Add cap sprite to child scene and update project configuration

This commit is contained in:
2025-04-26 03:52:45 +02:00
parent d95176fba0
commit 0c1192536c
374 changed files with 11968 additions and 1276 deletions

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extends MarginContainer
@onready var _actions:Container = %Actions
@onready var _inputs:Container = %Inputs
@onready var _priorities:Container = %Priorities
@onready var _formatter:GUIDEInputFormatter = GUIDEInputFormatter.for_active_contexts()
func _ready():
process_mode = Node.PROCESS_MODE_ALWAYS
GUIDE.input_mappings_changed.connect(_update_priorities)
_update_priorities()
func _process(delta):
if not is_visible_in_tree():
return
var index:int = 0
for mapping in GUIDE._active_action_mappings:
var action:GUIDEAction = mapping.action
var action_name:String = action.name
if action_name == "":
action_name = action._editor_name()
var action_state:String = ""
match(action._last_state):
GUIDEAction.GUIDEActionState.COMPLETED:
action_state = "Completed"
GUIDEAction.GUIDEActionState.ONGOING:
action_state = "Ongoing"
GUIDEAction.GUIDEActionState.TRIGGERED:
action_state = "Triggered"
var action_value:String = ""
match(action.action_value_type):
GUIDEAction.GUIDEActionValueType.BOOL:
action_value = str(action.value_bool)
GUIDEAction.GUIDEActionValueType.AXIS_1D:
action_value = str(action.value_axis_1d)
GUIDEAction.GUIDEActionValueType.AXIS_2D:
action_value = str(action.value_axis_2d)
GUIDEAction.GUIDEActionValueType.AXIS_3D:
action_value = str(action.value_axis_3d)
var label := _get_label(_actions, index)
label.text = "[%s] %s - %s" % [action_name, action_state, action_value]
index += 1
# Clean out all labels we don't need anymore
_cleanup(_actions, index)
index = 0
for input in GUIDE._active_inputs:
var input_label = _formatter.input_as_text(input, false)
var input_value:String = str(input._value)
var label := _get_label(_inputs, index)
label.text = "%s - %s" % [input_label, input_value]
index += 1
_cleanup(_inputs, index)
func _get_label(container:Container, index:int) -> Label:
var label:Label = null
if container.get_child_count() > index:
# reuse existing label
label = container.get_child(index)
else:
# make a new one
label = Label.new()
label.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(label)
return label
func _cleanup(container:Container, index:int) -> void:
while container.get_child_count() > index:
var to_free = container.get_child(index)
container.remove_child(to_free)
to_free.queue_free()
func _update_priorities():
# since we don't update these per frame, we can just clear them out and
# rebuild them when mapping contexts change
_cleanup(_priorities, 0)
for mapping:GUIDEActionMapping in GUIDE._active_action_mappings:
var action := mapping.action
if GUIDE._actions_sharing_input.has(action):
var label := Label.new()
var names = ", ".join(GUIDE._actions_sharing_input[action].map(func(it): return it._editor_name()))
label.text = "[%s] > [%s]" % [action._editor_name(), names]
_priorities.add_child(label)
if _priorities.get_child_count() == 0:
var label := Label.new()
label.text = "<no overlapping input>"
_priorities.add_child(label)

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[gd_scene load_steps=2 format=3 uid="uid://dkr80d2pi0d41"]
[ext_resource type="Script" path="res://addons/guide/debugger/guide_debugger.gd" id="1_ckdvj"]
[node name="GuideDebugger" type="MarginContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
script = ExtResource("1_ckdvj")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 2
mouse_filter = 2
[node name="Label" type="Label" parent="VBoxContainer"]
layout_mode = 2
text = "G.U.I.D.E - Debugger"
[node name="Label2" type="Label" parent="VBoxContainer"]
layout_mode = 2
text = "Actions"
[node name="Actions" type="VFlowContainer" parent="VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3
mouse_filter = 2
[node name="Label3" type="Label" parent="VBoxContainer"]
layout_mode = 2
text = "Inputs"
[node name="Inputs" type="VFlowContainer" parent="VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3
mouse_filter = 2
[node name="Label4" type="Label" parent="VBoxContainer"]
layout_mode = 2
text = "Action Priority"
[node name="Priorities" type="VFlowContainer" parent="VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3
mouse_filter = 2

