# Hurry Curry! - a game about cooking # Copyright 2024 tpart # # 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 var action_descriptions = { "forwards": tr("Move forwards"), "backwards": tr("Move backwards"), "left": tr("Move left"), "right": tr("Move right"), "rotate_left": tr("Rotate camera to the left"), "rotate_right": tr("Rotate camera to the right"), "rotate_up": tr("Rotate camera upwards"), "rotate_down": tr("Rotate camera downwards"), "interact": tr("Interact", "Interacting with items, etc."), "boost": tr("Boost movement"), "zoom_in": tr("Zoom in"), "zoom_out": tr("Zoom out"), "chat": tr("Toggle chat", "Toggle chat on or off"), "reset": tr("Reset camera view"), "fullscreen": tr("Toggle fullscreen"), "previous": tr("Previous"), "next": tr("Next"), "start_game": tr("Start game"), "join_spectate": tr("Join / Spectate"), "zoom_in_discrete": tr("Zoom in (discrete)"), "zoom_out_discrete": tr("Zoom out (discrete)"), "scroll_down": tr("Scroll down"), "scroll_up": tr("Scroll up"), } var default_input_map = {} var input_map 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 input_map_to_settings_dictionary(map: Dictionary) -> Dictionary: var settings_dict := {} for k in map.keys(): var events = map[k] settings_dict[k] = InputSetting.new(action_descriptions[k] if action_descriptions.has(k) else k, events) return settings_dict func settings_dictionary_to_input_map(settings: Dictionary) -> Dictionary: var map := {} for k in settings.keys(): var setting: InputSetting = settings[k] map[k] = setting.get_value() return map 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 Global.set_setting("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(): Global.set_setting("input_map", default_input_map.duplicate()) apply_input_map(Global.get_setting("input_map"))