mtd/Scripts/keybind_options.gd

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GDScript3
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extends VBoxContainer
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class_name KeybindsOptionsMenu
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var keybind_entry_scene: PackedScene = load("res://Scenes/UI/keybind_entry.tscn")
var keybind_popup: PackedScene = load("res://Scenes/UI/keybind_popup.tscn")
var keybind_boxes: Array[KeybindEntry] = []
var key_event: InputEvent
var selected_entry: KeybindEntry
var listening_for_key: bool = false
func _ready() -> void:
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for index: int in Data.keymaps.size():
var map: PlayerKeymap = Data.keymaps[index]
var button: Button = Button.new()
button.text = map.title
button.pressed.connect(set_keymap.bind(index))
$HBoxContainer.add_child(button)
load_keybind_labels()
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func set_keymap(keymap_index: int) -> void:
Data.player_keymap = Data.keymaps[keymap_index]
Data.player_keymap.apply()
load_keybind_labels()
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func load_keybind_labels() -> void:
for box: KeybindEntry in keybind_boxes:
box.queue_free()
keybind_boxes.clear()
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for action: StringName in InputMap.get_actions():
if !action.begins_with("ui_"):
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var entry: KeybindEntry = keybind_entry_scene.instantiate() as KeybindEntry
entry.set_action_name(action)
if InputMap.action_get_events(action).size() > 0:
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entry.set_primary_bind(InputMap.action_get_events(action)[0])
if InputMap.action_get_events(action).size() > 1:
entry.set_secondary_bind(InputMap.action_get_events(action)[1])
keybind_boxes.append(entry)
entry.primary_bind_pressed.connect(_on_primary_keybind_button_pressed.bind(entry))
entry.secondary_bind_pressed.connect(_on_secondary_keybind_button_pressed.bind(entry))
$ScrollContainer/VBoxContainer.add_child(entry)
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func _on_primary_keybind_button_pressed(keybind_entry: KeybindEntry) -> void:
selected_entry = keybind_entry
var popup: Control = keybind_popup.instantiate()
popup.event_detected.connect(change_primary_key)
Game.UILayer.add_child(popup)
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func _on_secondary_keybind_button_pressed(keybind_entry: KeybindEntry) -> void:
selected_entry = keybind_entry
var popup: Control = keybind_popup.instantiate()
popup.event_detected.connect(change_secondary_key)
Game.UILayer.add_child(popup)
func change_primary_key(event: InputEvent) -> void:
Data.player_keymap.set_primary_action_event(selected_entry.action_string, event)
selected_entry.set_primary_bind(event)
func change_secondary_key(event: InputEvent) -> void:
Data.player_keymap.set_secondary_action_event(selected_entry.action_string, event)
selected_entry.set_secondary_bind(event)