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@tool
extends MarginContainer
const ActionSlot = preload("../action_slot/action_slot.gd")
const Utils = preload("../utils.gd")
const ArrayEdit = preload("../array_edit/array_edit.gd")
signal delete_requested()
signal duplicate_requested()
@export var input_mapping_editor_scene:PackedScene
@onready var _action_slot:ActionSlot = %ActionSlot
@onready var _input_mappings:ArrayEdit = %InputMappings
const ClassScanner = preload("../class_scanner.gd")
var _plugin:EditorPlugin
var _scanner:ClassScanner
var _undo_redo:EditorUndoRedoManager
var _mapping:GUIDEActionMapping
func _ready():
_action_slot.action_changed.connect(_on_action_changed)
_input_mappings.delete_requested.connect(_on_input_mapping_delete_requested)
_input_mappings.add_requested.connect(_on_input_mappings_add_requested)
_input_mappings.move_requested.connect(_on_input_mappings_move_requested)
_input_mappings.clear_requested.connect(_on_input_mappings_clear_requested)
_input_mappings.duplicate_requested.connect(_on_input_mappings_duplicate_requested)
_input_mappings.collapse_state_changed.connect(_on_input_mappings_collapse_state_changed)
func initialize(plugin:EditorPlugin, scanner:ClassScanner):
_plugin = plugin
_scanner = scanner
_undo_redo = _plugin.get_undo_redo()
func edit(mapping:GUIDEActionMapping):
assert(_mapping == null)
_mapping = mapping
_mapping.changed.connect(_update)
_update()
func _update():
_input_mappings.clear()
_action_slot.action = _mapping.action
for i in _mapping.input_mappings.size():
var input_mapping = _mapping.input_mappings[i]
var input_mapping_editor = input_mapping_editor_scene.instantiate()
_input_mappings.add_item(input_mapping_editor)
input_mapping_editor.initialize(_plugin, _scanner)
input_mapping_editor.edit(input_mapping)
_input_mappings.collapsed = _mapping.get_meta("_guide_input_mappings_collapsed", false)
func _on_action_changed():
_undo_redo.create_action("Change action")
_undo_redo.add_do_property(_mapping, "action", _action_slot.action)
_undo_redo.add_undo_property(_mapping, "action", _mapping.action)
_undo_redo.commit_action()
func _on_input_mappings_add_requested():
var values = _mapping.input_mappings.duplicate()
var new_mapping = GUIDEInputMapping.new()
values.append(new_mapping)
_undo_redo.create_action("Add input mapping")
_undo_redo.add_do_property(_mapping, "input_mappings", values)
_undo_redo.add_undo_property(_mapping, "input_mappings", _mapping.input_mappings)
_undo_redo.commit_action()
func _on_input_mapping_delete_requested(index:int):
var values = _mapping.input_mappings.duplicate()
values.remove_at(index)
_undo_redo.create_action("Delete input mapping")
_undo_redo.add_do_property(_mapping, "input_mappings", values)
_undo_redo.add_undo_property(_mapping, "input_mappings", _mapping.input_mappings)
_undo_redo.commit_action()
func _on_input_mappings_move_requested(from:int, to:int):
var values = _mapping.input_mappings.duplicate()
var mapping = values[from]
values.remove_at(from)
if from < to:
to -= 1
values.insert(to, mapping)
_undo_redo.create_action("Move input mapping")
_undo_redo.add_do_property(_mapping, "input_mappings", values)
_undo_redo.add_undo_property(_mapping, "input_mappings", _mapping.input_mappings)
_undo_redo.commit_action()
func _on_input_mappings_clear_requested():
var values:Array[GUIDEInputMapping] = []
_undo_redo.create_action("Clear input mappings")
_undo_redo.add_do_property(_mapping, "input_mappings", values)
_undo_redo.add_undo_property(_mapping, "input_mappings", _mapping.input_mappings)
_undo_redo.commit_action()
func _on_input_mappings_duplicate_requested(index:int):
var values = _mapping.input_mappings.duplicate()
var copy:GUIDEInputMapping = values[index].duplicate()
copy.input = Utils.duplicate_if_inline(copy.input)
for i in copy.modifiers.size():
copy.modifiers[i] = Utils.duplicate_if_inline(copy.modifiers[i])
for i in copy.triggers.size():
copy.triggers[i] = Utils.duplicate_if_inline(copy.triggers[i])
# insert copy after original
values.insert(index+1, copy)
_undo_redo.create_action("Duplicate input mapping")
_undo_redo.add_do_property(_mapping, "input_mappings", values)
_undo_redo.add_undo_property(_mapping, "input_mappings", _mapping.input_mappings)
_undo_redo.commit_action()
func _on_input_mappings_collapse_state_changed(new_state:bool):
_mapping.set_meta("_guide_input_mappings_collapsed", new_state)

