InputEventMouseButton or \
event is InputEventJoypadButton or \
(event is InputEventJoypadMotion and \
abs(event.axis_value) > 0.5)) and \
event.is_pressed()
func _start_listening() -> void:
%InputTextEdit.placeholder_text = LISTENING_TEXT
listening = true
%DelayTimer.start()
func _stop_listening() -> void:
%InputTextEdit.placeholder_text = FOCUS_HERE_TEXT
listening = false
confirming = false
func _on_input_text_edit_focus_entered() -> void:
_start_listening.call_deferred()
func _on_input_text_edit_focus_exited() -> void:
_stop_listening()
func _focus_on_ok() -> void:
confirm_button.grab_focus()
func _ready() -> void:
confirm_button.focus_neighbor_top = ^"../../../BodyMargin/VBoxContainer/InputTextEdit"
close_button.focus_neighbor_top = ^"../../../BodyMargin/VBoxContainer/InputTextEdit"
super._ready()
func _input_matches_last(event : InputEvent) -> bool:
return last_input_text == InputEventHelper.get_text(event)
func _is_mouse_input(event : InputEvent) -> bool:
return event is InputEventMouse
func _input_confirms_choice(event : InputEvent) -> bool:
return confirming and not _is_mouse_input(event) and _input_matches_last(event)
func _should_process_input_event(event : InputEvent) -> bool:
return listening and _is_recordable_input(event) and %DelayTimer.is_stopped()
func _should_confirm_input_event(event : InputEvent) -> bool:
return not _is_mouse_input(event)
func _confirm_choice() -> void:
confirmed.emit()
close()
func _process_input_event(event : InputEvent) -> void:
if not _should_process_input_event(event):
return
if _input_confirms_choice(event):
confirming = false
if input_confirmation == InputConfirmation.DOUBLE:
_confirm_choice()
else:
_focus_on_ok.call_deferred()
return
_record_input_event(event)
if input_confirmation == InputConfirmation.SINGLE:
_confirm_choice()
if _should_confirm_input_event(event):
confirming = true
%DelayTimer.start()
%InputTextEdit.placeholder_text = CONFIRM_INPUT_TEXT
func _on_input_text_edit_gui_input(event) -> void:
%InputTextEdit.set_deferred("text", "")
_process_input_event(event)
func _on_visibility_changed() -> void:
super._on_visibility_changed()
if visible:
if not text.strip_edges().is_empty():
%InputLabel.text = text
else:
%InputLabel.text = NO_INPUT_TEXT
%InputTextEdit.grab_focus()

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[gd_scene load_steps=3 format=3 uid="uid://dgravx3vt5g3i"]
[ext_resource type="PackedScene" uid="uid://cwt4p3bufkke5" path="res://addons/maaacks_game_template/base/nodes/windows/confirmation_overlaid_window.tscn" id="1_6c67a"]
[ext_resource type="Script" uid="uid://custha7r0uoic" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/input/key_assignment_window.gd" id="2_oif0q"]
[node name="KeyAssignmentWindow" instance=ExtResource("1_6c67a")]
custom_minimum_size = Vector2(420, 200)
offset_left = -210.0
offset_top = -100.0
offset_right = 210.0
offset_bottom = 100.0
script = ExtResource("2_oif0q")
input_confirmation = 0
close_button_text = "Close"
title = "Set Input"
[node name="TitleLabel" parent="ContentContainer/BoxContainer/TitleMargin/BoxContainer" index="0"]
text = "Set Input"
[node name="DescriptionLabel" parent="ContentContainer/BoxContainer/BodyMargin" index="0"]
visible = false
[node name="VBoxContainer" type="VBoxContainer" parent="ContentContainer/BoxContainer/BodyMargin" index="1"]
layout_mode = 2
size_flags_vertical = 3
[node name="InputLabel" type="Label" parent="ContentContainer/BoxContainer/BodyMargin/VBoxContainer" index="0"]
unique_name_in_owner = true
layout_mode = 2
text = "None"
horizontal_alignment = 1
[node name="InputTextEdit" type="TextEdit" parent="ContentContainer/BoxContainer/BodyMargin/VBoxContainer" index="1"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3
placeholder_text = "Focus here to assign inputs."
context_menu_enabled = false
shortcut_keys_enabled = false
selecting_enabled = false
deselect_on_focus_loss_enabled = false
drag_and_drop_selection_enabled = false
middle_mouse_paste_enabled = false
caret_move_on_right_click = false
[node name="MenuButtons" parent="ContentContainer/BoxContainer/MenuButtonsMargin" index="0"]
null_focus_enabled = false
joypad_enabled = false
mouse_hidden_enabled = false
[node name="CloseButton" parent="ContentContainer/BoxContainer/MenuButtonsMargin/MenuButtons" index="0"]
focus_neighbor_top = NodePath("../../../BodyMargin/VBoxContainer/InputTextEdit")
text = "Close"
[node name="ConfirmButton" parent="ContentContainer/BoxContainer/MenuButtonsMargin/MenuButtons" index="1"]
focus_neighbor_top = NodePath("../../../BodyMargin/VBoxContainer/InputTextEdit")
[node name="DelayTimer" type="Timer" parent="." index="1"]
unique_name_in_owner = true
wait_time = 0.1
one_shot = true
[connection signal="focus_entered" from="ContentContainer/BoxContainer/BodyMargin/VBoxContainer/InputTextEdit" to="." method="_on_input_text_edit_focus_entered"]
[connection signal="focus_exited" from="ContentContainer/BoxContainer/BodyMargin/VBoxContainer/InputTextEdit" to="." method="_on_input_text_edit_focus_exited"]
[connection signal="gui_input" from="ContentContainer/BoxContainer/BodyMargin/VBoxContainer/InputTextEdit" to="." method="_on_input_text_edit_gui_input"]

