Files
Bullosseum/controls_manager.gd
T
richard 56593c58cf Release 0.2.0: device-aware controls, spear, settings, shaders
Show touch controls only on touch platforms and keyboard hints only on
desktop, via a shared Controls.use_touch_ui() gate (is_touchscreen_available
is unreliable with emulate_touch_from_mouse). Bumps version to 0.2.0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-09 19:39:37 +03:00

109 lines
3.3 KiB
GDScript

extends Node
## Global keybinding manager (autoload `Controls`).
## Loads saved keyboard bindings on startup and applies them to InputMap so
## rebinds made in the intro menu persist into the game scene. Only the
## keyboard event of each action is overridden; joypad/mouse events are kept.
const SAVE_PATH := "user://controls.cfg"
const SECTION := "keybinds"
## Actions the options menu lets the player rebind (keyboard only).
const REBINDABLE_ACTIONS: PackedStringArray = [
&"move_forward",
&"move_back",
&"move_left",
&"move_right",
&"ability_kick",
&"ability_dash",
&"ability_slam",
&"ability_roll",
]
func _ready() -> void:
load_saved()
## Whether to drive the game with the on-screen touch UI (joystick + buttons)
## instead of keyboard hints. DisplayServer.is_touchscreen_available() can't be
## used here: `emulate_touch_from_mouse` (on for desktop testing) makes it report
## true on every desktop. Gate on the actual runtime platform instead — real
## mobile/native and mobile web browsers — plus the DP force flag for testing.
func use_touch_ui() -> bool:
if DP.b("force_touch_controls"):
return true
return (
OS.has_feature("mobile")
or OS.has_feature("web_android")
or OS.has_feature("web_ios")
)
## Returns the first keyboard event bound to an action, or null.
func get_key_event(action: StringName) -> InputEventKey:
for event: InputEvent in InputMap.action_get_events(action):
if event is InputEventKey:
return event
return null
## Human-readable label for the action's current key (e.g. "W", "Space").
func get_key_label(action: StringName) -> String:
var event := get_key_event(action)
if event == null:
return ""
return event.as_text_physical_keycode()
## Replaces the primary keyboard event of `action` with `event`, keeping
## every other event (e.g. arrow-key alternates, joypad) in its place.
func rebind(action: StringName, event: InputEventKey) -> void:
rebind_no_save(action, event)
save()
func save() -> void:
var cfg := ConfigFile.new()
for action: StringName in REBINDABLE_ACTIONS:
var event := get_key_event(action)
if event != null:
cfg.set_value(SECTION, String(action), event.physical_keycode)
cfg.save(SAVE_PATH)
func load_saved() -> void:
var cfg := ConfigFile.new()
if cfg.load(SAVE_PATH) != OK:
return
for action: StringName in REBINDABLE_ACTIONS:
var key := String(action)
if not cfg.has_section_key(SECTION, key):
continue
var keycode: int = cfg.get_value(SECTION, key)
var event := InputEventKey.new()
event.physical_keycode = keycode as Key
rebind_no_save(action, event)
## Rebuilds the action's event list, swapping the first keyboard event for
## `event` in place so ordering (and thus the "primary" key) is preserved.
func rebind_no_save(action: StringName, event: InputEventKey) -> void:
var events := InputMap.action_get_events(action)
InputMap.action_erase_events(action)
var replaced := false
for existing: InputEvent in events:
if not replaced and existing is InputEventKey:
InputMap.action_add_event(action, event)
replaced = true
else:
InputMap.action_add_event(action, existing)
if not replaced:
InputMap.action_add_event(action, event)
func reset_defaults() -> void:
InputMap.load_from_project_settings()
if FileAccess.file_exists(SAVE_PATH):
DirAccess.remove_absolute(SAVE_PATH)