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[gd_scene load_steps=5 format=3 uid="uid://361aipcef24h"]
[ext_resource type="Script" path="res://addons/guide/editor/action_mapping_editor/action_mapping_editor.gd" id="1_2k0pi"]
[ext_resource type="PackedScene" uid="uid://du4x7ng6ntuk4" path="res://addons/guide/editor/action_slot/action_slot.tscn" id="1_hguf2"]
[ext_resource type="PackedScene" uid="uid://c323mdijdhktg" path="res://addons/guide/editor/input_mapping_editor/input_mapping_editor.tscn" id="2_a8nbp"]
[ext_resource type="PackedScene" uid="uid://cly0ff32fvpb2" path="res://addons/guide/editor/array_edit/array_edit.tscn" id="4_ehr5j"]
[node name="ActionMappingEditor" type="MarginContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_vertical = 0
theme_override_constants/margin_bottom = 5
script = ExtResource("1_2k0pi")
input_mapping_editor_scene = ExtResource("2_a8nbp")
[node name="HBoxContainer" type="HBoxContainer" parent="."]
layout_mode = 2
size_flags_vertical = 0
[node name="HBoxContainer" type="HBoxContainer" parent="HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 0
[node name="ActionSlot" parent="HBoxContainer/HBoxContainer" instance=ExtResource("1_hguf2")]
unique_name_in_owner = true
layout_mode = 2
[node name="VBoxContainer" type="VBoxContainer" parent="HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 0
size_flags_stretch_ratio = 4.0
[node name="InputMappings" parent="HBoxContainer/VBoxContainer" instance=ExtResource("4_ehr5j")]
unique_name_in_owner = true
layout_mode = 2
title = "Input mappings"
add_tooltip = "Add input mapping"
clear_tooltip = "Clear input mappings"

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@tool
extends LineEdit
signal action_changed()
var index:int
var action:GUIDEAction:
set(value):
if is_instance_valid(action):
action.changed.disconnect(_refresh)
action = value
if is_instance_valid(action):
action.changed.connect(_refresh)
# action_changed can only be emitted by
# dragging an action into this, not when setting
# the property
_refresh()
func _refresh():
if not is_instance_valid(action):
text = "<none>"
tooltip_text = ""
else:
text = action._editor_name()
tooltip_text = action.resource_path
func _can_drop_data(at_position, data) -> bool:
if not data is Dictionary:
return false
if data.has("files"):
for file in data["files"]:
if ResourceLoader.load(file) is GUIDEAction:
return true
return false
func _drop_data(at_position, data) -> void:
for file in data["files"]:
var item = ResourceLoader.load(file)
if item is GUIDEAction:
action = item
action_changed.emit()
func _gui_input(event):
if event is InputEventMouseButton:
if event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
if is_instance_valid(action):
EditorInterface.edit_resource(action)

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[gd_scene load_steps=2 format=3 uid="uid://du4x7ng6ntuk4"]
[ext_resource type="Script" path="res://addons/guide/editor/action_slot/action_slot.gd" id="1_w5nxd"]
[node name="ActionSlot" type="LineEdit"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
size_flags_vertical = 0
text = "Name"
editable = false
selecting_enabled = false
script = ExtResource("1_w5nxd")