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extends Control
@onready var mute_control = %MuteControl
@onready var fullscreen_control = %FullscreenControl
## Scene for adjusting the volume of the audio busses.
@export var audio_control_scene : PackedScene
## Optional names of audio busses that should be ignored.
@export var hide_busses : Array[String]
func _on_bus_changed(bus_value : float, bus_iter : int) -> void:
AppSettings.set_bus_volume(bus_iter, bus_value)
func _add_audio_control(bus_name : String, bus_value : float, bus_iter : int) -> void:
if audio_control_scene == null or bus_name in hide_busses or bus_name.begins_with(AppSettings.SYSTEM_BUS_NAME_PREFIX):
return
var audio_control = audio_control_scene.instantiate()
%AudioControlContainer.call_deferred("add_child", audio_control)
if audio_control is OptionControl:
audio_control.option_section = OptionControl.OptionSections.AUDIO
audio_control.option_name = bus_name
audio_control.value = bus_value
audio_control.connect("setting_changed", _on_bus_changed.bind(bus_iter))
func _add_audio_bus_controls() -> void:
for bus_iter in AudioServer.bus_count:
var bus_name : String = AppSettings.get_audio_bus_name(bus_iter)
var linear : float = AppSettings.get_bus_volume(bus_iter)
_add_audio_control(bus_name, linear, bus_iter)
func _update_ui() -> void:
_add_audio_bus_controls()
mute_control.value = AppSettings.is_muted()
fullscreen_control.value = AppSettings.is_fullscreen(get_window())
func _sync_with_config() -> void:
_update_ui()
func _ready() -> void:
_sync_with_config()
func _on_mute_control_setting_changed(value : bool) -> void:
AppSettings.set_mute(value)
func _on_fullscreen_control_setting_changed(value : bool) -> void:
AppSettings.set_fullscreen_enabled(value, get_window())

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uid://c0jjk82iuuyh3

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@tool
class_name ListOptionControl
extends OptionControl
## Locks Option Titles from auto-updating when editing Option Values.
## Intentionally put first for initialization.
@export var lock_titles : bool = false
## Defines the list of possible values for the variable
## this option stores in the config file.
@export var option_values : Array :
set(value) :
option_values = value
_on_option_values_changed()
## Defines the list of options displayed to the user.
## Length should match with Option Values.
@export var option_titles : Array[String] :
set(value):
option_titles = value
if is_inside_tree():
_set_option_list(option_titles)
var custom_option_values : Array
func _on_option_values_changed() -> void:
if option_values.is_empty(): return
custom_option_values = option_values.duplicate()
var first_value = custom_option_values.front()
property_type = typeof(first_value)
_set_titles_from_values()
func _on_setting_changed(value : Variant) -> void:
if value < custom_option_values.size() and value >= 0:
super._on_setting_changed(custom_option_values[value])
func _set_titles_from_values() -> void:
if lock_titles: return
var mapped_titles : Array[String] = []
for option_value in custom_option_values:
mapped_titles.append(_value_title_map(option_value))
option_titles = mapped_titles
func _value_title_map(value : Variant) -> String:
return "%s" % value
func _match_value_to_other(value : Variant, other : Variant) -> Variant:
# Primarily for when the editor saves floats as ints instead
if value is int and other is float:
return float(value)
if value is float and other is int:
return int(round(value))
return value
func _refresh_option_values(value : Variant) -> void:
if option_values.is_empty(): return
if value == null:
return
custom_option_values = option_values.duplicate()
value = _match_value_to_other(value, custom_option_values.front())
if value not in custom_option_values and typeof(value) == property_type:
custom_option_values.append(value)
custom_option_values.sort()
_set_titles_from_values()
if value not in option_values:
disable_option(custom_option_values.find(value))
func set_value(value : Variant) -> void:
_refresh_option_values(value)
value = custom_option_values.find(value)
super.set_value(value)
func _set_option_list(option_titles_list : Array) -> void:
%OptionButton.clear()
for option_title in option_titles_list:
%OptionButton.add_item(option_title)
func disable_option(option_index : int, disabled : bool = true) -> void:
%OptionButton.set_item_disabled(option_index, disabled)
func _ready() -> void:
lock_titles = lock_titles
option_titles = option_titles
option_values = option_values
super._ready()

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[gd_scene load_steps=3 format=3 uid="uid://b6bl3n5mp3m1e"]
[ext_resource type="PackedScene" uid="uid://d7te75il06t7" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/option_control/option_control.tscn" id="1_blo3b"]
[ext_resource type="Script" uid="uid://b8xqufg4re3c2" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/option_control/list_option_control.gd" id="2_kt4vl"]
[node name="OptionControl" instance=ExtResource("1_blo3b")]
script = ExtResource("2_kt4vl")
lock_titles = false
option_values = []
option_titles = []
[node name="OptionButton" type="OptionButton" parent="." index="1"]
unique_name_in_owner = true
layout_mode = 2

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@tool
class_name OptionControl
extends Control
## Generic scene for editing a value of the [PlayerConfig].
signal setting_changed(value)
enum OptionSections{
NONE,
INPUT,
AUDIO,
VIDEO,
GAME,
APPLICATION,
CUSTOM,
}
const OptionSectionNames : Dictionary = {
OptionSections.NONE : "",
OptionSections.INPUT : AppSettings.INPUT_SECTION,
OptionSections.AUDIO : AppSettings.AUDIO_SECTION,
OptionSections.VIDEO : AppSettings.VIDEO_SECTION,
OptionSections.GAME : AppSettings.GAME_SECTION,
OptionSections.APPLICATION : AppSettings.APPLICATION_SECTION,
OptionSections.CUSTOM : AppSettings.CUSTOM_SECTION,
}
## Locks config names in case of issues with inherited scenes.
## Intentionally put first for initialization.
@export var lock_config_names : bool = false
## Defines text displayed to the user.
@export var option_name : String :
set(value):
var _update_config : bool = option_name.to_pascal_case() == key and not lock_config_names
option_name = value
if is_inside_tree():
%OptionLabel.text = "%s%s" % [option_name, label_suffix]
if _update_config:
key = option_name.to_pascal_case()
## Defines what section in the config file this option belongs under.
@export var option_section : OptionSections :
set(value):
var _update_config : bool = OptionSectionNames[option_section] == section and not lock_config_names
option_section = value
if _update_config:
section = OptionSectionNames[option_section]
@export_group("Config Names")
## Defines the key for this option variable in the config file.
@export var key : String
## Defines the section for this option variable in the config file.
@export var section : String
@export_group("Format")
@export var label_suffix : String = " :"
@export_group("Properties")
## Defines whether the option is editable, or only visible by the user.
@export var editable : bool = true : set = set_editable
## Defines what kind of variable this option stores in the config file.
@export var property_type : Variant.Type = TYPE_BOOL
## It is advised to use an external editor to set the default value in the scene file.
## Godot can experience a bug (caching issue?) that may undo changes.
var default_value
var _connected_nodes : Array
func _on_setting_changed(value) -> void:
if Engine.is_editor_hint(): return
PlayerConfig.set_config(section, key, value)
setting_changed.emit(value)
func _get_setting(default : Variant = null) -> Variant:
return PlayerConfig.get_config(section, key, default)
func _connect_option_inputs(node) -> void:
if node in _connected_nodes: return
if node is Button:
if node is OptionButton:
node.item_selected.connect(_on_setting_changed)
elif node is ColorPickerButton:
node.color_changed.connect(_on_setting_changed)
else:
node.toggled.connect(_on_setting_changed)
_connected_nodes.append(node)
if node is Range:
node.value_changed.connect(_on_setting_changed)
_connected_nodes.append(node)
if node is LineEdit or node is TextEdit:
node.text_changed.connect(_on_setting_changed)
_connected_nodes.append(node)
func set_value(value : Variant) -> void:
if value == null:
return
for node in get_children():
if node is Button:
if node is OptionButton:
node.select(value as int)
elif node is ColorPickerButton:
node.color = value as Color
else:
node.button_pressed = value as bool
if node is Range:
node.value = value as float
if node is LineEdit or node is TextEdit:
node.text = "%s" % value
func set_editable(value : bool = true) -> void:
editable = value
for node in get_children():
if node is Button:
node.disabled = !editable
if node is Slider or node is SpinBox or node is LineEdit or node is TextEdit:
node.editable = editable
func _ready() -> void:
lock_config_names = lock_config_names
option_section = option_section
option_name = option_name
property_type = property_type
default_value = default_value
set_value(_get_setting(default_value))
for child in get_children():
_connect_option_inputs(child)
child_entered_tree.connect(_connect_option_inputs)
func _set(property : StringName, value : Variant) -> bool:
if property == "value":
set_value(value)
return true
return false
func _get_property_list() -> Array[Dictionary]:
return [
{ "name": "value", "type": property_type, "usage": PROPERTY_USAGE_NONE},
{ "name": "default_value", "type": property_type}
]

