mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2026-01-04 06:09:46 +03:00
Fixes #629
Update gui/input_mapping/KeyPersistence.gd Co-authored-by: Aaron Franke <arnfranke@yahoo.com> Update gui/input_mapping/KeyPersistence.gd Co-authored-by: Aaron Franke <arnfranke@yahoo.com> Update gui/input_mapping/KeyPersistence.gd Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
This commit is contained in:
@@ -25,8 +25,12 @@ func _unhandled_key_input(event):
|
||||
|
||||
|
||||
func remap_action_to(event):
|
||||
# We first change the event in this game instance.
|
||||
InputMap.action_erase_events(action)
|
||||
InputMap.action_add_event(action, event)
|
||||
# And then save it to the keymaps file
|
||||
KeyPersistence.keymaps[action] = event
|
||||
KeyPersistence.save_keymap()
|
||||
text = "%s Key" % event.as_text()
|
||||
|
||||
|
||||
|
||||
45
gui/input_mapping/KeyPersistence.gd
Normal file
45
gui/input_mapping/KeyPersistence.gd
Normal file
@@ -0,0 +1,45 @@
|
||||
# This is an autoload (singleton) which will save
|
||||
# the key maps in a simple way through a dictionary.
|
||||
extends Node
|
||||
|
||||
const keymaps_path = "user://keymaps.dat"
|
||||
var keymaps: Dictionary
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
# First we create the keymap dictionary on startup with all
|
||||
# the keymap actions we have.
|
||||
for action in InputMap.get_actions():
|
||||
keymaps[action] = InputMap.get_action_list(action)[0]
|
||||
load_keymap()
|
||||
|
||||
|
||||
func load_keymap() -> void:
|
||||
var file := File.new()
|
||||
if not file.file_exists(keymaps_path):
|
||||
save_keymap() # There is no save file yet, so let's create one.
|
||||
return
|
||||
#warning-ignore:return_value_discarded
|
||||
file.open(keymaps_path, File.READ)
|
||||
var temp_keymap: Dictionary = file.get_var(true)
|
||||
file.close()
|
||||
# We don't just replace the keymaps dictionary, because if you
|
||||
# updated your game and removed/added keymaps, the data of this
|
||||
# save file may have invalid actions. So we check one by one to
|
||||
# make sure that the keymap dictionary really has all current actions.
|
||||
for action in keymaps.keys():
|
||||
if temp_keymap.has(action):
|
||||
keymaps[action] = temp_keymap[action]
|
||||
# Whilst setting the keymap dictionary, we also set the
|
||||
# correct InputMap event
|
||||
InputMap.action_erase_events(action)
|
||||
InputMap.action_add_event(action, keymaps[action])
|
||||
|
||||
|
||||
func save_keymap() -> void:
|
||||
# For saving the keymap, we just save the entire dictionary as a var.
|
||||
var file := File.new()
|
||||
#warning-ignore:return_value_discarded
|
||||
file.open(keymaps_path, File.WRITE)
|
||||
file.store_var(keymaps, true)
|
||||
file.close()
|
||||
@@ -19,6 +19,10 @@ config/description="A demo showing how to build an input key remapping screen.
|
||||
run/main_scene="res://InputRemapMenu.tscn"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
[autoload]
|
||||
|
||||
KeyPersistence="*res://KeyPersistence.gd"
|
||||
|
||||
[display]
|
||||
|
||||
window/size/width=640
|
||||
|
||||
Reference in New Issue
Block a user