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96
addons/InputMapperPresetLoader/InputMapperPresets.gd
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96
addons/InputMapperPresetLoader/InputMapperPresets.gd
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@tool
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extends Control
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@onready var btn_save_preset = %BtnSavePreset
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@onready var btn_load_preset = %BtnLoadPreset
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@onready var lin_ed_preset_name = %LinEdPresetName
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@onready var dropdown = %Dropdown
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@onready var btn_import = %BtnImport
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@onready var confirmation_dialog = $ConfirmationDialog
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@onready var file_dialog = $FileDialog
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var folder_path : String
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# Called when the node enters the scene tree for the first time.
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func _ready():
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btn_load_preset.pressed.connect(on_btn_pressed_load)
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btn_save_preset.pressed.connect(on_btn_pressed_save)
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btn_import.pressed.connect(on_btn_pressed_import)
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confirmation_dialog.confirmed.connect(on_confirmed_restart)
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file_dialog.dialog_hide_on_ok = true
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file_dialog.access = 2
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file_dialog.dir_selected.connect(on_folder_selected)
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btn_import.disabled = true
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func on_folder_selected(path):
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folder_path = path
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btn_import.disabled = false
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dir_contents(path)
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func on_confirmed_restart():
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EditorPlugin.new().get_editor_interface().restart_editor()
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func on_btn_pressed_import():
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var file_path = folder_path.path_join(dropdown.get_item_text(dropdown.selected))
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var config = ConfigFile.new()
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var err = config.load(file_path)
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if err != OK:
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return
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for input_name in config.get_section_keys("input"):
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var action_obj = config.get_value("input", input_name)
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ProjectSettings.set_setting("input/" + input_name, action_obj)
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ProjectSettings.save()
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confirmation_dialog.popup_centered()
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func on_btn_pressed_load():
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file_dialog.popup_centered()
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func on_btn_pressed_save():
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if lin_ed_preset_name.text != null:
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save_test_file()
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func save_test_file():
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InputMap.load_from_project_settings()
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var config = ConfigFile.new()
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var Actions = InputMap.get_actions()
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for action in Actions:
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if not action.begins_with("ui"):
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var input_object = {
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"deadzone": InputMap.action_get_deadzone(action),
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"events": InputMap.action_get_events(action)
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}
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config.set_value("input", action, input_object)
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# Save it to a file (overwrite if already exists).
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config.save(folder_path.path_join(lin_ed_preset_name.text + ".godot"))
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func dir_contents(path):
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dropdown.clear()
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var dir = DirAccess.open(path)
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if dir:
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dir.list_dir_begin()
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var file_name = dir.get_next()
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while file_name != "":
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if dir.current_is_dir():
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print("Found directory: " + file_name)
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else:
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if file_name.ends_with(".godot"):
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dropdown.add_item(file_name)
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file_name = dir.get_next()
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else:
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print("An error occurred when trying to access the path.")
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