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[gd_scene load_steps=2 format=3 uid="uid://d7te75il06t7"]
[ext_resource type="Script" uid="uid://cafqki2b08kwu" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/option_control/option_control.gd" id="1_jvl5q"]
[node name="OptionControl" type="HBoxContainer"]
custom_minimum_size = Vector2(0, 40)
offset_right = 400.0
offset_bottom = 40.0
script = ExtResource("1_jvl5q")
default_value = false
[node name="OptionLabel" type="Label" parent="."]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
text = " :"
vertical_alignment = 1

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[gd_scene load_steps=2 format=3 uid="uid://cl416gdb1fgwr"]
[ext_resource type="PackedScene" uid="uid://d7te75il06t7" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/option_control/option_control.tscn" id="1_16hlr"]
[node name="OptionControl" instance=ExtResource("1_16hlr")]
custom_minimum_size = Vector2(0, 28)
offset_bottom = 28.0
property_type = 3
default_value = 1.0
[node name="HSlider" type="HSlider" parent="." index="1"]
custom_minimum_size = Vector2(256, 0)
layout_mode = 2
size_flags_vertical = 4
max_value = 1.0
step = 0.05
value = 1.0
tick_count = 11
ticks_on_borders = true

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[gd_scene load_steps=2 format=3 uid="uid://bsxh6v7j0257h"]
[ext_resource type="PackedScene" uid="uid://d7te75il06t7" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/option_control/option_control.tscn" id="1_8rnmo"]
[node name="OptionControl" instance=ExtResource("1_8rnmo")]
[node name="CheckButton" type="CheckButton" parent="." index="1"]
layout_mode = 2

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@tool
class_name Vector2ListOptionControl
extends ListOptionControl
func _value_title_map(value : Variant) -> String:
if value is Vector2 or value is Vector2i:
return "%d x %d" % [value.x , value.y]
else:
return super._value_title_map(value)

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[gd_scene load_steps=3 format=3 uid="uid://c01ayjblhcg1t"]
[ext_resource type="PackedScene" uid="uid://b6bl3n5mp3m1e" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/option_control/list_option_control.tscn" id="1_jqwiw"]
[ext_resource type="Script" uid="uid://brntdgf3sv0s0" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/option_control/vector_2_list_option_control.gd" id="2_w33vs"]
[node name="OptionControl" instance=ExtResource("1_jqwiw")]
script = ExtResource("2_w33vs")

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extends TabContainer
## Applies UI page up and page down inputs to tab switching.
func _unhandled_input(event : InputEvent) -> void:
if not is_visible_in_tree():
return
if event.is_action_pressed("ui_page_down"):
current_tab = (current_tab+1) % get_tab_count()
elif event.is_action_pressed("ui_page_up"):
if current_tab == 0:
current_tab = get_tab_count()-1
else:
current_tab = current_tab-1

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uid://c3mignmhuvvq4

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extends Control
func _preselect_resolution(window : Window) -> void:
%ResolutionControl.value = window.size
func _update_resolution_options_enabled(window : Window) -> void:
if OS.has_feature("web"):
%ResolutionControl.editable = false
%ResolutionControl.tooltip_text = "Disabled for web"
elif AppSettings.is_fullscreen(window):
%ResolutionControl.editable = false
%ResolutionControl.tooltip_text = "Disabled for fullscreen"
else:
%ResolutionControl.editable = true
%ResolutionControl.tooltip_text = "Select a screen size"
func _update_ui(window : Window) -> void:
%FullscreenControl.value = AppSettings.is_fullscreen(window)
_preselect_resolution(window)
%VSyncControl.value = AppSettings.get_vsync(window)
_update_resolution_options_enabled(window)
func _ready() -> void:
var window : Window = get_window()
_update_ui(window)
window.connect("size_changed", _preselect_resolution.bind(window))
func _on_fullscreen_control_setting_changed(value) -> void:
var window : Window = get_window()
AppSettings.set_fullscreen_enabled(value, window)
_update_resolution_options_enabled(window)
func _on_resolution_control_setting_changed(value) -> void:
AppSettings.set_resolution(value, get_window(), false)
func _on_v_sync_control_setting_changed(value) -> void:
AppSettings.set_vsync(value, get_window())

