Files
rewave/addons/InputMapperPresetLoader/InputMapperPresets.gd
2024-02-08 22:16:58 +01:00

97 lines
2.5 KiB
GDScript

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