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@tool
extends Container
const Utils = preload("../utils.gd")
@export var item_scene:PackedScene
@export var title:String = "":
set(value):
title = value
_refresh()
@export var add_tooltip:String:
set(value):
add_tooltip = value
_refresh()
@export var clear_tooltip:String:
set(value):
clear_tooltip = value
_refresh()
@export var item_separation:int = 8:
set(value):
item_separation = value
_refresh()
@export var collapsed:bool = false:
set(value):
collapsed = value
_refresh()
signal add_requested()
signal delete_requested(index:int)
signal move_requested(from:int, to:int)
signal insert_requested(index:int)
signal duplicate_requested(index:int)
signal clear_requested()
signal collapse_state_changed(collapsed:bool)
@onready var _add_button:Button = %AddButton
@onready var _clear_button:Button = %ClearButton
@onready var _contents:Container = %Contents
@onready var _title_label:Label = %TitleLabel
@onready var _collapse_button:Button = %CollapseButton
@onready var _expand_button:Button = %ExpandButton
@onready var _count_label:Label = %CountLabel
func _ready():
_add_button.icon = get_theme_icon("Add", "EditorIcons")
_add_button.pressed.connect(func(): add_requested.emit())
_clear_button.icon = get_theme_icon("Clear", "EditorIcons")
_clear_button.pressed.connect(func(): clear_requested.emit())
_collapse_button.icon = get_theme_icon("Collapse", "EditorIcons")
_collapse_button.pressed.connect(_on_collapse_pressed)
_expand_button.icon = get_theme_icon("Forward", "EditorIcons")
_expand_button.pressed.connect(_on_expand_pressed)
_refresh()
func _refresh():
if is_instance_valid(_add_button):
_add_button.tooltip_text = add_tooltip
if is_instance_valid(_clear_button):
_clear_button.tooltip_text = clear_tooltip
_clear_button.visible = _contents.get_child_count() > 0
if is_instance_valid(_contents):
_contents.add_theme_constant_override("separation", item_separation)
_contents.visible = not collapsed
if is_instance_valid(_collapse_button):
_collapse_button.visible = not collapsed
if is_instance_valid(_expand_button):
_expand_button.visible = collapsed
if is_instance_valid(_title_label):
_title_label.text = title
if is_instance_valid(_count_label):
_count_label.text = "(%s)" % [_contents.get_child_count()]
func clear():
Utils.clear(_contents)
_refresh()
func add_item(new_item:Control):
var item_wrapper = item_scene.instantiate()
_contents.add_child(item_wrapper)
item_wrapper.initialize(new_item)
item_wrapper.move_requested.connect(func(from:int, to:int): move_requested.emit(from, to))
item_wrapper.delete_requested.connect(func(idx:int): delete_requested.emit(idx) )
item_wrapper.duplicate_requested.connect(func(idx:int): duplicate_requested.emit(idx) )
_refresh()
func _on_collapse_pressed():
collapsed = true
collapse_state_changed.emit(true)
func _on_expand_pressed():
collapsed = false
collapse_state_changed.emit(false)

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[gd_scene load_steps=5 format=3 uid="uid://cly0ff32fvpb2"]
[ext_resource type="Script" path="res://addons/guide/editor/array_edit/array_edit.gd" id="1_y3qyt"]
[ext_resource type="PackedScene" uid="uid://cjabwsa4gmlpp" path="res://addons/guide/editor/array_edit/array_edit_item.tscn" id="2_n3ncl"]
[sub_resource type="Image" id="Image_efj5n"]
data = {
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"format": "RGBA8",
"height": 16,
"mipmaps": false,
"width": 16
}
[sub_resource type="ImageTexture" id="ImageTexture_uapko"]
image = SubResource("Image_efj5n")
[node name="Array" type="MarginContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_y3qyt")
item_scene = ExtResource("2_n3ncl")
item_separation = 10
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 2
[node name="MarginContainer" type="MarginContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="Panel" type="Panel" parent="VBoxContainer/MarginContainer"]
layout_mode = 2
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer/MarginContainer"]
layout_mode = 2
[node name="CollapseButton" type="Button" parent="VBoxContainer/MarginContainer/HBoxContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(32, 0)
layout_mode = 2
size_flags_horizontal = 0
tooltip_text = "Collapse"
icon = SubResource("ImageTexture_uapko")
[node name="ExpandButton" type="Button" parent="VBoxContainer/MarginContainer/HBoxContainer"]
unique_name_in_owner = true
visible = false
custom_minimum_size = Vector2(48, 0)
layout_mode = 2
size_flags_horizontal = 0
tooltip_text = "Expand"
icon = SubResource("ImageTexture_uapko")
[node name="AddButton" type="Button" parent="VBoxContainer/MarginContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 0
icon = SubResource("ImageTexture_uapko")
[node name="ClearButton" type="Button" parent="VBoxContainer/MarginContainer/HBoxContainer"]
unique_name_in_owner = true
visible = false
layout_mode = 2
size_flags_horizontal = 0
icon = SubResource("ImageTexture_uapko")
[node name="MarginContainer" type="MarginContainer" parent="VBoxContainer/MarginContainer/HBoxContainer"]
layout_mode = 2
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer/MarginContainer/HBoxContainer/MarginContainer"]
layout_mode = 2
[node name="TitleLabel" type="Label" parent="VBoxContainer/MarginContainer/HBoxContainer/MarginContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
[node name="CountLabel" type="Label" parent="VBoxContainer/MarginContainer/HBoxContainer/MarginContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
text = "(0)"
[node name="Contents" type="VBoxContainer" parent="VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/separation = 10

