18 Commits

Author SHA1 Message Date
69e5bea39c bro this starts looking good
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 10s
Create tag and build when new code gets to main / Export (push) Successful in 1m26s
2026-01-31 21:21:51 +01:00
c82c768ca8 basic score computing 2026-01-31 21:11:40 +01:00
76234147a2 art and stuff 2026-01-31 19:18:56 +01:00
45bf0f5e45 game loop improvement
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 8s
Create tag and build when new code gets to main / Export (push) Successful in 1m19s
2026-01-31 18:16:10 +01:00
f39dc0df86 changing viewport settings for itch
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 8s
Create tag and build when new code gets to main / Export (push) Successful in 1m16s
2026-01-31 15:29:56 +01:00
59b63b0945 guest review process
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 7s
Create tag and build when new code gets to main / Export (push) Successful in 1m19s
2026-01-31 15:10:06 +01:00
02dc155183 Animation and camera tweaking 2026-01-31 13:46:45 +01:00
da655ed9b7 Camera control fixes
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 8s
Create tag and build when new code gets to main / Export (push) Successful in 1m13s
2026-01-31 13:20:16 +01:00
f2dcd332f4 Basic guest list
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 8s
Create tag and build when new code gets to main / Export (push) Successful in 1m13s
2026-01-31 12:41:56 +01:00
6640ccace8 basic game manager
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 7s
Create tag and build when new code gets to main / Export (push) Successful in 1m11s
2026-01-31 11:48:13 +01:00
158e18f1fe Added resource table plugin
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 8s
Create tag and build when new code gets to main / Export (push) Successful in 1m13s
2026-01-31 10:23:20 +01:00
cd150a4513 Mask setup
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 7s
Create tag and build when new code gets to main / Export (push) Successful in 1m8s
2026-01-31 10:18:27 +01:00
9d2322b6c7 Duke and Duchex 2026-01-31 09:23:35 +01:00
311095104b Better and simpler way to represent preferences 2026-01-31 09:12:50 +01:00
3477b89145 Basic character, trait and preference resources
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 10s
Create tag and build when new code gets to main / Export (push) Successful in 1m15s
2026-01-30 22:30:52 +01:00
44f251ed66 Basic game template addon
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 6s
Create tag and build when new code gets to main / Export (push) Successful in 1m1s
2026-01-30 19:45:56 +01:00
b923f6bec2 settings
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 6s
Create tag and build when new code gets to main / Export (push) Successful in 1m3s
update resolution
2026-01-30 19:37:22 +01:00
04dad063e1 fix web export
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 8s
Create tag and build when new code gets to main / Export (push) Successful in 1m0s
2026-01-29 14:42:59 +01:00
865 changed files with 26984 additions and 13 deletions

View File

@@ -101,7 +101,7 @@ jobs:
- name: Web Build
run: |
mkdir -v -p build/web
godot --headless --verbose --export-release "Web" build/web/index.
godot --headless --verbose --export-release "Web" build/web/index.html
- name: Upload Web to itch.io
shell: bash
env:

