59 lines
1.8 KiB
GDScript
59 lines
1.8 KiB
GDScript
extends BaseUI
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var last_key_pressed = null
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func input_list_to_string(inputlist: Array) -> String:
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var arr_str = []
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for input in inputlist:
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arr_str.append(input.as_text())
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var psa = PoolStringArray(arr_str)
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return psa.join(", ")
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onready var keymap_btns = {
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$VBoxContainer/GridContainer/Forward: "move_forward",
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$VBoxContainer/GridContainer/Backward: "move_backward",
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$VBoxContainer/GridContainer/Left: "move_left",
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$VBoxContainer/GridContainer/Right: "move_right",
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$VBoxContainer/GridContainer/Jump: "move_jump",
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$VBoxContainer/GridContainer/Frontcamera: "camera_front",
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$VBoxContainer/GridContainer/Sprint: "move_sprint",
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$VBoxContainer/GridContainer/Changeweapon: "weapon_forward",
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}
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func _ready():
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add_user_signal("key_pressed", [{"name": "event", "type": InputEvent}])
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refresh_keymap_btns()
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for input_btn in keymap_btns:
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input_btn.connect("pressed", self, "_on_keymap_pressed", [input_btn, keymap_btns[input_btn]])
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func refresh_keymap_btns():
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for keymap_btn in keymap_btns:
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refresh_keymap_btn(keymap_btn, keymap_btns[keymap_btn])
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func refresh_keymap_btn(button: Button, action: String):
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button.text = input_list_to_string(InputMap.get_action_list(action))
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func _on_keymap_pressed(button: Button, action: String):
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wait_for_new_key(button, action)
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func wait_for_new_key(btn: Button, action: String):
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btn.text = "Press a key..."
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last_key_pressed = null
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connect("key_pressed", self, "set_key", [action, btn], CONNECT_ONESHOT)
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func set_key(key: InputEvent, action: String, btn: Button):
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InputMap.action_erase_events(action)
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InputMap.action_add_event(action, key)
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refresh_keymap_btn(btn, action)
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func _input(event: InputEvent):
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if last_key_pressed or not event is InputEventKey:
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return
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last_key_pressed = event
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emit_signal("key_pressed", event)
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func _on_Save_pressed():
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close()
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