extends Control #signal reload_control var control_system_conf = {} func _init(): load_control_system() func _ready(): $SelectType.connect("refresh_select_type_control", refresh.bind() ) $SelectType.connect("cancel_define_input", show_windows.bind() ) $DefineInput.connect("refresh_control_define_input", define_mouse_camera_move.bind() ) $DefineInput.connect("cancel_define_input", show_windows.bind()) func refresh(): configure_control() show_windows() func reload_control_system(): # Adding new Action for key in control_system_conf: if not InputMap.has_action(key): InputMap.add_action(key) # Adding new event for newevent in control_system_conf[key]: var ele = generate_inputevent(newevent) if not InputMap.action_has_event(key, ele): InputMap.action_add_event(key, ele) # Remove action/event not used for keyInput in InputMap.get_actions(): var foundAction:bool = false for key in control_system_conf: if key == keyInput: foundAction = true break if not foundAction: InputMap.erase_action(keyInput) continue var listInput = InputMap.action_get_events(keyInput) for eventInput in listInput: var foundEvent:bool = false var vis = get_dict_inputevent(eventInput) for v in control_system_conf[keyInput]: if compare_dict_inputevent(v, vis): foundEvent = true break if not foundEvent: InputMap.action_erase_event(keyInput, eventInput) configure_control() func compare_dict_inputevent(ref, cmp): if ref.size() != cmp.size(): return false for key in ref: if ref[key] != cmp[key]: return false return true func get_dict_inputevent(event): if event is InputEventKey: return { 'type' : 'InputEventKey', 'keycode' : event.get_keycode(), 'physical_keycode' : event.get_physical_keycode(), 'unicode' :event.get_unicode(), 'echo' : event.is_echo(), 'alt' : event.is_alt_pressed(), 'command' : event.is_command_pressed(), 'control' : event.is_ctrl_pressed(), 'meta' : event.is_meta_pressed(), 'shift' : event.is_shift_pressed(), 'storing_command': event.is_storing_command() } elif event is InputEventMouseButton: return { 'type' : 'InputEventMouseButton', 'value' : event.get_button_index() } elif event is InputEventJoypadButton: return { 'type' : 'InputEventJoypadButton', 'value' : event.get_button_index() } return { 'type' : 'Unknown'} func generate_inputevent(param): if param['type'] == 'InputEventKey': var ele:InputEventKey = InputEventKey.new() ele.set_keycode(param['keycode']) ele.set_physical_keycode(param['physical_keycode']) ele.set_unicode(param['unicode']) ele.set_echo(param['echo']) ele.set_alt_pressed(param['alt']) ele.set_command_pressed(param['command']) ele.set_ctrl_pressed(param['control']) ele.set_meta_pressed(param['meta']) ele.set_shift_pressed(param['shift']) ele.set_store_command(param['storing_command']) return ele elif param['type'] == 'InputEventMouseButton': var ele:InputEventMouseButton = InputEventMouseButton.new() ele.set_button_index(param['value']) return ele elif param['type'] == 'InputEventJoypadButton': var ele:InputEventJoypadButton = InputEventJoypadButton.new() ele.set_button_index(param['value']) return ele return null func get_hash_inputevent(event): var head:String if event is InputEventKey: head = 'a' elif event is InputEventMouseButton: head = 'm' elif event is InputEventJoypadButton: head = 'j' else: head ='z' return head + str(Common.get_string_input(event)) func load_current_control(): var conf = {} for key in InputMap.get_actions(): var a = InputMap.action_get_events(key) var beta = [] for z in a: beta.append( get_dict_inputevent(z) ) conf[key] = beta return conf func