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uid://cpe5r24151r5n

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[gd_scene load_steps=6 format=3 uid="uid://b2numvphf2kau"]
[ext_resource type="Script" uid="uid://cpe5r24151r5n" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/video/video_options_menu.gd" id="1"]
[ext_resource type="Script" uid="uid://1nf36h0gms3q" path="res://addons/maaacks_game_template/base/nodes/utilities/capture_focus.gd" id="2_dgrai"]
[ext_resource type="PackedScene" uid="uid://bsxh6v7j0257h" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/option_control/toggle_option_control.tscn" id="3_uded6"]
[ext_resource type="PackedScene" uid="uid://c01ayjblhcg1t" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/option_control/vector_2_list_option_control.tscn" id="4_gwtfq"]
[ext_resource type="PackedScene" uid="uid://b6bl3n5mp3m1e" path="res://addons/maaacks_game_template/base/nodes/menus/options_menu/option_control/list_option_control.tscn" id="5_881de"]
[node name="Video" type="MarginContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
theme_override_constants/margin_top = 24
theme_override_constants/margin_bottom = 24
script = ExtResource("1")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
custom_minimum_size = Vector2(400, 0)
layout_mode = 2
size_flags_horizontal = 4
alignment = 1
script = ExtResource("2_dgrai")
search_depth = 2
[node name="FullscreenControl" parent="VBoxContainer" instance=ExtResource("3_uded6")]
unique_name_in_owner = true
layout_mode = 2
option_name = "Fullscreen"
option_section = 3
key = "Fullscreen"
section = "VideoSettings"
[node name="ResolutionControl" parent="VBoxContainer" instance=ExtResource("4_gwtfq")]
unique_name_in_owner = true
layout_mode = 2
tooltip_text = "Select a screen size"
option_values = [Vector2i(640, 360), Vector2i(960, 540), Vector2i(1024, 576), Vector2i(1280, 720), Vector2i(1600, 900), Vector2i(1920, 1080), Vector2i(2048, 1152), Vector2i(2560, 1440), Vector2i(3200, 1800), Vector2i(3840, 2160)]
option_titles = Array[String](["640 x 360", "960 x 540", "1024 x 576", "1280 x 720", "1600 x 900", "1920 x 1080", "2048 x 1152", "2560 x 1440", "3200 x 1800", "3840 x 2160"])
option_name = "Resolution"
option_section = 3
key = "ScreenResolution"
section = "VideoSettings"
property_type = 6
[node name="VSyncControl" parent="VBoxContainer" instance=ExtResource("5_881de")]
unique_name_in_owner = true
layout_mode = 2
lock_titles = true
option_values = [0, 1, 2, 3]
option_titles = Array[String](["Disabled", "Enabled", "Adaptive", "Mailbox"])
option_name = "V-Sync"
option_section = 3
key = "V-Sync"
section = "VideoSettings"
property_type = 2
default_value = 0
[connection signal="setting_changed" from="VBoxContainer/FullscreenControl" to="." method="_on_fullscreen_control_setting_changed"]
[connection signal="setting_changed" from="VBoxContainer/ResolutionControl" to="." method="_on_resolution_control_setting_changed"]
[connection signal="setting_changed" from="VBoxContainer/VSyncControl" to="." method="_on_v_sync_control_setting_changed"]

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extends Control
## Scene for displaying opening logos, placards, or other images before a game.
## Defines the path to the next scene.
@export_file("*.tscn") var next_scene_path : String
## The list of images to show in the opening sequence.
@export var images : Array[Texture2D]
@export_group("Animation")
## The time to fade-in the next image.
@export var fade_in_time : float = 0.2
## The time to fade-out the previous image.
@export var fade_out_time : float = 0.2
## The time to keep an image visible after fade-in and before fade-out.
@export var visible_time : float = 1.6
@export_group("Transition")
## The delay before starting the first fade-in animation once ready.
@export var start_delay : float = 0.5
## The delay after ending the last fade-in animation before loading the next scene.
@export var end_delay : float = 0.5
## If true, show a loading screen if the next scene is not yet ready.
## Requires Maaack's Scene Loader.
@export var show_loading_screen : bool = false
## If Maaack's Scene Loader is installed, then it will be used to change scenes.
@onready var scene_loader_node = get_tree().root.get_node_or_null(^"SceneLoader")
var tween : Tween
var next_image_index : int = 0
func get_next_scene_path() -> String:
return next_scene_path
func _on_scene_loaded() -> void:
scene_loader_node.change_scene_to_resource()
func _load_next_scene() -> void:
if scene_loader_node:
var status = scene_loader_node.get_status()
if status == ResourceLoader.THREAD_LOAD_LOADED:
_on_scene_loaded()
elif show_loading_screen:
scene_loader_node.change_scene_to_loading_screen()
elif not scene_loader_node.scene_loaded.is_connected(_on_scene_loaded):
scene_loader_node.scene_loaded.connect(_on_scene_loaded, CONNECT_ONE_SHOT)
else:
get_tree().change_scene_to_file(get_next_scene_path())
func _add_textures_to_container(textures : Array[Texture2D]) -> void:
for texture in textures:
var texture_rect : TextureRect = TextureRect.new()
texture_rect.texture = texture
texture_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
texture_rect.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
texture_rect.modulate.a = 0.0
%ImagesContainer.call_deferred("add_child", texture_rect)
func _event_skips_image(event : InputEvent) -> bool:
return event.is_action_released(&"ui_accept") or event.is_action_released(&"ui_select")
func _event_skips_intro(event : InputEvent) -> bool:
return event.is_action_released(&"ui_cancel")
func _event_is_mouse_button_released(event : InputEvent) -> bool:
return event is InputEventMouseButton and not event.is_pressed()
func _unhandled_input(event : InputEvent) -> void:
if _event_skips_intro(event):
_load_next_scene()
elif _event_skips_image(event):
_show_next_image(false)
func _gui_input(event : InputEvent) -> void:
if _event_is_mouse_button_released(event):
_show_next_image(false)
func _transition_out() -> void:
await get_tree().create_timer(end_delay).timeout
_load_next_scene()
func _transition_in() -> void:
await get_tree().create_timer(start_delay).timeout
if next_image_index == 0:
_show_next_image()
func _wait_and_fade_out(texture_rect : TextureRect) -> void:
var _compare_next_index = next_image_index
await get_tree().create_timer(visible_time, false).timeout
if _compare_next_index != next_image_index : return
tween = create_tween()
tween.tween_property(texture_rect, "modulate:a", 0.0, fade_out_time)
await tween.finished
_show_next_image.call_deferred()
func _hide_previous_image() -> void:
if tween and tween.is_running():
tween.stop()
if %ImagesContainer.get_child_count() == 0:
return
var current_image = %ImagesContainer.get_child(next_image_index - 1)
if current_image:
current_image.modulate.a = 0.0
func _show_next_image(animated : bool = true) -> void:
_hide_previous_image()
if next_image_index >= %ImagesContainer.get_child_count():
if animated:
_transition_out()
else:
_load_next_scene()
return
var texture_rect = %ImagesContainer.get_child(next_image_index)
if animated:
tween = create_tween()
tween.tween_property(texture_rect, "modulate:a", 1.0, fade_in_time)
await tween.finished
else:
texture_rect.modulate.a = 1.0
next_image_index += 1
_wait_and_fade_out(texture_rect)
func _ready() -> void:
AppSettings.set_from_config_and_window(get_window())
if scene_loader_node:
scene_loader_node.load_scene(get_next_scene_path(), true)
_add_textures_to_container(images)
_transition_in()

