# Hurry Curry! - a game about cooking # Copyright (C) 2025 Hurry Curry! contributors # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU Affero General Public License as published by # the Free Software Foundation, version 3 of the License only. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU Affero General Public License for more details. # # You should have received a copy of the GNU Affero General Public License # along with this program. If not, see . # extends Node enum EventType { KEYBOARD, JOYPAD, TOUCH, OTHER } var default_input_map = {} var input_map: Dictionary 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 settings() -> Array: var entries := [] for k in input_map.keys(): entries.append(InputSetting.new(k)) 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 elif input_event is InputEventJoypadButton or input_event is InputEventJoypadMotion: return EventType.JOYPAD elif input_event is InputEventScreenTouch or input_event is InputEventScreenDrag: return EventType.TOUCH return EventType.OTHER func display_input_event(input_event: InputEvent) -> String: if input_event is InputEventKey: var key_name = OS.get_keycode_string(input_event.physical_keycode if input_event.physical_keycode != 0 else input_event.keycode) return tr("c.settings.input.keyboard").format([key_name]) elif input_event is InputEventMouseButton: return tr("c.settings.input.mouse_button").format([input_event.button_index]) elif input_event is InputEventJoypadButton: return tr("c.settings.input.joypad").format([input_event.button_index]) elif input_event is InputEventJoypadMotion: return tr("c.settings.input.joypad_axis").format([input_event.axis]) else: return tr("c.settings.input.other_event")