extends Control const INPUT_ACTIONS = [ "move_left", "move_right", "rotate_clockwise", "rotate_counterclockwise", "soft_drop", "hard_drop", "hold", "pause" ] const CONFIG_FILE = "user://input.cfg" var action # To register the action the UI is currently handling var button # Button node corresponding to the above action # Load/save input mapping to a config file # Changes done while testing the demo will be persistent, saved to CONFIG_FILE func load_config(): var config = ConfigFile.new() var err = config.load(CONFIG_FILE) if err: # Assuming that file is missing, generate default config for action_name in INPUT_ACTIONS: var action_list = InputMap.get_action_list(action_name) # There could be multiple actions in the list, but we save the first one by default var scancode = OS.get_scancode_string(action_list[0].scancode) config.set_value("input", action_name, scancode) config.save(CONFIG_FILE) else: # ConfigFile was properly loaded, initialize InputMap for action_name in config.get_section_keys("input"): # Get the key scancode corresponding to the saved human-readable string var scancode = OS.find_scancode_from_string(config.get_value("input", action_name)) # Create a new event object based on the saved scancode var event = InputEventKey.new() event.scancode = scancode # Replace old action (key) events by the new one for old_event in InputMap.get_action_list(action_name): if old_event is InputEventKey: InputMap.action_erase_event(action_name, old_event) InputMap.action_add_event(action_name, event) func save_to_config(section, key, value): """Helper function to redefine a parameter in the settings file""" var config = ConfigFile.new() var err = config.load(CONFIG_FILE) if err: print("Error code when loading config file: ", err) else: config.set_value(section, key, value) config.save(CONFIG_FILE) # Input management func wait_for_input(action_bind): action = action_bind # See note at the beginning of the script button = get_node("bindings").get_node(action).get_node("Button") button.text = "Press key" set_process_input(true) func _input(event): # Handle the first pressed key if event is InputEventKey: # Register the event as handled and stop polling get_tree().set_input_as_handled() set_process_input(false) # Display the string corresponding to the pressed key var scancode = OS.get_scancode_string(event.scancode) button.text = scancode # Start by removing previously key binding(s) for old_event in InputMap.get_action_list(action): InputMap.action_erase_event(action, old_event) # Add the new key binding InputMap.action_add_event(action, event) save_to_config("input", action, scancode) hint_text() func _ready(): # Load config if existing, if not it will be generated with default values load_config() # Initialise each button with the default key binding from InputMap for action in INPUT_ACTIONS: # We assume that the key binding that we want is the first one (0), if there are several var input_event = InputMap.get_action_list(action)[0] # See note at the beginning of the script var button = get_node("bindings").get_node(action).get_node("Button") button.text = OS.get_scancode_string(input_event.scancode) button.connect("pressed", self, "wait_for_input", [action]) hint_text() func hint_text(): var input_event = InputMap.get_action_list("pause")[0] var scancode = OS.get_scancode_string(input_event.scancode) $hint.text = "Press ["+ scancode + "] to resume\nor click on a button to change key assignment" # Do not start processing input until a button is pressed set_process_input(false)