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uid://dtco0s8byckx6

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[gd_scene load_steps=2 format=3 uid="uid://sikc02ddepyt"]
[ext_resource type="Script" uid="uid://dtco0s8byckx6" path="res://addons/maaacks_game_template/base/nodes/opening/opening.gd" id="1_fcjph"]
[node name="Opening" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_fcjph")
[node name="ImagesContainer" type="MarginContainer" parent="."]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2

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extends Control
## Node that captures UI focus when switching menus.
##
## This script assists with capturing UI focus when
## opening, closing, or switching between menus.
## When attached to a node, it will check if it was changed to visible
## and if it should grab focus. If both are true, it will capture focus
## on the first eligible node in its scene tree.
## Hierarchical depth to search in the scene tree for a focusable control node.
@export var search_depth : int = 1
## If true, always capture focus when made visible.
@export var enabled : bool = false
## If true, capture focus if nothing currently is in focus.
@export var null_focus_enabled : bool = true
## If true, capture focus if there is a joypad detected.
@export var joypad_enabled : bool = true
## If true, capture focus if the mouse is hidden.
@export var mouse_hidden_enabled : bool = true
## Locks focus
@export var lock : bool = false :
set(value):
var value_changed : bool = lock != value
lock = value
if value_changed and not lock:
update_focus()
func _focus_first_search(control_node : Control, levels : int = 1) -> bool:
if control_node == null or !control_node.is_visible_in_tree():
return false
if control_node.focus_mode == FOCUS_ALL:
control_node.grab_focus()
if control_node is ItemList:
control_node.select(0)
return true
if levels < 1:
return false
var children = control_node.get_children()
for child in children:
if _focus_first_search(child, levels - 1):
return true
return false
func focus_first() -> void:
_focus_first_search(self, search_depth)
func update_focus() -> void:
if lock : return
if _is_visible_and_should_capture():
focus_first()
func _should_capture_focus() -> bool:
return enabled or \
(get_viewport().gui_get_focus_owner() == null and null_focus_enabled) or \
(Input.get_connected_joypads().size() > 0 and joypad_enabled) or \
(Input.mouse_mode not in [Input.MOUSE_MODE_VISIBLE, Input.MOUSE_MODE_CONFINED] and mouse_hidden_enabled)
func _is_visible_and_should_capture() -> bool:
return is_visible_in_tree() and _should_capture_focus()
func _on_visibility_changed() -> void:
call_deferred("update_focus")
func _ready() -> void:
if is_inside_tree():
update_focus()
connect("visibility_changed", _on_visibility_changed)

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uid://1nf36h0gms3q

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@tool
extends Node
class_name FileLister
## Helper class for listing all the scenes in a directory.
## List of paths to scene files.
@export var _refresh_files_action : bool = false :
set(value):
if value and Engine.is_editor_hint():
_refresh_files()
# For Godot 4.4
# @export_tool_button("Refresh Files") var _refresh_files_action = _refresh_files
## Filled in the editor by selecting a directory.
@export var files : Array[String]
## Fills files with those discovered in directories, and matching constraints.
@export_dir var directories : Array[String] :
set(value):
directories = value
_refresh_files()
@export_group("Constraints")
## Include any results that match the string.
@export var search : String
## Exclude any results that match the string.
@export var filter : String
@export_subgroup("Advanced Search")
## Include any results that begin with the string.
@export var begins_with : String
## Include any results that end with the string.
@export var ends_with : String
## Exclude any results that begin with the string.
@export var not_begins_with : String
## Exclude any results that end with the string.
@export var not_ends_with : String
func _refresh_files():
if not is_inside_tree(): return
files.clear()
for directory in directories:
var dir_access = DirAccess.open(directory)
if dir_access:
for file in dir_access.get_files():
if (not search.is_empty()) and (not file.contains(search)):
continue
if (not filter.is_empty()) and (file.contains(filter)):
continue
if (not begins_with.is_empty()) and (not file.begins_with(begins_with)):
continue
if (not ends_with.is_empty()) and (not file.ends_with(ends_with)):
continue
if (not not_begins_with.is_empty()) and (file.begins_with(not_begins_with)):
continue
if (not not_ends_with.is_empty()) and (file.ends_with(not_ends_with)):
continue
files.append(directory + "/" + file)