View File

@@ -0,0 +1,37 @@
# Attribution
## Collaborators
### Godot Minimal Game Template
![Maaack Plugin Icon](/addons/maaacks_game_template/assets/plugin_logo/logo.png)
Author: [Marek Belski and contributors](https://github.com/Maaack/Godot-Minimal-Game-Template/graphs/contributors)
Source: [github: Godot-Minimal-Game-Template](https://github.com/Maaack/Godot-Minimal-Game-Template)
License: [MIT License](LICENSE.txt)
## Sourced
#### Godot Engine Logo
Author: Andrea Calabró
Source: [godotengine.org : press](https://godotengine.org/press/)
License: [CC BY 4.0 International](https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.txt)
#### Git Logo
Author: [Jason Long](https://bsky.app/profile/jasonlong.me)
Source: [git-scm.com : logos](https://git-scm.com/downloads/logos)
License: [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/)
## Tools
#### Godot
![Godot Engine Logo](/addons/maaacks_game_template/assets/godot_engine_logo/logo_vertical_color_dark.png)
Author: [Juan Linietsky, Ariel Manzur, and contributors](https://godotengine.org/contact)
Source: [godotengine.org](https://godotengine.org/)
License: [MIT License](https://github.com/godotengine/godot/blob/master/LICENSE.txt)
#### Visual Studio Code
Author: [Microsoft](https://opensource.microsoft.com/)
Source: [github: vscode](https://github.com/microsoft/vscode)
License: [MIT License](https://github.com/microsoft/vscode/blob/main/LICENSE.txt)
#### Git
![Git Logo](/addons/maaacks_game_template/assets/git_logo/Git-Logo-2Color.png)
Author: [Linus Torvalds](https://github.com/torvalds)
Source: [git-scm.com](https://git-scm.com/downloads)
License: [GNU General Public License version 2](https://opensource.org/licenses/GPL-2.0)

