TETRIS3000/source/controls.gd
2019-01-17 01:28:26 +01:00

105 lines
3.6 KiB
GDScript

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)