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uid://bij7wsh8d44gv

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class_name InputEventHelper
extends Node
## Helper class for organizing constants related to [InputEvent].
const DEVICE_KEYBOARD = "Keyboard"
const DEVICE_MOUSE = "Mouse"
const DEVICE_XBOX_CONTROLLER = "Xbox"
const DEVICE_SWITCH_CONTROLLER = "Switch"
const DEVICE_SWITCH_JOYCON_LEFT_CONTROLLER = "Switch Left Joycon"
const DEVICE_SWITCH_JOYCON_RIGHT_CONTROLLER = "Switch Right Joycon"
const DEVICE_SWITCH_JOYCON_COMBINED_CONTROLLER = "Switch Combined Joycons"
const DEVICE_PLAYSTATION_CONTROLLER = "Playstation"
const DEVICE_STEAMDECK_CONTROLLER = "Steamdeck"
const DEVICE_GENERIC = "Generic"
const JOYSTICK_LEFT_NAME = "Left Stick"
const JOYSTICK_RIGHT_NAME = "Right Stick"
const D_PAD_NAME = "Dpad"
const MOUSE_BUTTONS : Array = ["None", "Left", "Right", "Middle", "Scroll Up", "Scroll Down", "Wheel Left", "Wheel Right"]
const JOYPAD_BUTTON_NAME_MAP : Dictionary = {
DEVICE_GENERIC : ["Trigger A", "Trigger B", "Trigger C", "", "", "", "", "Left Stick Press", "Right Stick Press", "Left Shoulder", "Right Shoulder", "Up", "Down", "Left", "Right"],
DEVICE_XBOX_CONTROLLER : ["A", "B", "X", "Y", "View", "Home", "Menu", "Left Stick Press", "Right Stick Press", "Left Shoulder", "Right Shoulder", "Up", "Down", "Left", "Right", "Share"],
DEVICE_SWITCH_CONTROLLER : ["B", "A", "Y", "X", "Minus", "", "Plus", "Left Stick Press", "Right Stick Press", "Left Shoulder", "Right Shoulder", "Up", "Down", "Left", "Right", "Capture"],
DEVICE_PLAYSTATION_CONTROLLER : ["Cross", "Circle", "Square", "Triangle", "Select", "PS", "Options", "Left Stick Press", "Right Stick Press", "Left Shoulder", "Right Shoulder", "Up", "Down", "Left", "Right", "Microphone"],
DEVICE_STEAMDECK_CONTROLLER : ["A", "B", "X", "Y", "View", "", "Options", "Left Stick Press", "Right Stick Press", "Left Shoulder", "Right Shoulder", "Up", "Down", "Left", "Right"]
} # Dictionary[String, Array]
const SDL_DEVICE_NAMES: Dictionary = {
DEVICE_XBOX_CONTROLLER: ["XInput", "XBox"],
DEVICE_PLAYSTATION_CONTROLLER: ["Sony", "PS5", "PS4", "Nacon"],
DEVICE_STEAMDECK_CONTROLLER: ["Steam"],
DEVICE_SWITCH_CONTROLLER: ["Switch"],
DEVICE_SWITCH_JOYCON_LEFT_CONTROLLER: ["Joy-Con (L)", "Left Joy-Con"],
DEVICE_SWITCH_JOYCON_RIGHT_CONTROLLER: ["Joy-Con (R)", "Right Joy-Con"],
DEVICE_SWITCH_JOYCON_COMBINED_CONTROLLER: ["Joy-Con (L/R)", "Combined Joy-Cons"],
}
const JOY_BUTTON_NAMES : Dictionary = {
JOY_BUTTON_A: "Button A",
JOY_BUTTON_B: "Button B",
JOY_BUTTON_X: "Button X",
JOY_BUTTON_Y: "Button Y",
JOY_BUTTON_LEFT_SHOULDER: "Left Shoulder",
JOY_BUTTON_RIGHT_SHOULDER: "Right Shoulder",
JOY_BUTTON_LEFT_STICK: "Left Stick",
JOY_BUTTON_RIGHT_STICK: "Right Stick",
JOY_BUTTON_START : "Button Start",
JOY_BUTTON_GUIDE : "Button Guide",
JOY_BUTTON_BACK : "Button Back",
JOY_BUTTON_DPAD_UP : D_PAD_NAME + " Up",
JOY_BUTTON_DPAD_DOWN : D_PAD_NAME + " Down",
JOY_BUTTON_DPAD_LEFT : D_PAD_NAME + " Left",
JOY_BUTTON_DPAD_RIGHT : D_PAD_NAME + " Right",
JOY_BUTTON_MISC1 : "Misc",
}
const JOYPAD_DPAD_NAMES : Dictionary = {
JOY_BUTTON_DPAD_UP : D_PAD_NAME + " Up",
JOY_BUTTON_DPAD_DOWN : D_PAD_NAME + " Down",
JOY_BUTTON_DPAD_LEFT : D_PAD_NAME + " Left",
JOY_BUTTON_DPAD_RIGHT : D_PAD_NAME + " Right",
}
const JOY_AXIS_NAMES : Dictionary = {
JOY_AXIS_TRIGGER_LEFT: "Left Trigger",
JOY_AXIS_TRIGGER_RIGHT: "Right Trigger",
}
const BUILT_IN_ACTION_NAME_MAP : Dictionary = {
"ui_accept" : "Accept",
"ui_select" : "Select",
"ui_cancel" : "Cancel",
"ui_focus_next" : "Focus Next",
"ui_focus_prev" : "Focus Prev",
"ui_left" : "Left (UI)",
"ui_right" : "Right (UI)",
"ui_up" : "Up (UI)",
"ui_down" : "Down (UI)",
"ui_page_up" : "Page Up",
"ui_page_down" : "Page Down",
"ui_home" : "Home",
"ui_end" : "End",
"ui_cut" : "Cut",
"ui_copy" : "Copy",
"ui_paste" : "Paste",
"ui_undo" : "Undo",
"ui_redo" : "Redo",
}
static func has_joypad() -> bool:
return Input.get_connected_joypads().size() > 0
static func is_joypad_event(event: InputEvent) -> bool:
return event is InputEventJoypadButton or event is InputEventJoypadMotion
static func is_mouse_event(event: InputEvent) -> bool:
return event is InputEventMouseButton or event is InputEventMouseMotion
static func get_device_name_by_id(device_id : int) -> String:
if device_id >= 0:
var device_name = Input.get_joy_name(device_id)
for device_key in SDL_DEVICE_NAMES:
for keyword in SDL_DEVICE_NAMES[device_key]:
if device_name.containsn(keyword):
return device_key
return DEVICE_GENERIC
static func get_device_name(event: InputEvent) -> String:
if event is InputEventJoypadButton or event is InputEventJoypadMotion:
if event.device == -1:
return DEVICE_GENERIC
var device_id = event.device
return get_device_name_by_id(device_id)
return DEVICE_GENERIC
static func _display_server_supports_keycode_from_physical():
return OS.has_feature("windows") or OS.has_feature("macos") or OS.has_feature("linux")
static func get_text(event : InputEvent) -> String:
if event == null:
return ""
if event is InputEventJoypadButton:
if event.button_index in JOY_BUTTON_NAMES:
return JOY_BUTTON_NAMES[event.button_index]
elif event is InputEventJoypadMotion:
var full_string := ""
var direction_string := ""
var is_right_or_down : bool = event.axis_value > 0.0
if event.axis in JOY_AXIS_NAMES:
return JOY_AXIS_NAMES[event.axis]
match(event.axis):
JOY_AXIS_LEFT_X:
full_string = JOYSTICK_LEFT_NAME
direction_string = "Right" if is_right_or_down else "Left"
JOY_AXIS_LEFT_Y:
full_string = JOYSTICK_LEFT_NAME
direction_string = "Down" if is_right_or_down else "Up"
JOY_AXIS_RIGHT_X:
full_string = JOYSTICK_RIGHT_NAME
direction_string = "Right" if is_right_or_down else "Left"
JOY_AXIS_RIGHT_Y:
full_string = JOYSTICK_RIGHT_NAME
direction_string = "Down" if is_right_or_down else "Up"
full_string += " " + direction_string
return full_string
elif event is InputEventKey:
var keycode : Key = event.get_physical_keycode()
if keycode:
keycode = event.get_physical_keycode_with_modifiers()
else:
keycode = event.get_keycode_with_modifiers()
if _display_server_supports_keycode_from_physical():
keycode = DisplayServer.keyboard_get_keycode_from_physical(keycode)
return OS.get_keycode_string(keycode)
return event.as_text()
static func get_device_specific_text(event : InputEvent, device_name : String = "") -> String:
if device_name.is_empty():
device_name = get_device_name(event)
if event is InputEventJoypadButton:
var joypad_button : String = ""
if event.button_index in JOYPAD_DPAD_NAMES:
joypad_button = JOYPAD_DPAD_NAMES[event.button_index]
elif event.button_index < JOYPAD_BUTTON_NAME_MAP[device_name].size():
joypad_button = JOYPAD_BUTTON_NAME_MAP[device_name][event.button_index]
return "%s %s" % [device_name, joypad_button]
if event is InputEventJoypadMotion:
return "%s %s" % [device_name, get_text(event)]
if event is InputEventMouseButton:
if event.button_index < MOUSE_BUTTONS.size():
var mouse_button : String = MOUSE_BUTTONS[event.button_index]
return "%s %s" % [DEVICE_MOUSE, mouse_button]
return get_text(event).capitalize()

