Files
Dawn-Godot/addons/controller_icons/objects/path_selection/JoypadPathSelector.gd

201 lines
5.4 KiB
GDScript

@tool
extends Panel
signal done
@onready var n_button_label := %ButtonLabel
@onready var button_nodes := [
%LT, %RT,
%LStick, %RStick,
%LStickClick, %RStickClick,
%LB, %RB, %A, %B, %X, %Y,
%Select, %Start,
%Home, %Share, %DPAD,
%DPADDown, %DPADRight,
%DPADLeft, %DPADUp
]
var _last_pressed_button : Button
var _last_pressed_timestamp : int
func populate(editor_interface: EditorInterface) -> void:
# UPGRADE: In Godot 4.2, for-loop variables can be
# statically typed:
# for button:Button in button_nodes:
for button in button_nodes:
button.button_pressed = false
func get_icon_path() -> String:
# UPGRADE: In Godot 4.2, for-loop variables can be
# statically typed:
# for button:Button in button_nodes:
for button in button_nodes:
if button.button_pressed:
return button.icon.path
return ""
func grab_focus() -> void:
pass
func _input(event):
if not visible: return
if event is InputEventJoypadMotion:
_input_motion(event)
elif event is InputEventJoypadButton:
_input_button(event)
func _input_motion(event: InputEventJoypadMotion):
if abs(event.axis_value) < 0.5: return
match event.axis:
JOY_AXIS_LEFT_X, JOY_AXIS_LEFT_Y:
_simulate_button_press(%LStick)
JOY_AXIS_RIGHT_X, JOY_AXIS_RIGHT_Y:
_simulate_button_press(%RStick)
JOY_AXIS_TRIGGER_LEFT:
_simulate_button_press(%LT)
JOY_AXIS_TRIGGER_RIGHT:
_simulate_button_press(%RT)
func _input_button(event: InputEventJoypadButton):
if not event.pressed: return
match event.button_index:
JOY_BUTTON_A:
_simulate_button_press(%A)
JOY_BUTTON_B:
_simulate_button_press(%B)
JOY_BUTTON_X:
_simulate_button_press(%X)
JOY_BUTTON_Y:
_simulate_button_press(%Y)
JOY_BUTTON_LEFT_SHOULDER:
_simulate_button_press(%LB)
JOY_BUTTON_RIGHT_SHOULDER:
_simulate_button_press(%RB)
JOY_BUTTON_LEFT_STICK:
_simulate_button_press(%LStickClick)
JOY_BUTTON_RIGHT_STICK:
_simulate_button_press(%RStickClick)
JOY_BUTTON_DPAD_DOWN:
_simulate_button_press(%DPADDown)
JOY_BUTTON_DPAD_RIGHT:
_simulate_button_press(%DPADRight)
JOY_BUTTON_DPAD_LEFT:
_simulate_button_press(%DPADLeft)
JOY_BUTTON_DPAD_UP:
_simulate_button_press(%DPADUp)
JOY_BUTTON_BACK:
_simulate_button_press(%Select)
JOY_BUTTON_START:
_simulate_button_press(%Start)
JOY_BUTTON_GUIDE:
_simulate_button_press(%Home)
JOY_BUTTON_MISC1:
_simulate_button_press(%Share)
func _simulate_button_press(button: Button):
button.grab_focus()
button.button_pressed = true
button.set_meta("from_ui", false)
button.pressed.emit()
button.set_meta("from_ui", true)
func _on_button_pressed():
# UPGRADE: In Godot 4.2, for-loop variables can be
# statically typed:
# for button:Button in button_nodes:
for button in button_nodes:
if button.has_meta("from_ui") and not button.get_meta("from_ui", true): return
if button.button_pressed:
if _last_pressed_button == button:
if Time.get_ticks_msec() < _last_pressed_timestamp:
done.emit()
else:
_last_pressed_timestamp = Time.get_ticks_msec() + 1000
else:
_last_pressed_button = button
_last_pressed_timestamp = Time.get_ticks_msec() + 1000
func _on_l_stick_pressed():
n_button_label.text = "Axis 0/1\n(Left Stick, Joystick 0)\n[joypad/l_stick]"
func _on_l_stick_click_pressed():
n_button_label.text = "Button 7\n(Left Stick, Sony L3, Xbox L/LS)\n[joypad/l_stick_click]"
func _on_r_stick_pressed():
n_button_label.text = "Axis 2/3\n(Right Stick, Joystick 1)\n[joypad/r_stick]"
func _on_r_stick_click_pressed():
n_button_label.text = "Button 8\n(Right Stick, Sony R3, Xbox R/RS)\n[joypad/r_stick_click]"
func _on_lb_pressed():
n_button_label.text = "Button 9\n(Left Shoulder, Sony L1, Xbox LB)\n[joypad/lb]"
func _on_lt_pressed():
n_button_label.text = "Axis 4\n(Left Trigger, Sony L2, Xbox LT, Joystick 2 Right)\n[joypad/lt]"
func _on_rb_pressed():
n_button_label.text = "Button 10\n(Right Shoulder, Sony R1, Xbox RB)\n[joypad/rb]"
func _on_rt_pressed():
n_button_label.text = "Axis 5\n(Right Trigger, Sony R2, Xbox RT, Joystick 2 Down)\n[joypad/rt]"
func _on_a_pressed():
n_button_label.text = "Button 0\n(Bottom Action, Sony Cross, Xbox A, Nintendo B)\n[joypad/a]"
func _on_b_pressed():
n_button_label.text = "Button 1\n(Right Action, Sony Circle, Xbox B, Nintendo A)\n[joypad/b]"
func _on_x_pressed():
n_button_label.text = "Button 2\n(Left Action, Sony Square, Xbox X, Nintendo Y)\n[joypad/x]"
func _on_y_pressed():
n_button_label.text = "Button 3\n(Top Action, Sony Triangle, Xbox Y, Nintendo X)\n[joypad/y]"
func _on_select_pressed():
n_button_label.text = "Button 4\n(Back, Sony Select, Xbox Back, Nintendo -)\n[joypad/select]"
func _on_start_pressed():
n_button_label.text = "Button 6\n(Start, Xbox Menu, Nintendo +)\n[joypad/start]"
func _on_home_pressed():
n_button_label.text = "Button 5\n(Guide, Sony PS, Xbox Home)\n[joypad/home]"
func _on_share_pressed():
n_button_label.text = "Button 15\n(Xbox Share, PS5 Microphone, Nintendo Capture)\n[joypad/share]"
func _on_dpad_pressed():
n_button_label.text = "Button 11/12/13/14\n(D-pad)\n[joypad/dpad]"
func _on_dpad_down_pressed():
n_button_label.text = "Button 12\n(D-pad Down)\n[joypad/dpad_down]"
func _on_dpad_right_pressed():
n_button_label.text = "Button 14\n(D-pad Right)\n[joypad/dpad_right]"
func _on_dpad_left_pressed():
n_button_label.text = "Button 13\n(D-pad Left)\n[joypad/dpad_left]"
func _on_dpad_up_pressed():
n_button_label.text = "Button 11\n(D-pad Up)\n[joypad/dpad_up]"