View File

@@ -0,0 +1,19 @@
Copyright (c) 2022-present Marek Belski.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@@ -0,0 +1,176 @@
# Godot Minimal Game Template
For Godot 4.5 (4.3+ compatible)
This template has a main menu, options menus, pause menu, credits, scene loader, extra tools, and an example game scene.
[Example on itch.io](https://maaack.itch.io/godot-minimal-game-template)
[Featured Games](#featured-games)
### Videos
[![Quick Intro Video](https://img.youtube.com/vi/U9CB3vKINVw/hqdefault.jpg)](https://youtu.be/U9CB3vKINVw)
[More Videos](/addons/maaacks_game_template/docs/Videos.md)
### Screenshots
![Main Menu](/addons/maaacks_game_template/media/screenshot-6-main-menu-5.png)
![Key Rebinding](/addons/maaacks_game_template/media/screenshot-6-input-list-8.png)
![Audio Controls](/addons/maaacks_game_template/media/screenshot-6-audio-options-2.png)
![Video Controls](/addons/maaacks_game_template/media/screenshot-6-video-options-5.png)
![Pause Menu](/addons/maaacks_game_template/media/screenshot-6-pause-menu-3.png)
[More Screenshots](/addons/maaacks_game_template/docs/Screenshots.md)
## Objective
Setup menus and accessibility features in about 15 minutes.
The template can be the start of a new project, or plug into an existing one. It is game agnostic (2D or 3D) and can work with multiple target resolutions, up to 4k and down to 640x360. It's meant to cover the needs for a typical game jam, while remaining scalable and extensible enough to support commercial games.
## Features
### Base
The `base/` folder holds the core components of the menus application.
- Main Menu
- Options Menus
- Pause Menu
- Credits
- Opening Scene
- Persistent Settings
- Simple Config Interface
- Extensible Overlay Menus
- Keyboard/Mouse Support
- Gamepad Support
### Extras
The `extras/` folder holds components that extend the core application.
- Level Loaders
- Level Progress Manager
- Win / Lose Manager
- Script for Releasing on [itch.io](https://itch.io/) with [butler](https://itch.io/docs/butler/)
### Examples
The `examples/` folder contains an example project using inherited scenes from the `base/` and `extras/`.
- Game Scene
- Level Class & 3 Levels
- Tutorial Windows & 3 Tutorial Messages
- Win & Lose Windows
- Master Options Menu
- End Credits
- Main Menu w/ Animations
- Opening w/ Godot Logo
### Full
Users that want a more complete set of features can try [Maaack's Game Template](https://github.com/Maaack/Godot-Game-Template) or other options from the [plugin suite](/addons/maaacks_game_template/docs/PluginSuite.md).
The full Game Template includes:
- Loading Screen
- Game State Management (Basic Saving/Loading)
- UI Sound Controller (Button SFX)
- Background Music Controller
- Credits Reader (Markdown File Parser)
- Globals Config Autoload
## Installation
### Godot Asset Library
This package is available as both a template and a plugin, meaning it can be used to start a new project, or added to an existing project.
![Package Icon](/addons/maaacks_game_template/media/mini-game-icon-black-transparent-256x256.png)
When starting a new project:
1. Go to the `Asset Library Projects` tab.
2. Search for "Maaack's Minimal Game Template".
3. Click on the result to open the template details.
4. Click to Download.
5. Give the project a new name and destination.
6. Click to Install & Edit.
7. Continue with the [New Project Instructions](/addons/maaacks_game_template/docs/NewProject.md)
When editing an existing project:
1. Go to the `AssetLib` tab.
2. Search for "Maaack's Minimal Game Template Plugin".
3. Click on the result to open the plugin details.
4. Click to Download.
5. Check that contents are getting installed to `addons/` and there are no conflicts.
6. Click to Install.
7. Reload the project (you may see errors before you do this).
8. Enable the plugin from the Project Settings > Plugins tab.
If it's enabled for the first time,
1. A dialogue window will appear asking to copy the example scenes out of `addons/`.
2. Another dialogue window will ask to update the project's main scene.
9. Continue with the [Existing Project Instructions](/addons/maaacks_game_template/docs/ExistingProject.md)
### GitHub
1. Download the latest release version from [GitHub](https://github.com/Maaack/Godot-Minimal-Game-Template/releases/latest).
2. Extract the contents of the archive.
3. Move the `addons/maaacks_game_template` folder into your project's `addons/` folder.
4. Open/Reload the project.
5. Enable the plugin from the Project Settings > Plugins tab.
If it's enabled for the first time,
1. A dialogue window will appear asking to copy the example scenes out of `addons/`.
2. Another dialogue window will ask to update the project's main scene.
6. Continue with the [Existing Project Instructions](/addons/maaacks_game_template/docs/ExistingProject.md)
## Usage
### New Project
These instructions assume starting with the entire contents of the project folder. This will be the case when cloning the repo, or starting from the *template* version in the Godot Asset Library.
[New Project Instructions](/addons/maaacks_game_template/docs/NewProject.md)
### Existing Project
These instructions assume starting with just the contents of `addons/`. This will be the case when installing the *plugin* version in the Godot Asset Library.
[Existing Project Instructions](/addons/maaacks_game_template/docs/ExistingProject.md)
### More Documentation
[Main Menu Setup](/addons/maaacks_game_template/docs/MainMenuSetup.md)
[Game Scene Setup](/addons/maaacks_game_template/docs/GameSceneSetup.md)
[Input Icon Mapping](/addons/maaacks_game_template/docs/InputIconMapping.md)
[Joypad Inputs](/addons/maaacks_game_template/docs/JoypadInputs.md)
[Add Custom Options](/addons/maaacks_game_template/docs/AddingCustomOptions.md)
[How Parts Work](/addons/maaacks_game_template/docs/HowPartsWork.md)
[Moving Files](/addons/maaacks_game_template/docs/MovingFiles.md)
[Uploading to itch.io](/addons/maaacks_game_template/docs/UploadingToItchIo.md)
[Build and Publish Your Game Using CICD](/addons/maaacks_game_template/docs/BuildAndPublish.md)
[Automatic Updating](/addons/maaacks_game_template/docs/AutomaticUpdating.md)
---
## Featured Games
| Baking Godium | Spud Customs | Rent Seek Kill |
| :-------:| :-------: | :-------: |
| ![Baking Godium](/addons/maaacks_game_template/media/thumbnail-game-baking-godium.png) | ![Spud Customs](/addons/maaacks_game_template/media/thumbnail-game-spud-customs.png) | ![Rent-Seek-Kill](/addons/maaacks_game_template/media/thumbnail-game-rent-seek-kill.png) |
| [Play on itch.io](https://maaack.itch.io/baking-godium) | [Find on Steam](https://store.steampowered.com/app/3291880/Spud_Customs/) | [Play on itch.io](https://xandruher.itch.io/rent-seek-kill) |
[All Shared Games](/addons/maaacks_game_template/docs/GamesMade.md)
## Community
Join the [Discord server](https://discord.gg/AyZrJh5AMp ) and share your work with others. It's also a space for getting or giving feedback, and asking for help.
## Links
[Attribution](/addons/maaacks_game_template/ATTRIBUTION.md)
[License](/addons/maaacks_game_template/LICENSE.txt)
[Godot Asset Library - Template](https://godotengine.org/asset-library/asset/4657)
[Godot Asset Library - Plugin](https://godotengine.org/asset-library/asset/4658)