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uid://6xujceamar4h

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extends Node
## Node for opening a pause menu when detecting a 'ui_cancel' event.
@export var pause_menu_packed : PackedScene
@export var focused_viewport : Viewport
var pause_menu : Node
func _unhandled_input(event : InputEvent) -> void:
if event.is_action_pressed("ui_cancel"):
if pause_menu.visible: return
if not focused_viewport:
focused_viewport = get_viewport()
var _initial_focus_control = focused_viewport.gui_get_focus_owner()
pause_menu.show()
if pause_menu is CanvasLayer:
await pause_menu.visibility_changed
else:
await pause_menu.hidden
if is_inside_tree() and _initial_focus_control:
_initial_focus_control.grab_focus()
func _ready() -> void:
pause_menu = pause_menu_packed.instantiate()
pause_menu.hide()
get_tree().current_scene.call_deferred("add_child", pause_menu)

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uid://cyh0d64pfygbl

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@tool
class_name ConfirmationOverlaidWindow
extends OverlaidWindow
signal confirmed
@onready var confirm_button : Button = %ConfirmButton
@export var confirm_button_text : String = "Confirm" :
set(value):
confirm_button_text = value
if update_content and is_inside_tree():
confirm_button.text = confirm_button_text
func confirm():
confirmed.emit()
close()
func _on_confirm_button_pressed():
confirm()

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uid://bgthh72eu0du

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[gd_scene load_steps=3 format=3 uid="uid://cwt4p3bufkke5"]
[ext_resource type="PackedScene" uid="uid://6gdbfi0172ji" path="res://addons/maaacks_game_template/base/nodes/windows/overlaid_window.tscn" id="1_vfkm2"]
[ext_resource type="Script" uid="uid://bgthh72eu0du" path="res://addons/maaacks_game_template/base/nodes/windows/confirmation_overlaid_window.gd" id="2_sw7p1"]
[node name="ConfirmationOverlaidWindow" instance=ExtResource("1_vfkm2")]
script = ExtResource("2_sw7p1")
confirm_button_text = "Confirm"
update_content = true
close_button_text = "Cancel"
[node name="MenuButtons" parent="ContentContainer/BoxContainer/MenuButtonsMargin" index="0"]
vertical = false
[node name="CloseButton" parent="ContentContainer/BoxContainer/MenuButtonsMargin/MenuButtons" index="0"]
text = "Cancel"
[node name="ConfirmButton" type="Button" parent="ContentContainer/BoxContainer/MenuButtonsMargin/MenuButtons" index="1"]
unique_name_in_owner = true
layout_mode = 2
text = "Confirm"
[connection signal="pressed" from="ContentContainer/BoxContainer/MenuButtonsMargin/MenuButtons/ConfirmButton" to="." method="_on_confirm_button_pressed"]

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@tool
class_name OverlaidWindow
extends WindowContainer
@export var pauses_game : bool = false :
set(value):
pauses_game = value
if pauses_game:
process_mode = PROCESS_MODE_ALWAYS
else:
process_mode = PROCESS_MODE_INHERIT
@export var makes_mouse_visible : bool = true
@export var exclusive : bool = true
@export var exclusive_background_color : Color
var _initial_pause_state : bool = false
var _initial_focus_mode : FocusMode = FOCUS_ALL
var _initial_mouse_mode : Input.MouseMode
var _initial_focus_control
var _scene_tree : SceneTree
var _exclusive_control_node : ColorRect
func close() -> void:
if not visible: return
_scene_tree.paused = _initial_pause_state
Input.set_mouse_mode(_initial_mouse_mode)
if is_instance_valid(_initial_focus_control) and _initial_focus_control.is_inside_tree():
_initial_focus_control.focus_mode = _initial_focus_mode
_initial_focus_control.grab_focus()
if _exclusive_control_node:
_exclusive_control_node.queue_free()
super.close()
func _overlaid_window_setup():
if _scene_tree:
_initial_pause_state = _scene_tree.paused
_initial_mouse_mode = Input.get_mouse_mode()
_initial_focus_control = get_viewport().gui_get_focus_owner()
if _initial_focus_control:
_initial_focus_mode = _initial_focus_control.focus_mode
_initial_focus_control.release_focus()
if Engine.is_editor_hint(): return
_scene_tree.paused = pauses_game or _initial_pause_state
if makes_mouse_visible:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if exclusive:
_exclusive_control_node = ColorRect.new()
_exclusive_control_node.name = self.name + "ExclusiveControl"
_exclusive_control_node.color = exclusive_background_color
_exclusive_control_node.set_anchors_preset(PRESET_FULL_RECT)
add_sibling.call_deferred(_exclusive_control_node)
await _exclusive_control_node.draw
get_parent().move_child(_exclusive_control_node, get_index())
func _on_visibility_changed() -> void:
if is_visible_in_tree():
_overlaid_window_setup()
func _enter_tree() -> void:
_scene_tree = get_tree()
if not visibility_changed.is_connected(_on_visibility_changed):
visibility_changed.connect(_on_visibility_changed)
_on_visibility_changed()

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uid://xfugmpspqbcc

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[gd_scene load_steps=3 format=3 uid="uid://6gdbfi0172ji"]
[ext_resource type="Script" uid="uid://xfugmpspqbcc" path="res://addons/maaacks_game_template/base/nodes/windows/overlaid_window.gd" id="1_euyj1"]
[ext_resource type="PackedScene" uid="uid://b2s0kvrx8r2kq" path="res://addons/maaacks_game_template/base/nodes/windows/window_container.tscn" id="2_pmk27"]
[node name="OverlaidWindow" instance=ExtResource("2_pmk27")]
process_mode = 0
script = ExtResource("1_euyj1")
pauses_game = false
makes_mouse_visible = true
exclusive = true
exclusive_background_color = Color(0, 0, 0, 0.5)

