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This leads to code that is easier to understand and runs faster thanks to GDScript's typed instructions. The untyped declaration warning is now enabled on all projects where type hints were added. All projects currently run without any untyped declration warnings. Dodge the Creeps and Squash the Creeps demos intentionally don't use type hints to match the documentation, where type hints haven't been adopted yet (given its beginner focus).
46 lines
1.5 KiB
GDScript
46 lines
1.5 KiB
GDScript
# This is an autoload (singleton) which will save
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# the key maps in a simple way through a dictionary.
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extends Node
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const keymaps_path := "user://keymaps.dat"
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var keymaps: Dictionary
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func _ready() -> void:
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# First we create the keymap dictionary on startup with all
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# the keymap actions we have.
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for action in InputMap.get_actions():
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if not InputMap.action_get_events(action).is_empty():
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keymaps[action] = InputMap.action_get_events(action)[0]
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load_keymap()
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func load_keymap() -> void:
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if not FileAccess.file_exists(keymaps_path):
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# There is no save file yet, so let's create one.
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save_keymap()
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return
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var file := FileAccess.open(keymaps_path, FileAccess.READ)
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var temp_keymap: Dictionary = file.get_var(true)
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file.close()
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# We don't just replace the keymaps dictionary, because if you
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# updated your game and removed/added keymaps, the data of this
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# save file may have invalid actions. So we check one by one to
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# make sure that the keymap dictionary really has all current actions.
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for action: StringName in keymaps.keys():
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if temp_keymap.has(action):
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keymaps[action] = temp_keymap[action]
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# Whilst setting the keymap dictionary, we also set the
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# correct InputMap event.
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InputMap.action_erase_events(action)
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InputMap.action_add_event(action, keymaps[action])
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func save_keymap() -> void:
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# For saving the keymap, we just save the entire dictionary as a var.
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var file := FileAccess.open(keymaps_path, FileAccess.WRITE)
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file.store_var(keymaps, true)
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file.close()
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