Blobby/src/UserInterface/Screens/InGameMenu/ControlsMenuIngame.gd

50 lines
1.7 KiB
GDScript

extends Control
onready var _action_list = $"%ActionKeyList"
onready var changes_made := false
onready var changes_saved := false
func on_start():
$InputMapper.connect('profile_changed', self, 'rebuild')
$InputMapper.initialize_profiles()
$ProfilesMenu.initialize($InputMapper)
$ProfilesMenu.grab_focus()
$InputMapper.change_profile($ProfilesMenu.selected)
func rebuild(input_profile):
_action_list.clear()
var first = true
for input_action in input_profile.keys():
if(input_action.ends_with("_old") || input_action.begins_with(("ui_"))):
continue
var line = _action_list.add_input_line(input_action, input_profile[input_action])
if first:
$ProfilesMenu.focus_neighbour_bottom = line.get_child(2).get_path()
$Back.focus_neighbour_top = line.get_child(2).get_path()
$Save.focus_neighbour_top = line.get_child(2).get_path()
$Reset.focus_neighbour_top = line.get_child(2).get_path()
first = false
line.get_child(2).focus_neighbour_left = $Back.get_path()
line.get_child(2).focus_neighbour_right = $Save.get_path()
line.connect('change_button_pressed', self, '_on_InputLine_change_button_pressed', [input_action, line])
func close():
self.visible = false
$"%PauseOverlay".visible = true
$"%PauseOverlay/VBoxContainer/Continue".grab_focus()
func _on_InputLine_change_button_pressed(action_name, line):
var old_event = $InputMapper.get_selected_profile()[action_name]
$"%KeySelectMenu".open()
var event = yield($"%KeySelectMenu", "key_selected")
if event == null:
return
if($InputMapper.change_action_key(action_name, event, old_event)):
changes_made = true
changes_saved = false
line.update_key(event)
func _on_Back_button_up() -> void:
pass # Replace with function body.