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# 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 <https://www.gnu.org/licenses/>.
#
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"))
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