gd: added input addon
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198
guide_examples/remapping/ui/remapping_dialog.gd
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198
guide_examples/remapping/ui/remapping_dialog.gd
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## The remapping dialog.
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extends MarginContainer
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signal closed(applied_config:GUIDERemappingConfig)
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const Utils = preload("../utils.gd")
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# Input
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@export var keyboard_context:GUIDEMappingContext
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@export var controller_context:GUIDEMappingContext
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@export var binding_keyboard_context:GUIDEMappingContext
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@export var binding_controller_context:GUIDEMappingContext
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@export var close_dialog:GUIDEAction
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@export var switch_to_controller:GUIDEAction
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@export var switch_to_keyboard:GUIDEAction
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@export var previous_tab:GUIDEAction
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@export var next_tab:GUIDEAction
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# UI
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@export var binding_row_scene:PackedScene
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@export var binding_section_scene:PackedScene
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@onready var _keyboard_bindings:Container = %KeyboardBindings
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@onready var _controller_bindings:Container = %ControllerBindings
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@onready var _press_prompt:Control = %PressPrompt
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@onready var _controller_invert_horizontal:CheckBox = %ControllerInvertHorizontal
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@onready var _controller_invert_vertical:CheckBox = %ControllerInvertVertical
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@onready var _tab_container:TabContainer = %TabContainer
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## The input detector for detecting new input
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@onready var _input_detector:GUIDEInputDetector = %GUIDEInputDetector
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## The remapper, helps us quickly remap inputs.
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var _remapper:GUIDERemapper = GUIDERemapper.new()
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## The config we're currently working on
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var _remapping_config:GUIDERemappingConfig
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## The last control that was focused when we started input detection.
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## Used to restore focus afterwards.
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var _focused_control:Control = null
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func _ready():
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# connect the actions that the remapping dialog uses
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close_dialog.triggered.connect(_on_close_dialog)
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switch_to_controller.triggered.connect(_switch.bind(binding_controller_context))
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switch_to_keyboard.triggered.connect(_switch.bind(binding_keyboard_context))
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previous_tab.triggered.connect(_switch_tab.bind(-1))
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next_tab.triggered.connect(_switch_tab.bind(1))
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func open():
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# switch the tab to the scheme that is currently enabled
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# to make life a bit easier for the player, and also
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# enable the correct mapping context for the binding dialog
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if GUIDE.is_mapping_context_enabled(controller_context):
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_tab_container.current_tab = 1
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GUIDE.enable_mapping_context(binding_controller_context, true)
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else:
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_tab_container.current_tab = 0
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GUIDE.enable_mapping_context(binding_keyboard_context, true)
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# todo provide specific actions for the tab bar controller
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_tab_container.get_tab_bar().grab_focus()
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# Open the user's last edited remapping config, if it exists
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_remapping_config = Utils.load_remapping_config()
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# And initialize the remapper
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_remapper.initialize([keyboard_context, controller_context], _remapping_config)
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_clear(_keyboard_bindings)
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_clear(_controller_bindings)
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# fill the keyboard section
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_fill_remappable_items(keyboard_context, _keyboard_bindings)
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# fill the controller section
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_fill_remappable_items(controller_context, _controller_bindings)
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_controller_invert_horizontal.button_pressed = _remapper.get_custom_data("invert_horizontal", false)
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_controller_invert_vertical.button_pressed = _remapper.get_custom_data("invert_vertical", false)
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visible = true
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## Fills remappable items and sub-sections into the given container
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func _fill_remappable_items(context:GUIDEMappingContext, root:Container):
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var items := _remapper.get_remappable_items(context)
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var section_name = ""
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for item in items:
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if item.display_category != section_name:
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section_name = item.display_category
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var section = binding_section_scene.instantiate()
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root.add_child(section)
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section.text = section_name
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var instance = binding_row_scene.instantiate()
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root.add_child(instance)
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# Show the current binding.
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instance.initialize(item, _remapper.get_bound_input_or_null(item))
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instance.rebind.connect(_rebind_item)
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func _rebind_item(item:GUIDERemapper.ConfigItem):
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_focused_control = get_viewport().gui_get_focus_owner()
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_focused_control.release_focus()
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_press_prompt.visible = true
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# Limit the devices that we can detect based on which
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# mapping context we're currently working on. So
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# for keyboard only keys can be bound and for controller
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# only controller buttons can be bound.
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var device := GUIDEInputDetector.DeviceType.KEYBOARD
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if item.context == controller_context:
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device = GUIDEInputDetector.DeviceType.JOY
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# detect a new input
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_input_detector.detect(item.value_type, [device])
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var input = await _input_detector.input_detected
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_press_prompt.visible = false
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_focused_control.grab_focus()
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# check if the detection was aborted.
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if input == null:
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return
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# check for collisions
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var collisions := _remapper.get_input_collisions(item, input)
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# if any collision is from a non-bindable mapping, we cannot use this input
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if collisions.any(func(it:GUIDERemapper.ConfigItem): return not it.is_remappable):
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return
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# unbind the colliding entries.
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for collision in collisions:
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_remapper.set_bound_input(collision, null)
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# now bind the new input
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_remapper.set_bound_input(item, input)
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func _clear(root:Container):
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for child in root.get_children():
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root.remove_child(child)
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child.queue_free()
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func _on_abort_detection():
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_input_detector.abort_detection()
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func _on_close_dialog():
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if _input_detector.is_detecting:
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return
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# same as pressing return to game
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_on_return_to_game_pressed()
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func _on_controller_invert_horizontal_toggled(toggled_on:bool):
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_remapper.set_custom_data(Utils.CUSTOM_DATA_INVERT_HORIZONTAL, toggled_on)
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func _on_controller_invert_vertical_toggled(toggled_on:bool):
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_remapper.set_custom_data(Utils.CUSTOM_DATA_INVERT_VERTICAL, toggled_on)
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func _on_return_to_game_pressed():
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# get the modified config
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var final_config := _remapper.get_mapping_config()
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# store it
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Utils.save_remapping_config(final_config)
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# restore main mapping context based on what is currently active
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if GUIDE.is_mapping_context_enabled(binding_keyboard_context):
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GUIDE.enable_mapping_context(keyboard_context, true)
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else:
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GUIDE.enable_mapping_context(controller_context, true)
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# and close the dialog
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visible = false
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closed.emit(final_config)
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func _switch_tab(index:int):
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_tab_container.current_tab = posmod(_tab_container.current_tab + index, 2)
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func _switch(context:GUIDEMappingContext):
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# only do this when the dialog is visible
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if not visible:
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return
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GUIDE.enable_mapping_context(context, true)
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