update_mouse_button_move_camera(): $Window/v/Tab/MOUSE/v/CameraPlayer/h1/SelectButton.set_text(Common.get_input_plus("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW_MOUSE")) $Window/v/Tab/MOUSE/v/CameraOnly/h1/SelectButton.set_text(Common.get_input_plus("INPUT_VIEW_CAMERA_MOVE_ONLY_MOUSE")) $Window/v/Tab/MOUSE/v/CameraPlayerWalk/h1/SelectButton.set_text(Common.get_input_plus("INPUT_ACTION_CAMERA_MOVE_PLAYER_MOUSE")) $Window/v/Tab/JOYPAD/v/CameraPlayer/h1/SelectButton.set_text(Common.get_input_plus("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW_JOYPAD")) $Window/v/Tab/JOYPAD/v/CameraOnly/h1/SelectButton.set_text(Common.get_input_plus("INPUT_VIEW_CAMERA_MOVE_ONLY_JOYPAD")) $Window/v/Tab/JOYPAD/v/CameraPlayerWalk/h1/SelectButton.set_text(Common.get_input_plus("INPUT_ACTION_CAMERA_MOVE_PLAYER_JOYPAD")) func configure_control(): if $Window/v/Tab/CONTROL/Menu/ShowMethod.get_selected() == 0: $Window/v/Tab/CONTROL/Input.visible = false $Window/v/Tab/CONTROL/Tree.visible = true configure_control_by_group() elif $Window/v/Tab/CONTROL/Menu/ShowMethod.get_selected() == 1: $Window/v/Tab/CONTROL/Tree.visible = false $Window/v/Tab/CONTROL/Input.visible = true configure_control_sort_by_categories() else: $Window/v/Tab/CONTROL/Tree.visible = false $Window/v/Tab/CONTROL/Input.visible = true configure_control_sort_by_input() update_mouse_button_move_camera() func configure_control_by_group(): $Window/v/Tab/CONTROL/Tree.clear() var root = $Window/v/Tab/CONTROL/Tree.create_item() $Window/v/Tab/CONTROL/Tree.hide_root = true var child_action = $Window/v/Tab/CONTROL/Tree.create_item(root) child_action.set_text(0, tr("CONTROL_INPUT_ACTION")) var child_view = $Window/v/Tab/CONTROL/Tree.create_item(root) child_view.set_text(0, tr("CONTROL_INPUT_VIEW")) var child_other = $Window/v/Tab/CONTROL/Tree.create_item(root) child_other.set_text(0, tr("CONTROL_INPUT_OTHER")) for action in InputMap.get_actions(): var text:String = action if text.ends_with("_PLUS"): pass elif text.find("INPUT_ACTION") == 0: var subchild:TreeItem = $Window/v/Tab/CONTROL/Tree.create_item(child_action) subchild.set_text(0, tr(text)) var buttontxt : Texture2D = preload("res://scenes/controls/add.png") subchild.add_button(0, buttontxt, 0, false, "CONTROL_ADD_INPUT") subchild.set_meta("action", 0) subchild.set_meta("group", action) var a = InputMap.action_get_events(action) for z in a: var text2:String = tr(Common.get_string_input(z)) + Common.get_input_plus_event(action ,z) var subchild2:TreeItem = $Window/v/Tab/CONTROL/Tree.create_item(subchild) subchild2.set_text(0, tr(text2)) var button2txt : Texture2D = preload("res://scenes/controls/trash.png") subchild2.add_button(0, button2txt, 0, false, "CONTROL_DEL_INPUT") subchild2.set_meta("action", 1) subchild2.set_meta("group", action) subchild2.set_meta("control", z) elif text.find("INPUT_VIEW") == 0: var subchild:TreeItem = $Window/v/Tab/CONTROL/Tree.create_item(child_view) subchild.set_text(0, tr(text)) var buttontxt : Texture2D = preload("res://scenes/controls/add.png") subchild.add_button(0, buttontxt, 0, false, "CONTROL_ADD_INPUT") subchild.set_meta("action", 0) subchild.set_meta("group", action) var a = InputMap.action_get_events(action) for z in a: var text2:String = tr(Common.get_string_input(z)) + Common.get_input_plus_event(action ,z) var subchild2:TreeItem = $Window/v/Tab/CONTROL/Tree.create_item(subchild) subchild2.set_text(0, tr(text2)) var button2txt : Texture2D = preload("res://scenes/controls/trash.png") subchild2.add_button(0, button2txt, 0, false, "CONTROL_DEL_INPUT") subchild2.set_meta("action", 1) subchild2.set_meta("group", action) subchild2.set_meta("control", z) else: var subchild:TreeItem = $Window/v/Tab/CONTROL/Tree.create_item(child_other) subchild.set_text(0, tr(text)) var buttontxt : Texture2D = preload("res://scenes/controls/add.png") subchild.add_button(0, buttontxt, 0, false, "CONTROL_ADD_INPUT") subchild.set_meta("action", 0) subchild.set_meta("group", action) var a = InputMap.action_get_events(action) for z in a: var