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.8 KiB

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dgrp8dlvkku4j"
path="res://.godot/imported/Git-Logo-2Color.png-ccd120c6c67dfbab1898730c2a1a23e5.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/assets/git_logo/Git-Logo-2Color.png"
dest_files=["res://.godot/imported/Git-Logo-2Color.png-ccd120c6c67dfbab1898730c2a1a23e5.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,6 @@
Git Logo
Copyright (c) Jason Long
This work is licensed under the Creative Commons Attribution 3.0 Unported
license (CC BY 3.0): https://creativecommons.org/licenses/by/3.0/

View File

@@ -0,0 +1,5 @@
Godot Engine Logo
Copyright (c) 2017 Andrea Calabró
This work is licensed under the Creative Commons Attribution 4.0 International
license (CC BY 4.0 International): https://creativecommons.org/licenses/by/4.0/

Binary file not shown.

After

Width:  |  Height:  |  Size: 45 KiB

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://0l0oarduihwi"
path="res://.godot/imported/logo_vertical_color_dark.png-914a689b7551193a70a010921088ebb7.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/assets/godot_engine_logo/logo_vertical_color_dark.png"
dest_files=["res://.godot/imported/logo_vertical_color_dark.png-914a689b7551193a70a010921088ebb7.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,28 @@
Input Prompts (1.1b)
Created/distributed by Kenney (www.kenney.nl)
Creation date: 26-06-2024
------------------------------
License: (Creative Commons Zero, CC0)
http://creativecommons.org/publicdomain/zero/1.0/
You can use this content for personal, educational, and commercial purposes.
Support by crediting 'Kenney' or 'www.kenney.nl' (this is not a requirement)
------------------------------
• Website : www.kenney.nl
• Donate : www.kenney.nl/donate
• Patreon : patreon.com/kenney
Follow on social media for updates:
• Twitter: twitter.com/KenneyNL
• Instagram: instagram.com/kenney_nl
• Mastodon: mastodon.gamedev.place/@kenney

Binary file not shown.

After

Width:  |  Height:  |  Size: 982 B

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://nqdhl41h0tpv"
path="res://.godot/imported/icons-filled-colored-2x.png-14a5dbb04fef712e7a1f7d34f81f0511.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/assets/input-icons/icons-filled-colored-2x.png"
dest_files=["res://.godot/imported/icons-filled-colored-2x.png-14a5dbb04fef712e7a1f7d34f81f0511.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,6 @@
<svg width="64" height="64" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<defs/>
<g>
<path stroke="none" fill="#7DB700" d="M56 32 Q56 42 48.95 48.95 42 56 32 56 22.05 56 15 48.95 8 42 8 32 8 22.05 15 15 22.05 8 32 8 42 8 48.95 15 56 22.05 56 32 M38 42 L42 42 34 22 30 22 22 42 26 42 27.6 38 36.4 38 38 42 M32 27 L34.8 34 29.2 34 32 27"/>
</g>
</svg>

After

Width:  |  Height:  |  Size: 393 B

View File

@@ -0,0 +1,43 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cp7xvu3oujlnj"
path="res://.godot/imported/icons-filled-colored-vector.svg-c7a49006540770527e69f02661f41e5d.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/assets/input-icons/icons-filled-colored-vector.svg"
dest_files=["res://.godot/imported/icons-filled-colored-vector.svg-c7a49006540770527e69f02661f41e5d.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

Binary file not shown.

