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Controls.gd
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extends Node2D
class_name Controls
onready var gamelogic = get_tree().get_root().find_node("LevelScene", true, false).gamelogic;
onready var holder : Label = get_node("Holder");
onready var pointer : Sprite = get_node("Holder/Pointer");
onready var okbutton : Button = get_node("Holder/OkButton");
onready var swapbutton : Button = get_node("Holder/SwapButton");
onready var resetbutton : Button = get_node("Holder/ResetButton");
onready var rebindingstuff : Node2D = get_node("Holder/RebindingStuff");
onready var deadzoneslider: HSlider = get_node("Holder/DeadzoneSlider");
onready var deadzonelabel: Label = get_node("Holder/DeadzoneLabel");
onready var debounceslider: HSlider = get_node("Holder/DebounceSlider");
onready var debouncelabel: Label = get_node("Holder/DebounceLabel");
var keyboard_mode = true;
var rebinding_button = null;
var buttons_by_action = {};
var just_danced = false;
# Must keep in sync with GameLogic serialize_bindings/deserialize_bindings
var actions = ["ui_accept", "ui_cancel", "escape", "ui_left", "ui_right", "ui_up", "ui_down",
"character_undo", "meta_undo", "meta_redo", "character_switch", "restart",
"next_level", "previous_level", "mute",
"gain_insight", "level_select",
"toggle_replay", "start_replay", "start_saved_replay",
"speedup_replay", "slowdown_replay", "replay_pause", "replay_back1", "replay_fwd1",
"Ctrl+C/V: Copy/Paste Replay", "Shift+Replay Speed+: Max Replay Speed",
"Shift+Replay Speed-: Default Replay Speed", "Shift+Your Replay: Force Save Replay",
"Ctrl+Your Replay: Unwin"
]
var hrn_actions = ["Accept", "Cancel", "Menu", "Left", "Right", "Up", "Down",
"Rewind", "Undo", "Redo", "Swap", "Restart",
"Next Lev/Chap", "Prev Lev/Chap", "Mute",
"Gain Insight", "Level Select",
"Replay Mode", "Author's Replay", "Your Replay",
"Replay Speed+", "Replay Speed-", "Replay Pause", "Replay Turn-", "Replay Turn+",
]
var blacklist_1 = ["ui_accept", "ui_cancel", "escape", "ui_left", "ui_right", "ui_up", "ui_down"];
var blacklist_2 = ["escape", "ui_left", "ui_right", "ui_up", "ui_down",
"character_undo", "meta_undo", "meta_redo", "character_switch", "restart",
"next_level", "previous_level", "mute", "start_replay", "toggle_replay", "speedup_replay",
"slowdown_replay", "start_saved_replay", "gain_insight", "level_select",
"replay_back1", "replay_fwd1", "replay_pause"];
var whitelist_1 = ["speedup_replay", "slowdown_replay", "replay_back1", "replay_fwd1", "replay_pause"];
var whitelist_2 = ["previous_level", "next_level"];
var controller_images = [
preload("res://controller_prompts/Positional_Prompts_Down.png"),
preload("res://controller_prompts/Positional_Prompts_Right.png"),
preload("res://controller_prompts/Positional_Prompts_Left.png"),
preload("res://controller_prompts/Positional_Prompts_Up.png"),
preload("res://controller_prompts/XboxSeriesX_LB.png"),
preload("res://controller_prompts/XboxSeriesX_RB.png"),
preload("res://controller_prompts/XboxSeriesX_LT.png"),
preload("res://controller_prompts/XboxSeriesX_RT.png"),
"L3",
"R3",
preload("res://controller_prompts/XboxSeriesX_View.png"),
preload("res://controller_prompts/XboxSeriesX_Menu.png"),
preload("res://controller_prompts/XboxSeriesX_Dpad_Up.png"),
preload("res://controller_prompts/XboxSeriesX_Dpad_Down.png"),
preload("res://controller_prompts/XboxSeriesX_Dpad_Left.png"),
preload("res://controller_prompts/XboxSeriesX_Dpad_Right.png"),
"Home",