text2:String = tr(Common.get_string_input(z)) + Common.get_input_plus_event(action ,z) var subchild2:TreeItem = $Window/v/Tab/CONTROL/Tree.create_item(subchild) subchild2.set_text(0, tr(text2)) var button2txt : Texture2D = preload("res://scenes/controls/trash.png") subchild2.add_button(0, button2txt, 0, false, "CONTROL_DEL_INPUT") subchild2.set_meta("action", 1) subchild2.set_meta("group", action) subchild2.set_meta("control", z) func __button_pressed(): print("__button_pressed") func configure_control_sort_by_input(): for child in $Window/v/Tab/CONTROL/Input/Control.get_children(): child.queue_free() var def = {} for action in InputMap.get_actions(): for z in InputMap.action_get_events(action): var id:String var extra = "" var eventplus = null if String(action).ends_with("_MOUSE"): eventplus = Common.get_event_plus_ref(action, z) if eventplus != null: id = str(get_hash_inputevent(z) + "_" + get_hash_inputevent(eventplus)) + "__" + str(action) + "_" + str(eventplus) else: id = str(get_hash_inputevent(z)) + "__" + str(action) else: id = str(get_hash_inputevent(z)) + "__" + str(action) def[id] = { 'event': z, 'action': action, 'plus': eventplus } var defsorted = def.keys() defsorted.sort() var lastevent = null for id in defsorted: var z = def[id]['event'] var eventplus = def[id]['plus'] var action = def[id]['action'] var text:String = action if text.ends_with("_PLUS"): continue var zhash # = get_dict_inputevent(z).hash() if String(action).ends_with("_MOUSE"): #thash = get_dict_inputevent(z).hash() + "_" + get_hash_inputevent(eventplus)) if eventplus != null: zhash = get_dict_inputevent(z).hash() + get_dict_inputevent(eventplus).hash() else: zhash = get_dict_inputevent(z).hash() else: zhash = get_dict_inputevent(z).hash() #var zhash = thash.hash() if zhash != lastevent: var separator = HSeparator.new() $Window/v/Tab/CONTROL/Input/Control.add_child( separator ) lastevent = zhash if z is InputEventKey: var item = preload( "res://scenes/controls/control_input.tscn" ).instantiate() #.instance() item.set_param(action, "Key: " + Common.get_string_input_keyboard(z), action, z) item.connect( "del_pressed", _on_input_box_del_pressed.bind() ) $Window/v/Tab/CONTROL/Input/Control.add_child( item ) elif z is InputEventMouseButton: var item = preload( "res://scenes/controls/control_input.tscn" ).instantiate() var res:String if eventplus == null: res = tr(Common.get_string_input_mousse_button(z)) else: res = tr(Common.get_string_input_mousse_button(z)) + " & " + tr(Common.get_string_input_mousse_button(eventplus)) item.set_param(action, "Mouse Button: " + res, action, z) item.connect( "del_pressed", _on_input_box_del_pressed.bind() ) $Window/v/Tab/CONTROL/Input/Control.add_child( item ) elif z is InputEventJoypadButton: var item = preload( "res://scenes/controls/control_input.tscn" ).instantiate() item.set_param(action, "Joypad Button: " + Common.get_string_input_joypad_button(z), action, z) item.connect( "del_pressed", _on_input_box_del_pressed.bind() ) $Window/v/Tab/CONTROL/Input/Control.add_child( item ) for action in InputMap.get_actions(): var separator = HSeparator.new() $Window/v/Tab/CONTROL/Input/Control.add_child( separator ) var control_box = preload( "res://scenes/controls/control_function.tscn" ).instantiate() control_box.set_param(action, action, true) control_box.connect( "add_pressed", _on_control_box_add_pressed.bind() ) $Window/v/Tab/CONTROL/Input/Control.add_child( control_box ) func configure_control_sort_by_categories(): for child in $Window/v/Tab/CONTROL/Input/Control.get_children(): child.queue_free() for action in InputMap.get_actions(): var text:String = action if text.ends_with("_PLUS"): continue var control_box = preload( "res://scenes/controls/control_function.tscn" ).instantiate() control_box.set_param(action, action, false) control_box.connect( "add_pressed", _on_control_box_add_pressed.bind() ) $Window/v/Tab/CONTROL/Input/Control.add_child( control_box ) var a = InputMap.action_get_events(action) for z in a: if z is InputEventKey: var item = preload( "res://scenes/controls/control_input.tscn" ).instantiate() item.set_param(action, "Key: " + Common.get_string_input_keyboard(z), "", z) item.connect( "del_pressed", _on_input_box_del_pressed.bind() ) $Window/v/Tab/CONTROL/Input/Control.add_child( item ) elif z is InputEventMouseButton: var item = preload( "res://scenes/controls/control_input.tscn" ).instantiate() item.set_param(action, "Mouse Button: " + tr(Common.get_string_input_mousse_button(z)) + Common.get_input_plus_event(action ,z) , "", z) item.connect( "del_pressed", _on_input_box_del_pressed.bind() ) $Window/v/Tab/CONTROL/Input/Control.add_child( item ) elif z is InputEventJoypadButton: var item = preload( "res://scenes/controls/control_input.tscn" ).instantiate() item.set_param(action, "Joypad Button: " + Common.get_string_input_joypad_button(z), "", z) item.connect( "del_pressed", _on_input_box_del_pressed.bind() ) $Window/v/Tab/CONTROL/Input/Control.add_child( item ) var separator = HSeparator.new() $Window/v/Tab/CONTROL/Input/Control.add_child( separator ) func load_control_system(): control_system_conf = load_current_control() func _on_quit_pressed(): $Window.visible = false func _on_sort_by_input_pressed(): configure_control() func _on_input_box_del_pressed(command, control, inputevent): InputMap.action_erase_event(command, inputevent) configure_control() func _on_control_box_add_pressed(action, command): $Window.hide() $SelectType.set_param(action, "signal_refresh" ) $SelectType/Window.popup_centered() $SelectType/Window.visible = true func _on_option_button_item_selected(index): configure_control() func _on_tree_button_pressed(item:TreeItem, column, id): if item.has_meta("action") and item.has_meta("group"): var action = item.get_meta("group") if item.get_meta("action") == 0: $Window.hide() $SelectType.set_param(action, "signal_refresh" ) $SelectType/Window.popup_centered() $SelectType/Window.visible = true elif item.has_meta("control"): var control = item.get_meta("control") InputMap.action_erase_event(action, control) configure_control() func show_windows(): Common.msg_debug("show_windows") $Window.visible = true func define_mouse_camera_move(): configure_control() show_windows() func _on_select_mouse_button_camera_player_pressed(): $Window.visible = false $DefineInput.set_param(2, "INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW_MOUSE") $DefineInput/Window.popup_centered() $DefineInput/Window.visible = true func _on_select_mouse_button_camera_only_pressed(): $Window.visible = false $DefineInput.set_param(2, "INPUT_VIEW_CAMERA_MOVE_ONLY_MOUSE") $DefineInput/Window.popup_centered() $DefineInput/Window.visible = true func _on_select_mouse_button_camera_player_walk_pressed(): $Window.visible = false $DefineInput.set_param(2, "INPUT_VIEW_CAMERA_PLAYER_WALK_MOUSE") $DefineInput/Window.popup_centered() $DefineInput/Window.visible = true func _on_select_joypad_button_camera_player_pressed(): $Window.visible = false $DefineInput.set_param(4, "INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW_JOYPAD") $DefineInput/Window.popup_centered() $DefineInput/Window.visible = true func _on_select_joypad_button_camera_only_pressed(): $Window.visible = false $DefineInput.set_param(4, "INPUT_VIEW_CAMERA_MOVE_ONLY_JOYPAD") $DefineInput/Window.popup_centered() $DefineInput/Window.visible = true func _on_joypad_camera_player_walk_button_pressed(): $Window.visible = false $DefineInput.set_param(4, "INPUT_VIEW_CAMERA_PLAYER_WALK_JOYPAD") $DefineInput/Window.popup_centered() $DefineInput/Window.visible = true