gd: added input addon

This commit is contained in:
2025-05-27 19:20:46 +02:00
parent d8a1604af9
commit c8d8c7ec25
683 changed files with 21608 additions and 2 deletions

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## The remapping dialog.
extends MarginContainer
signal closed(applied_config:GUIDERemappingConfig)
const Utils = preload("../utils.gd")
# Input
@export var keyboard_context:GUIDEMappingContext
@export var controller_context:GUIDEMappingContext
@export var binding_keyboard_context:GUIDEMappingContext
@export var binding_controller_context:GUIDEMappingContext
@export var close_dialog:GUIDEAction
@export var switch_to_controller:GUIDEAction
@export var switch_to_keyboard:GUIDEAction
@export var previous_tab:GUIDEAction
@export var next_tab:GUIDEAction
# UI
@export var binding_row_scene:PackedScene
@export var binding_section_scene:PackedScene
@onready var _keyboard_bindings:Container = %KeyboardBindings
@onready var _controller_bindings:Container = %ControllerBindings
@onready var _press_prompt:Control = %PressPrompt
@onready var _controller_invert_horizontal:CheckBox = %ControllerInvertHorizontal
@onready var _controller_invert_vertical:CheckBox = %ControllerInvertVertical
@onready var _tab_container:TabContainer = %TabContainer
## The input detector for detecting new input
@onready var _input_detector:GUIDEInputDetector = %GUIDEInputDetector
## The remapper, helps us quickly remap inputs.
var _remapper:GUIDERemapper = GUIDERemapper.new()
## The config we're currently working on
var _remapping_config:GUIDERemappingConfig
## The last control that was focused when we started input detection.
## Used to restore focus afterwards.
var _focused_control:Control = null
func _ready():
# connect the actions that the remapping dialog uses
close_dialog.triggered.connect(_on_close_dialog)
switch_to_controller.triggered.connect(_switch.bind(binding_controller_context))
switch_to_keyboard.triggered.connect(_switch.bind(binding_keyboard_context))
previous_tab.triggered.connect(_switch_tab.bind(-1))
next_tab.triggered.connect(_switch_tab.bind(1))
func open():
# switch the tab to the scheme that is currently enabled
# to make life a bit easier for the player, and also
# enable the correct mapping context for the binding dialog
if GUIDE.is_mapping_context_enabled(controller_context):
_tab_container.current_tab = 1
GUIDE.enable_mapping_context(binding_controller_context, true)
else:
_tab_container.current_tab = 0
GUIDE.enable_mapping_context(binding_keyboard_context, true)
# todo provide specific actions for the tab bar controller
_tab_container.get_tab_bar().grab_focus()
# Open the user's last edited remapping config, if it exists
_remapping_config = Utils.load_remapping_config()
# And initialize the remapper
_remapper.initialize([keyboard_context, controller_context], _remapping_config)
_clear(_keyboard_bindings)
_clear(_controller_bindings)
# fill the keyboard section
_fill_remappable_items(keyboard_context, _keyboard_bindings)
# fill the controller section
_fill_remappable_items(controller_context, _controller_bindings)
_controller_invert_horizontal.button_pressed = _remapper.get_custom_data("invert_horizontal", false)
_controller_invert_vertical.button_pressed = _remapper.get_custom_data("invert_vertical", false)
visible = true
## Fills remappable items and sub-sections into the given container
func _fill_remappable_items(context:GUIDEMappingContext, root:Container):
var items := _remapper.get_remappable_items(context)
var section_name = ""
for item in items:
if item.display_category != section_name:
section_name = item.display_category
var section = binding_section_scene.instantiate()
root.add_child(section)
section.text = section_name
var instance = binding_row_scene.instantiate()
root.add_child(instance)
# Show the current binding.
instance.initialize(item, _remapper.get_bound_input_or_null(item))
instance.rebind.connect(_rebind_item)
func _rebind_item(item:GUIDERemapper.ConfigItem):
_focused_control = get_viewport().gui_get_focus_owner()
_focused_control.release_focus()
_press_prompt.visible = true
# Limit the devices that we can detect based on which
# mapping context we're currently working on. So
# for keyboard only keys can be bound and for controller
# only controller buttons can be bound.
var device := GUIDEInputDetector.DeviceType.KEYBOARD
if item.context == controller_context:
device = GUIDEInputDetector.DeviceType.JOY
# detect a new input
_input_detector.detect(item.value_type, [device])
var input = await _input_detector.input_detected
_press_prompt.visible = false
_focused_control.grab_focus()
# check if the detection was aborted.
if input == null:
return
# check for collisions
var collisions := _remapper.get_input_collisions(item, input)
# if any collision is from a non-bindable mapping, we cannot use this input
if collisions.any(func(it:GUIDERemapper.ConfigItem): return not it.is_remappable):
return
# unbind the colliding entries.
for collision in collisions:
_remapper.set_bound_input(collision, null)
# now bind the new input
_remapper.set_bound_input(item, input)
func _clear(root:Container):
for child in root.get_children():
root.remove_child(child)
child.queue_free()
func _on_abort_detection():
_input_detector.abort_detection()
func _on_close_dialog():
if _input_detector.is_detecting:
return
# same as pressing return to game
_on_return_to_game_pressed()
func _on_controller_invert_horizontal_toggled(toggled_on:bool):
_remapper.set_custom_data(Utils.CUSTOM_DATA_INVERT_HORIZONTAL, toggled_on)
func _on_controller_invert_vertical_toggled(toggled_on:bool):
_remapper.set_custom_data(Utils.CUSTOM_DATA_INVERT_VERTICAL, toggled_on)
func _on_return_to_game_pressed():
# get the modified config
var final_config := _remapper.get_mapping_config()
# store it
Utils.save_remapping_config(final_config)
# restore main mapping context based on what is currently active
if GUIDE.is_mapping_context_enabled(binding_keyboard_context):
GUIDE.enable_mapping_context(keyboard_context, true)
else:
GUIDE.enable_mapping_context(controller_context, true)
# and close the dialog
visible = false
closed.emit(final_config)
func _switch_tab(index:int):
_tab_container.current_tab = posmod(_tab_container.current_tab + index, 2)
func _switch(context:GUIDEMappingContext):
# only do this when the dialog is visible
if not visible:
return
GUIDE.enable_mapping_context(context, true)