After

Width:  |  Height:  |  Size: 539 B

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dxvbsbs428nj7"
path="res://.godot/imported/icons-filled-colored.png-b51ce8c74ea37d4ce19368644717d850.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/assets/input-icons/icons-filled-colored.png"
dest_files=["res://.godot/imported/icons-filled-colored.png-b51ce8c74ea37d4ce19368644717d850.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

Binary file not shown.

After

Width:  |  Height:  |  Size: 982 B

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://df0qisbxrhsqa"
path="res://.godot/imported/icons-filled-white-2x.png-5c033b4f193bd04be0bd84ca3aeed43e.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/assets/input-icons/icons-filled-white-2x.png"
dest_files=["res://.godot/imported/icons-filled-white-2x.png-5c033b4f193bd04be0bd84ca3aeed43e.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,6 @@
<svg width="64" height="64" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<defs/>
<g>
<path stroke="none" fill="#FFFFFF" d="M56 32 Q56 42 48.95 48.95 42 56 32 56 22.05 56 15 48.95 8 42 8 32 8 22.05 15 15 22.05 8 32 8 42 8 48.95 15 56 22.05 56 32 M38 42 L42 42 34 22 30 22 22 42 26 42 27.6 38 36.4 38 38 42 M32 27 L34.8 34 29.2 34 32 27"/>
</g>
</svg>

After

Width:  |  Height:  |  Size: 393 B

View File

@@ -0,0 +1,43 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dl5p5qw3hp8y"
path="res://.godot/imported/icons-filled-white-vector.svg-fb1a35d16d7d3ee4e3b0699c09f3649a.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/assets/input-icons/icons-filled-white-vector.svg"
dest_files=["res://.godot/imported/icons-filled-white-vector.svg-fb1a35d16d7d3ee4e3b0699c09f3649a.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

Binary file not shown.

After

Width:  |  Height:  |  Size: 539 B

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://5gjytq6nlww3"
path="res://.godot/imported/icons-filled-white.png-f0994450aea86cd81dcc11ae094a178f.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/assets/input-icons/icons-filled-white.png"
dest_files=["res://.godot/imported/icons-filled-white.png-f0994450aea86cd81dcc11ae094a178f.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 KiB

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://1gr33hl6p8tu"
path="res://.godot/imported/icons-outlined-colored-2x.png-5a43a028a51c5c4295143c766d9574a0.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/assets/input-icons/icons-outlined-colored-2x.png"
dest_files=["res://.godot/imported/icons-outlined-colored-2x.png-5a43a028a51c5c4295143c766d9574a0.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,6 @@
<svg width="64" height="64" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<defs/>
<g>
<path stroke="none" fill="#7DB700" d="M56 32 Q56 42 48.95 48.95 42 56 32 56 22.05 56 15 48.95 8 42 8 32 8 22.05 15 15 22.05 8 32 8 42 8 48.95 15 56 22.05 56 32 M32 27 L29.2 34 34.8 34 32 27 M38 42 L36.4 38 27.6 38 26 42 22 42 30 22 34 22 42 42 38 42 M46.85 17.15 Q40.75 11 32 11 23.3 11 17.15 17.15 11 23.3 11 32 11 40.75 17.15 46.85 23.3 53 32 53 40.75 53 46.85 46.85 53 40.75 53 32 53 23.3 46.85 17.15"/>
</g>
</svg>

After

Width:  |  Height:  |  Size: 547 B

View File

@@ -0,0 +1,43 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://2xcu58kisr45"
path="res://.godot/imported/icons-outlined-colored-vector.svg-c32ed4ee32b32291e81571a12a36394d.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/assets/input-icons/icons-outlined-colored-vector.svg"
dest_files=["res://.godot/imported/icons-outlined-colored-vector.svg-c32ed4ee32b32291e81571a12a36394d.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

Binary file not shown.