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@tool
class_name OverlaidWindowContainer
extends OverlaidWindow
var instance : Node
@onready var scene_container : Container = %SceneContainer
@export var packed_scene : PackedScene :
set(value):
packed_scene = value
if is_inside_tree():
for child in scene_container.get_children():
child.queue_free()
if packed_scene:
instance = packed_scene.instantiate()
scene_container.add_child(instance)
func _ready() -> void:
packed_scene = packed_scene

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uid://c6pmyo50c1tqy

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[gd_scene load_steps=3 format=3 uid="uid://crndfbb22ri4s"]
[ext_resource type="PackedScene" uid="uid://6gdbfi0172ji" path="res://addons/maaacks_game_template/base/nodes/windows/overlaid_window.tscn" id="1_07348"]
[ext_resource type="Script" uid="uid://c6pmyo50c1tqy" path="res://addons/maaacks_game_template/base/nodes/windows/overlaid_window_scene_container.gd" id="2_p673y"]
[node name="OverlaidWindowSceneContainer" instance=ExtResource("1_07348")]
script = ExtResource("2_p673y")
packed_scene = null
[node name="SceneContainer" type="MarginContainer" parent="ContentContainer/BoxContainer/BodyMargin" index="1"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3

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@tool
class_name WindowContainer
extends PanelContainer
signal closed
signal opened
@export var ui_cancel_closes : bool = true
@export_group("Content")
@export var update_content : bool = false
@export_multiline var text : String :
set(value):
text = value
if update_content and is_inside_tree():
description_label.text = text
@export var close_button_text : String = "Close" :
set(value):
close_button_text = value
if update_content and is_inside_tree():
close_button.text = close_button_text
@export_subgroup("Title")
@export var title : String = "Menu" :
set(value):
title = value
if update_content and is_inside_tree():
title_label.text = title
@export_range(0, 1000, 1) var title_font_size : int = 16 :
set(value):
title_font_size = value
if update_content and is_inside_tree():
title_label.set("theme_override_font_sizes/font_size", title_font_size)
@export var title_visible : bool = true :
set(value):
title_visible = value
if update_content and is_inside_tree():
title_margin.visible = title_visible
@onready var content_container : Container = %ContentContainer
@onready var title_label : Label = %TitleLabel
@onready var title_margin : MarginContainer = %TitleMargin
@onready var description_label : RichTextLabel = %DescriptionLabel
@onready var close_button : Button = %CloseButton
@onready var menu_buttons : BoxContainer = %MenuButtons
func _ready() -> void:
update_content = update_content
text = text
close_button_text = close_button_text
title = title
title_font_size = title_font_size
title_visible = title_visible
func close() -> void:
if not visible: return
hide()
closed.emit()
func _handle_cancel_input() -> void:
close()
func _unhandled_input(event : InputEvent) -> void:
if visible and event.is_action_released("ui_cancel") and ui_cancel_closes:
_handle_cancel_input()
get_viewport().set_input_as_handled()
func _on_close_button_pressed() -> void:
close()
func show() -> void:
super.show()
opened.emit()
func _exit_tree():
if Engine.is_editor_hint(): return
close()

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uid://b3onujul5qho1

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[gd_scene load_steps=3 format=3 uid="uid://b2s0kvrx8r2kq"]
[ext_resource type="Script" uid="uid://b3onujul5qho1" path="res://addons/maaacks_game_template/base/nodes/windows/window_container.gd" id="1_te2s1"]
[ext_resource type="Script" uid="uid://1nf36h0gms3q" path="res://addons/maaacks_game_template/base/nodes/utilities/capture_focus.gd" id="2_xihbi"]
[node name="WindowContainer" type="PanelContainer"]
process_mode = 3
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -80.0
offset_top = -50.0
offset_right = 80.0
offset_bottom = 50.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 4
size_flags_vertical = 4
script = ExtResource("1_te2s1")
[node name="ContentContainer" type="MarginContainer" parent="."]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/margin_left = 16
theme_override_constants/margin_top = 16
theme_override_constants/margin_right = 16
theme_override_constants/margin_bottom = 16
[node name="BoxContainer" type="BoxContainer" parent="ContentContainer"]
layout_mode = 2
vertical = true
[node name="TitleMargin" type="MarginContainer" parent="ContentContainer/BoxContainer"]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/margin_left = -14
theme_override_constants/margin_top = -14
theme_override_constants/margin_right = -14
theme_override_constants/margin_bottom = 8
[node name="BoxContainer" type="BoxContainer" parent="ContentContainer/BoxContainer/TitleMargin"]
layout_mode = 2
theme_override_constants/separation = 0
vertical = true
[node name="TitleLabel" type="Label" parent="ContentContainer/BoxContainer/TitleMargin/BoxContainer"]
unique_name_in_owner = true
layout_mode = 2
theme_override_font_sizes/font_size = 16
text = "Menu"
horizontal_alignment = 1
[node name="HSeparator" type="HSeparator" parent="ContentContainer/BoxContainer/TitleMargin/BoxContainer"]
layout_mode = 2
[node name="BodyMargin" type="MarginContainer" parent="ContentContainer/BoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3
[node name="DescriptionLabel" type="RichTextLabel" parent="ContentContainer/BoxContainer/BodyMargin"]
unique_name_in_owner = true
layout_mode = 2
bbcode_enabled = true
fit_content = true
horizontal_alignment = 1
vertical_alignment = 1
[node name="MenuButtonsMargin" type="MarginContainer" parent="ContentContainer/BoxContainer"]
layout_mode = 2
theme_override_constants/margin_top = 8
[node name="MenuButtons" type="BoxContainer" parent="ContentContainer/BoxContainer/MenuButtonsMargin"]
unique_name_in_owner = true
custom_minimum_size = Vector2(128, 0)
layout_mode = 2
size_flags_vertical = 3
theme_override_constants/separation = 16
alignment = 1
vertical = true
script = ExtResource("2_xihbi")
[node name="CloseButton" type="Button" parent="ContentContainer/BoxContainer/MenuButtonsMargin/MenuButtons"]
unique_name_in_owner = true
layout_mode = 2
text = "Close"
[connection signal="pressed" from="ContentContainer/BoxContainer/MenuButtonsMargin/MenuButtons/CloseButton" to="." method="_on_close_button_pressed"]