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-rw-r--r--client/gui/menus/settings/input/input_manager.gd59
-rw-r--r--client/gui/menus/settings/input/input_setting.gd2
2 files changed, 9 insertions, 52 deletions
diff --git a/client/gui/menus/settings/input/input_manager.gd b/client/gui/menus/settings/input/input_manager.gd
index da148e8d..b0b80a39 100644
--- a/client/gui/menus/settings/input/input_manager.gd
+++ b/client/gui/menus/settings/input/input_manager.gd
@@ -22,64 +22,21 @@ enum EventType {
OTHER
}
-var default_input_map = {}
-var input_map: Dictionary
+func action_list() -> Array: # Array[String]
+ return InputMap.get_actions().filter(func isBuiltIn(k: String): return !k.begins_with("ui_")).map(func (x): return str(x))
-func _init():
- default_input_map = get_input_map()
- input_map = default_input_map.duplicate(true)
-
-func get_input_map() -> Dictionary:
- var actions = InputMap.get_actions().filter(func isBuiltIn(k: String): return !k.begins_with("ui_"))
- var kb = {}
- for a in actions:
- var input_events: Array[InputEvent] = InputMap.action_get_events(a).duplicate(true)
- kb[a] = input_events
- return kb
-
-func get_events(action_name: String) -> Array:
- if not input_map.has(action_name):
- push_error("Tried to get action %s in input map which does not exist" % action_name)
- return []
- return input_map[action_name]
+func update_input_map(action: String):
+ if not action in action_list(): return
+ InputMap.action_erase_events(action)
+ for event in Settings.read("input.%s" % action):
+ InputMap.action_add_event(action, event)
func settings(extra) -> Array: # Array[GameSetting]
var entries := []
- for k in input_map.keys(): entries.append(InputSetting.new(k))
+ for k in action_list(): entries.append(InputSetting.new(k))
entries.append_array(extra)
return entries
-func change_input_map_action(action_name: String, events: Array, save: bool = true):
- if !InputMap.has_action(action_name):
- push_error("Action %s does not exist" % action_name, false)
- return
- # Erase previous keybindings
- InputMap.action_erase_events(action_name)
- # Add new keybindings
- for e in events:
- InputMap.action_add_event(action_name, e)
-
- if save:
- # Update input map dictionary
- input_map = get_input_map()
- # Save settings
- Settings.write("input_map", input_map.duplicate(true))
-
-func apply_input_map(new_input_map: Dictionary):
- # Load into input map dictionary
- for k in new_input_map.keys():
- input_map[k] = []
- for a in new_input_map[k]:
- input_map[k].append(a)
-
- # Apply keybindings
- for k in input_map.keys():
- change_input_map_action(k, input_map[k], false)
-
-func reset_input_map():
- Settings.write("input_map", default_input_map.duplicate())
- apply_input_map(Settings.read("input_map"))
-
func get_event_type(input_event: InputEvent) -> EventType:
if input_event is InputEventKey or input_event is InputEventMouseButton:
return EventType.KEYBOARD
diff --git a/client/gui/menus/settings/input/input_setting.gd b/client/gui/menus/settings/input/input_setting.gd
index 3367ac8e..3533cddf 100644
--- a/client/gui/menus/settings/input/input_setting.gd
+++ b/client/gui/menus/settings/input/input_setting.gd
@@ -20,7 +20,7 @@ const INPUT_VALUE_NODE_SCENE = preload("res://gui/menus/settings/input/input_val
func _init(new_id: String):
super(new_id)
- default = InputManager.default_input_map[new_id]
+ default = InputMap.action_get_events(new_id).duplicate(true)
func create_row():
var row = super()