After

Width:  |  Height:  |  Size: 673 B

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cj4f8dma2647n"
path="res://.godot/imported/icons-outlined-colored.png-db3d206f9675395a32cb5ad98e6b9065.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/assets/input-icons/icons-outlined-colored.png"
dest_files=["res://.godot/imported/icons-outlined-colored.png-db3d206f9675395a32cb5ad98e6b9065.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 KiB

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://betu06qbgx5gf"
path="res://.godot/imported/icons-outlined-white-2x.png-1e7b9db0c429e31d1923667585542e8c.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/assets/input-icons/icons-outlined-white-2x.png"
dest_files=["res://.godot/imported/icons-outlined-white-2x.png-1e7b9db0c429e31d1923667585542e8c.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,6 @@
<svg width="64" height="64" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<defs/>
<g>
<path stroke="none" fill="#FFFFFF" d="M56 32 Q56 42 48.95 48.95 42 56 32 56 22.05 56 15 48.95 8 42 8 32 8 22.05 15 15 22.05 8 32 8 42 8 48.95 15 56 22.05 56 32 M32 27 L29.2 34 34.8 34 32 27 M38 42 L36.4 38 27.6 38 26 42 22 42 30 22 34 22 42 42 38 42 M46.85 17.15 Q40.75 11 32 11 23.3 11 17.15 17.15 11 23.3 11 32 11 40.75 17.15 46.85 23.3 53 32 53 40.75 53 46.85 46.85 53 40.75 53 32 53 23.3 46.85 17.15"/>
</g>
</svg>

After

Width:  |  Height:  |  Size: 547 B

View File

@@ -0,0 +1,43 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cf4s4f7tvltpp"
path="res://.godot/imported/icons-outlined-white-vector.svg-13bd95bd8aface9a8bed6895685dd4ef.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/assets/input-icons/icons-outlined-white-vector.svg"
dest_files=["res://.godot/imported/icons-outlined-white-vector.svg-13bd95bd8aface9a8bed6895685dd4ef.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

Binary file not shown.

After

Width:  |  Height:  |  Size: 673 B

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cj524k2rdjvjo"
path="res://.godot/imported/icons-outlined-white.png-c34cd64ff1b09fbf25cb6339951f61dc.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/assets/input-icons/icons-outlined-white.png"
dest_files=["res://.godot/imported/icons-outlined-white.png-c34cd64ff1b09fbf25cb6339951f61dc.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,5 @@
Maaack's Minimal Game Template Logo
Copyright (c) Marek Belski
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
license (CC BY-NC-ND 4.0 International): https://creativecommons.org/licenses/by-nc-nd/4.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 45 KiB

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dxl31q1uq5ahg"
path="res://.godot/imported/logo.png-c01870748f534065a9e1f3a8abe16e3c.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/assets/plugin_logo/logo.png"
dest_files=["res://.godot/imported/logo.png-c01870748f534065a9e1f3a8abe16e3c.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1 @@
Remapping input icons by Marek Belski is marked with CC0 1.0. To view a copy of this license, visit https://creativecommons.org/publicdomain/zero/1.0/

Binary file not shown.

After

Width:  |  Height:  |  Size: 357 B

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c1eqf1cse1hch"
path="res://.godot/imported/addition_symbol.png-e8a7f3ce4d91474fb1dc85f298d0b607.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/base/assets/remapping_input_icons/addition_symbol.png"
dest_files=["res://.godot/imported/addition_symbol.png-e8a7f3ce4d91474fb1dc85f298d0b607.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

Binary file not shown.