preload("res://controller_prompts/XboxSeriesX_Share.png"),
"Paddle 1",
"Paddle 2",
"Paddle 3",
"Paddle 4",
"Touchpad",
];
var controller_labels = [
"",
"",
"",
"",
"LB",
"RB",
"LT",
"RT",
"",
"",
"Select",
"Start",
"",
"",
"",
"",
"Share",
];
func _ready() -> void:
okbutton.connect("pressed", self, "destroy");
swapbutton.connect("pressed", self, "_swapbutton_pressed");
resetbutton.connect("pressed", self, "_resetbutton_pressed");
okbutton.grab_focus();
keyboard_mode = !gamelogic.using_controller;
if (gamelogic.save_file.has("deadzone")):
deadzoneslider.value = gamelogic.save_file["deadzone"];
updatelabeldeadzone(deadzoneslider.value);
if (gamelogic.save_file.has("debounce")):
debounceslider.value = gamelogic.save_file["debounce"];
updatelabeldebounce(debounceslider.value);
debounceslider.connect("value_changed", self, "_debounceslider_value_changed");
deadzoneslider.connect("value_changed", self, "_deadzoneslider_value_changed");
setup_rebinding_stuff();
func _deadzoneslider_value_changed(value: float) -> void:
if (gamelogic.ui_stack.size() > 0 and gamelogic.ui_stack[gamelogic.ui_stack.size() - 1] != self):
return;
gamelogic.save_file["deadzone"] = value;
gamelogic.setup_deadzone();
updatelabeldeadzone(value);
func updatelabeldeadzone(value: float) -> void:
deadzonelabel.text = "Deadzone: " + str(value);
func _debounceslider_value_changed(value: float) -> void:
if (gamelogic.ui_stack.size() > 0 and gamelogic.ui_stack[gamelogic.ui_stack.size() - 1] != self):
return;
gamelogic.save_file["debounce"] = value;
updatelabeldebounce(value);
func updatelabeldebounce(value: float) -> void:
debouncelabel.text = "Debounce: " + str(value) + "ms";
func _swapbutton_pressed() -> void:
keyboard_mode = !keyboard_mode;
setup_rebinding_stuff();
func _resetbutton_pressed() -> void:
#seems OK to reset both keyboard and controller simultaneously
InputMap.load_from_globals();
setup_rebinding_stuff();
deadzoneslider.value = 0.75;
debounceslider.value = 40;
func remap_dance(button: BindingButton, new_event: InputEvent) -> void:
# sanitize modifiers off of the event
if new_event is InputEventWithModifiers:
new_event.alt = false;
new_event.shift = false;
new_event.control = false;
new_event.meta = false;
new_event.command = false;
just_danced = true;
# if we WERE an event, erase it.
if (button.event != null):
InputMap.action_erase_event(button.action, button.event);
# Now map the new one.
if (new_event != null):
InputMap.action_add_event(button.action, new_event);
# The dance can contain itself...
remap_dance_core(button.action, new_event);
# Now refresh the bindings page to get everything back in canonical form.
var refocus_action = button.action;
var refocus_index = button.i;
setup_rebinding_stuff();
buttons_by_action[refocus_action][refocus_index].grab_focus();
func whitelisted(a: String, b: String) -> bool:
if a == b:
return true;
if (keyboard_mode):
return false;
if whitelist_1.has(a) and whitelist_2.has(b):
return true;
if whitelist_2.has(a) and whitelist_1.has(b):
return true;
return false;
func remap_dance_core(action: String, new_event: InputEvent) -> void:
pass
# Now check blacklists and whitelists.
# If something else shares a blacklist with us and doesn't share a white list with us,
# erase the new input from it.
for blacklist in [blacklist_1, blacklist_2]:
if blacklist.has(action):
for other_action in blacklist:
if !whitelisted(action, other_action):
if InputMap.action_has_event(other_action, new_event):
InputMap.action_erase_event(other_action, new_event);
