156 lines
5.2 KiB
GDScript
156 lines
5.2 KiB
GDScript
extends Node
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## Global keybinding manager (autoload `Controls`).
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## Loads saved keyboard bindings on startup and applies them to InputMap so
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## rebinds made in the intro menu persist into the game scene. Only the
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## keyboard event of each action is overridden; joypad/mouse events are kept.
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const SAVE_PATH := "user://controls.cfg"
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const SECTION := "keybinds"
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## Actions the options menu lets the player rebind (keyboard only).
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const REBINDABLE_ACTIONS: PackedStringArray = [
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&"move_forward",
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&"move_back",
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&"move_left",
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&"move_right",
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&"ability_kick",
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&"ability_dash",
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&"ability_slam",
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&"ability_roll",
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]
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func _ready() -> void:
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load_saved()
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## Whether to drive the game with the on-screen touch UI (joystick + buttons)
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## instead of keyboard hints. Platform detection is cached (it can't change mid-run)
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## so the per-frame/per-input callers don't repay the cost — but the DP force flag is
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## re-read every call so the console can toggle the layout live on a desktop build.
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var _touch_ui_cached: int = -1 # -1 = not yet detected, 0 = false, 1 = true
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func use_touch_ui() -> bool:
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if DP.b("force_touch_controls"):
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return true
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if _touch_ui_cached == -1:
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_touch_ui_cached = 1 if _detect_touch_ui() else 0
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return _touch_ui_cached == 1
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## True only on touch-primary devices (phones, tablets). Detection is deliberately
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## conservative so a desktop never gets the on-screen thumb UI.
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##
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## DisplayServer.is_touchscreen_available() is unusable here on two fronts: on native
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## desktop `emulate_touch_from_mouse` (on for testing) forces it true, and on the web build
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## it maps to `'ontouchstart' in window`, which desktop Chromium reports true even with no
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## touchscreen. So on web we ask the browser two questions instead: does it report touch
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## points, AND is the *primary* pointer coarse? A desktop-with-mouse (even a touch laptop)
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## answers no to the second and keeps the desktop HUD; a phone/tablet answers yes to both.
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## maxTouchPoints also catches iPadOS, which masquerades as desktop Safari.
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func _detect_touch_ui() -> bool:
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if (
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OS.has_feature("mobile")
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or OS.has_feature("web_android")
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or OS.has_feature("web_ios")
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):
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return true
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if not OS.has_feature("web"):
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return false
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var js := "(navigator.maxTouchPoints > 0) && window.matchMedia('(pointer: coarse)').matches"
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var touch_primary: Variant = JavaScriptBridge.eval(js, true)
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if touch_primary is bool:
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return touch_primary
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if touch_primary is int or touch_primary is float:
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return int(touch_primary) != 0
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return false
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## Whether on-screen debug overlays (touch state + render diagnostics) should show. True on
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## the DP "touch_debug" flag, or — so it can be switched on from a phone where no console is
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## reachable — when the page URL carries a `debug` query param (append `?debug=1`).
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var _url_debug: int = -1
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func debug_overlay() -> bool:
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if DP.b("touch_debug"):
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return true
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if _url_debug == -1:
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_url_debug = 0
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if OS.has_feature("web"):
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var has: Variant = JavaScriptBridge.eval(
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"String(window.location.search).indexOf('debug') >= 0", true)
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if (has is bool and has) or ((has is int or has is float) and int(has) != 0):
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_url_debug = 1
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return _url_debug == 1
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## Returns the first keyboard event bound to an action, or null.
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func get_key_event(action: StringName) -> InputEventKey:
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for event: InputEvent in InputMap.action_get_events(action):
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if event is InputEventKey:
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return event
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return null
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## Human-readable label for the action's current key (e.g. "W", "Space").
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func get_key_label(action: StringName) -> String:
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var event := get_key_event(action)
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if event == null:
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return "—"
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return event.as_text_physical_keycode()
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## Replaces the primary keyboard event of `action` with `event`, keeping
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## every other event (e.g. arrow-key alternates, joypad) in its place.
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func rebind(action: StringName, event: InputEventKey) -> void:
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rebind_no_save(action, event)
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save()
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func save() -> void:
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var cfg := ConfigFile.new()
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for action: StringName in REBINDABLE_ACTIONS:
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var event := get_key_event(action)
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if event != null:
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cfg.set_value(SECTION, String(action), event.physical_keycode)
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cfg.save(SAVE_PATH)
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func load_saved() -> void:
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var cfg := ConfigFile.new()
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if cfg.load(SAVE_PATH) != OK:
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return
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for action: StringName in REBINDABLE_ACTIONS:
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var key := String(action)
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if not cfg.has_section_key(SECTION, key):
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continue
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var keycode: int = cfg.get_value(SECTION, key)
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var event := InputEventKey.new()
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event.physical_keycode = keycode as Key
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rebind_no_save(action, event)
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## Rebuilds the action's event list, swapping the first keyboard event for
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## `event` in place so ordering (and thus the "primary" key) is preserved.
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func rebind_no_save(action: StringName, event: InputEventKey) -> void:
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var events := InputMap.action_get_events(action)
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InputMap.action_erase_events(action)
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var replaced := false
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for existing: InputEvent in events:
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if not replaced and existing is InputEventKey:
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InputMap.action_add_event(action, event)
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replaced = true
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else:
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InputMap.action_add_event(action, existing)
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if not replaced:
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InputMap.action_add_event(action, event)
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func reset_defaults() -> void:
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InputMap.load_from_project_settings()
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if FileAccess.file_exists(SAVE_PATH):
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DirAccess.remove_absolute(SAVE_PATH)
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