After

Width:  |  Height:  |  Size: 327 B

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bteq3ica74h30"
path="res://.godot/imported/subtraction_symbol.png-88291598586ab54d7f002593f7569b3e.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/maaacks_game_template/base/assets/remapping_input_icons/subtraction_symbol.png"
dest_files=["res://.godot/imported/subtraction_symbol.png-88291598586ab54d7f002593f7569b3e.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,188 @@
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)

View File

@@ -0,0 +1 @@
uid://dwflyh7g2rjxt

View File

@@ -0,0 +1,56 @@
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()

View File

@@ -0,0 +1 @@
uid://dxjk8pgi7yhtq

View File

@@ -0,0 +1,18 @@
@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()

View File

@@ -0,0 +1 @@
uid://bkwlopi4qn32o

View File

@@ -0,0 +1,17 @@
@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()

View File

@@ -0,0 +1 @@
uid://dmkubt2nsnsbn

View File

@@ -0,0 +1,10 @@
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)

View File

@@ -0,0 +1 @@
uid://cc2wtqasev7le

View File

@@ -0,0 +1,28 @@
@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()

View File

@@ -0,0 +1 @@
uid://kgp5jnrxxhdy

View File

@@ -0,0 +1,130 @@
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()

View File

@@ -0,0 +1 @@
uid://bhgs1upaahk3y

View File

@@ -0,0 +1,175 @@
[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"]

View File

@@ -0,0 +1,38 @@
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)

View File

@@ -0,0 +1 @@
uid://bwugqn2cjr41e

View File

@@ -0,0 +1,42 @@
[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"]

View File

@@ -0,0 +1,349 @@
@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)

View File

@@ -0,0 +1 @@
uid://b3q5fgjev8gyo

View File

@@ -0,0 +1,44 @@
[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

View File

@@ -0,0 +1,232 @@
@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)

View File

@@ -0,0 +1 @@
uid://bp7d2e5djo2tp

View File

@@ -0,0 +1,30 @@
[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"
}

View File

@@ -0,0 +1,140 @@
@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()

View File

@@ -0,0 +1 @@
uid://cqigj1uumknrp

View File

@@ -0,0 +1,6 @@
[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")

View File

@@ -0,0 +1,92 @@
@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()

View File

@@ -0,0 +1 @@
uid://eborw7q4b07h

View File

@@ -0,0 +1,103 @@
[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"]

View File

@@ -0,0 +1,112 @@
@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()

View File

@@ -0,0 +1,65 @@
[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"]

View File

@@ -0,0 +1,46 @@
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())

View File

@@ -0,0 +1 @@
uid://c0jjk82iuuyh3

View File

@@ -0,0 +1,84 @@
@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()

View File

@@ -0,0 +1,14 @@
[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

View File

@@ -0,0 +1,136 @@
@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}
]

View File

@@ -0,0 +1,17 @@
[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

View File

@@ -0,0 +1,19 @@
[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

View File

@@ -0,0 +1,8 @@
[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

View File

@@ -0,0 +1,9 @@
@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)

View File

@@ -0,0 +1,7 @@
[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")

View File

@@ -0,0 +1,13 @@
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

View File

@@ -0,0 +1 @@
uid://c3mignmhuvvq4

View File

@@ -0,0 +1,37 @@
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())

View File

@@ -0,0 +1 @@
uid://cpe5r24151r5n

View File

@@ -0,0 +1,60 @@
[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"]

View File

@@ -0,0 +1,126 @@
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()

View File

@@ -0,0 +1 @@
uid://dtco0s8byckx6

View File

@@ -0,0 +1,21 @@
[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

View File

@@ -0,0 +1,68 @@
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)

View File

@@ -0,0 +1 @@
uid://1nf36h0gms3q

View File

@@ -0,0 +1,55 @@
@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)

Some files were not shown because too many files have changed in this diff Show More