add input prompts (wip)

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betalars 2025-01-16 16:06:46 +01:00
parent b99d237688
commit f9ac1ed5d9
407 changed files with 8702 additions and 0 deletions

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MIT License
Copyright (c) 2022-2023 John Pennycook
Copyright (c) 2014-present Godot Engine contributors.
Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# Copyright (C) 2022-2023 John Pennycook
# SPDX-License-Identifier: MIT
@tool
@icon("res://addons/input_prompts/action_prompt/icon.svg")
class_name ActionPrompt
extends "res://addons/input_prompts/input_prompt.gd"
## Displays a prompt based on an action registered in the [InputMap].
##
## Displays a prompt based on an action registered in the [InputMap].
## The texture used for the prompt is determined automatically, based on the
## contents of the [InputMap] and an icon preference. When the icon preference
## is set to "Automatic", the prompt automatically adjusts to match the most
## recent input device.
## The name of an action registered in the [InputMap].
var action := "ui_accept":
set = _set_action
## The icon preference for this prompt:
## Automatic (0), Xbox (1), Sony (2), Nintendo (3), Keyboard (4).
## When set to "Automatic", the prompt automatically adjusts to match the most
## recent input device.
var icon: int = Icons.AUTOMATIC:
set = _set_icon
func _ready():
ProjectSettings.settings_changed.connect(_update_events)
_update_events()
_update_icon()
func _set_action(new_action: String):
action = new_action
_update_events()
_update_icon()
func _set_icon(new_icon):
icon = new_icon
_update_icon()
func _update_events():
# In the Editor, InputMap reflects Editor settings
# Read the list of actions from ProjectSettings instead
# TODO: Find a cleaner way to cast these values
var tmp: Array = []
if Engine.is_editor_hint():
tmp = ProjectSettings.get_setting("input/" + action)["events"]
else:
tmp = InputMap.action_get_events(action)
events = []
for ev in tmp:
events.append(ev)
update_configuration_warnings()
func _find_event(list: Array, types: Array):
for candidate in list:
for type in types:
if is_instance_of(candidate, type):
return candidate
return null
func _update_icon():
# If icon is set to AUTOMATIC, first determine which icon to display
var display_icon: int = icon
if icon == Icons.AUTOMATIC:
display_icon = PromptManager.icons
# Choose the atlas and region associated with the InputEvent
# If the InputMap contains multiple events, choose the first
if display_icon == Icons.KEYBOARD:
var types = [InputEventKey, InputEventMouseButton]
var ev = _find_event(events, types)
if ev is InputEventKey:
var textures := PromptManager.get_keyboard_textures()
texture = textures.get_texture(ev)
elif ev is InputEventMouseButton:
var textures := PromptManager.get_mouse_textures()
texture = textures.get_texture(ev)
else:
var types = [InputEventJoypadButton, InputEventJoypadMotion]
var ev = _find_event(events, types)
if ev is InputEventJoypadButton:
var textures := PromptManager.get_joypad_button_textures(display_icon)
texture = textures.get_texture(ev)
elif ev is InputEventJoypadMotion:
var textures := PromptManager.get_joypad_motion_textures(display_icon)
texture = textures.get_texture(ev)
queue_redraw()
func _refresh():
_update_events()
_update_icon()
func _input(event: InputEvent):
if not event.is_action_pressed(action):
return
emit_signal("pressed")
func _get_property_list():
var properties = []
properties.append(
{
name = "ActionPrompt",
type = TYPE_NIL,
usage = PROPERTY_USAGE_CATEGORY | PROPERTY_USAGE_SCRIPT_VARIABLE
}
)
# In the Editor, InputMap reflects Editor settings
# Read the list of actions from ProjectSettings instead
var actions: String = ""
for property in ProjectSettings.get_property_list():
var name = property["name"]
if name.begins_with("input/"):
if actions != "":
actions += ","
actions += name.trim_prefix("input/")
properties.append(
{name = "action", type = TYPE_STRING, hint = PROPERTY_HINT_ENUM, hint_string = actions}
)
properties.append(
{
name = "icon",
type = TYPE_INT,
hint = PROPERTY_HINT_ENUM,
hint_string = "Automatic,Xbox,Sony,Nintendo,Keyboard"
}
)
return properties
func _get_configuration_warnings() -> PackedStringArray:
var warnings: PackedStringArray = []
# Check that the action is associated with Keyboard/Mouse in the InputMap
if icon == Icons.AUTOMATIC or icon == Icons.KEYBOARD:
var types = [InputEventKey, InputEventMouseButton]
var ev = _find_event(events, types)
if not (ev is InputEventKey or ev is InputEventMouseButton):
warnings.append("No Key/Mouse input for " + action + " in InputMap.")
# Check that the action is associated with Joypad in the InputMap
if icon == Icons.AUTOMATIC or icon != Icons.KEYBOARD:
var types = [InputEventJoypadButton, InputEventJoypadMotion]
var ev = _find_event(events, types)
if not (ev is InputEventJoypadButton or ev is InputEventJoypadMotion):
warnings.append("No Joypad input for " + action + " in InputMap.")
return warnings

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