Adding persistence InputMapping

Update gui/input_mapping/KeyPersistence.gd

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
This commit is contained in:
Voylin
2022-05-08 06:33:49 +09:00
parent bde67b4c5e
commit 471243f38e
5 changed files with 56 additions and 16 deletions

View File

@@ -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()

View File

@@ -1,12 +1,9 @@
[gd_scene load_steps=2 format=2]
[gd_scene load_steps=2 format=3 uid="uid://cy6kmby6mupvv"]
[ext_resource path="res://ActionRemapButton.gd" type="Script" id=1]
[ext_resource type="Script" path="res://ActionRemapButton.gd" id="1"]
[node name="ActionRemapButton" type="Button"]
offset_right = 90.0
offset_bottom = 30.0
toggle_mode = true
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
script = ExtResource( "1" )

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://bjdgwg23lm1d4"]
[ext_resource type="PackedScene" path="res://ActionRemapButton.tscn" id="1"]
[ext_resource type="PackedScene" uid="uid://cy6kmby6mupvv" path="res://ActionRemapButton.tscn" id="1"]
[node name="InputRemapMenu" type="Control"]
anchor_right = 1.0
@@ -11,9 +11,6 @@ anchor_right = 1.0
offset_top = 24.0
offset_bottom = 55.0
text = "Click on a button to reassign its action key."
__meta__ = {
"_edit_use_anchors_": false
}
[node name="RemapButtonGroup" type="Button" parent="."]
anchor_left = 0.5
@@ -26,9 +23,6 @@ offset_right = 160.0
offset_bottom = 144.0
disabled = true
flat = true
__meta__ = {
"_edit_use_anchors_": false
}
[node name="ActionsList" type="VBoxContainer" parent="RemapButtonGroup"]
anchor_left = 0.5
@@ -39,9 +33,6 @@ offset_left = -160.0
offset_top = -140.0
offset_right = 160.0
offset_bottom = 140.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="ActionRemapRow" type="HBoxContainer" parent="RemapButtonGroup/ActionsList"]
offset_right = 320.0

View File

@@ -0,0 +1,44 @@
# 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():
if InputMap.action_get_events(action).size() != 0:
keymaps[action] = InputMap.action_get_events(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
file.open(keymaps_path, File.READ)
var temp_keymap = file.get_var(true) as Dictionary
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()
file.open(keymaps_path, File.WRITE)
file.store_var(keymaps, true)
file.close()

View File

@@ -20,6 +20,10 @@ run/main_scene="res://InputRemapMenu.tscn"
config/icon="res://icon.png"
config/features=PackedStringArray("4.0")
[autoload]
KeyPersistence="*res://KeyPersistence.gd"
[display]
window/size/viewport_width=640