# Now check that everything in blacklist 1 has an input still. If something doesn't, give it
# event 1 (of the same keyboard/controller type) from the defaults. Loop until stable.
for bully_action in blacklist_1:
if get_event(bully_action, 0, keyboard_mode) == null:
var bully_event = get_default_event(bully_action, 0, keyboard_mode);
InputMap.action_add_event(bully_action, bully_event);
remap_dance_core(bully_action, bully_event);
func setup_rebinding_stuff() -> void:
if !keyboard_mode:
holder.text = "Controller Controls:"
swapbutton.text = "Keyboard Controls";
deadzoneslider.visible = true;
deadzonelabel.visible = true;
debounceslider.visible = true;
debouncelabel.visible = true;
else:
holder.text = "Keyboard Controls:"
swapbutton.text = "Controller Controls";
deadzoneslider.visible = false;
deadzonelabel.visible = false;
debounceslider.visible = false;
debouncelabel.visible = false;
var children = rebindingstuff.get_children();
for child in children:
child.queue_free();
rebindingstuff.remove_child(child);
rebinding_button = null;
buttons_by_action.clear();
var half_way = int(ceil(actions.size() / 2));
var yy = 14;
var yyy = 16;
var xx = 4;
var xxx = int(floor(holder.rect_size.x / 8));
var xxx2 = xxx-7;
var xxx3 = xxx+21;
for i in range(actions.size()):
var x = 0;
var y = i;
if i >= half_way:
x += 4;
y -= half_way;
var action = actions[i];
var action_is_special = action.find(":") > -1;
if (action_is_special and !keyboard_mode):
continue
var label = Label.new();
rebindingstuff.add_child(label);
label.rect_position.x = round(xx + xxx*x);
label.rect_position.y = round(yy + yyy*y + 2);
if (action_is_special):
label.text = action;
else:
label.text = hrn_actions[i] + ":";
buttons_by_action[action] = [];
for j in range(3):
var button = Button.new();
buttons_by_action[action].append(button);
button.set_script(preload("res://BindingButton.gd"));
button.parent = self;
button.i = j;
button.action = action;
button.keyboard_mode = keyboard_mode;
button.toggle_mode = true;
button.event = get_event(button.action, button.i, button.keyboard_mode);
rebindingstuff.add_child(button);
button.rect_position.x = round(xx + xxx*x + xxx3 + xxx2*j);
button.rect_position.y = round(yy + yyy*y);
button.rect_size.x = xxx2-2;
button.theme = holder.theme;
button.clip_text = true;
setup_button(button); #must happen after button.rect_size and button.clip_text
# focus wraparound here
if (y == 0):
if (i == 0):
if (j == 0):
swapbutton.focus_neighbour_bottom = swapbutton.get_path_to(button);
okbutton.focus_neighbour_bottom = okbutton.get_path_to(button);
else:
if (j == 0):
resetbutton.focus_neighbour_bottom = resetbutton.get_path_to(button);
button.focus_neighbour_top = button.get_path_to(okbutton);
label.theme = holder.theme;
func setup_button(button: Button) -> void:
button.image = null;
for child in button.get_children():
child.queue_free();
button.text = get_text(button.event);
if (!keyboard_mode and button.text != ""):
setup_controller_button(button);
func setup_controller_button(button: Button) -> void:
var index = int(button.text);
if index < controller_images.size():
var image = controller_images[index];
if image is Texture:
var sprite = Sprite.new();
sprite.scale = Vector2(1.0/7.0, 1.0/7.0);
button.add_child(sprite);
button.image = sprite;
sprite.position = button.rect_size / 2;
sprite.texture = image;
if (index < controller_labels.size() and controller_labels[index] != ""):
button.text = " " + controller_labels[index];
sprite.position.x = 10;
else:
button.text = "";
else:
button.text = image;
return;
func get_event(action: String, i: int, keyboard_mode: bool) -> InputEvent:
var events = InputMap.get_action_list(action);
return get_event_core(events, i, keyboard_mode);
func get_default_event(action: String, i: int, keyboard_mode: bool) -> InputEvent:
var events = ProjectSettings.get_setting("input/" + action)["events"];
return get_event_core(events, i, keyboard_mode);
func get_event_core(events: Array, i: int, keyboard_mode: bool) -> InputEvent:
var found = 0;
for event in events:
if (keyboard_mode and event is InputEventKey) or (!keyboard_mode and event is InputEventJoypadButton):
if (found == i):
return event;
else:
found += 1;
return null;
func get_text(event: InputEvent) -> String:
if (event != null):
if (keyboard_mode):
return event.as_text();
else:
return str(event.button_index);
return "";
func destroy() -> void:
gamelogic.serialize_bindings();
gamelogic.save_game();
self.queue_free();
gamelogic.ui_stack.erase(self);
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if (gamelogic.ui_stack.size() > 0 and gamelogic.ui_stack[gamelogic.ui_stack.size() - 1] != self):
return;
if (!just_danced and rebinding_button == null and Input.is_action_just_pressed("escape")):
destroy();
return;
var focus = holder.get_focus_owner();
if (focus == null):
if rebinding_button == null:
okbutton.grab_focus();
focus = okbutton;
else:
focus = rebinding_button;
if (!just_danced and rebinding_button == null and focus is BindingButton and Input.is_action_just_pressed("ui_cancel")):
remap_dance(focus, null);
if (focus != null):
var focus_middle_x = round(focus.rect_position.x + focus.rect_size.x / 2);
pointer.position.y = round(focus.rect_position.y + focus.rect_size.y / 2);
if (focus_middle_x > holder.rect_size.x / 2):
pointer.texture = preload("res://assets/tutorial_arrows/LeftArrow.tres");
pointer.position.x = round(focus.rect_position.x + focus.rect_size.x + 12);
else:
pointer.texture = preload("res://assets/tutorial_arrows/RightArrow.tres");
pointer.position.x = round(focus.rect_position.x - 12);
just_danced = false;
func _draw() -> void:
draw_rect(Rect2(0, 0,
gamelogic.pixel_width, gamelogic.pixel_height), Color(0, 0, 0, 0.5), true);