View File

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@tool
extends Container
const Utils = preload("../utils.gd")
const Dragger = preload("dragger.gd")
signal move_requested(from:int, to:int)
signal delete_requested(index:int)
signal duplicate_requested(index:int)
@onready var _dragger:Dragger = %Dragger
@onready var _content:Container = %Content
@onready var _before_indicator:ColorRect = %BeforeIndicator
@onready var _after_indicator:ColorRect = %AfterIndicator
@onready var _popup_menu:PopupMenu = %PopupMenu
const ID_DELETE = 2
const ID_DUPLICATE = 3
func _ready():
_dragger.icon = get_theme_icon("GuiSpinboxUpdown", "EditorIcons")
_before_indicator.color = get_theme_color("box_selection_stroke_color", "Editor")
_after_indicator.color = get_theme_color("box_selection_stroke_color", "Editor")
_before_indicator.visible = false
_after_indicator.visible = false
_dragger._parent_array = get_parent()
_dragger._index = get_index()
_dragger.pressed.connect(_show_popup_menu)
_popup_menu.clear()
_popup_menu.add_icon_item(get_theme_icon("Duplicate", "EditorIcons"), "Duplicate", ID_DUPLICATE)
_popup_menu.add_icon_item(get_theme_icon("Remove", "EditorIcons"), "Delete", ID_DELETE)
_popup_menu.id_pressed.connect(_on_popup_menu_id_pressed)
func initialize(content:Control):
Utils.clear(_content)
_content.add_child(content)
func _can_drop_data(at_position:Vector2, data) -> bool:
if data is Dictionary and data.has("parent_array") and data.parent_array == get_parent() and data.index != get_index():
var height = size.y
var is_before = not _is_last_child() or (at_position.y < height/2.0)
if is_before and data.index == get_index() - 1:
# don't allow the previous child to be inserted at its
# own position
return false
_before_indicator.visible = is_before
_after_indicator.visible = not is_before
return true
return false
func _drop_data(at_position, data):
var height = size.y
var is_before = not _is_last_child() or (at_position.y < height/2.0)
var from = data.index
var to = get_index() if is_before else get_index() + 1
move_requested.emit(data.index, to)
_before_indicator.visible = false
_after_indicator.visible = false
func _is_last_child() -> bool:
return get_index() == get_parent().get_child_count() - 1
func _on_mouse_exited():
_before_indicator.visible = false
_after_indicator.visible = false
func _show_popup_menu():
_popup_menu.popup(Rect2(get_global_mouse_position(), Vector2.ZERO))
func _on_popup_menu_id_pressed(id:int):
match id:
ID_DELETE:
delete_requested.emit(get_index())
ID_DUPLICATE:
duplicate_requested.emit(get_index())

View File

@@ -0,0 +1,83 @@
[gd_scene load_steps=5 format=3 uid="uid://cjabwsa4gmlpp"]
[ext_resource type="Script" path="res://addons/guide/editor/array_edit/array_edit_item.gd" id="1_ujx05"]
[ext_resource type="Script" path="res://addons/guide/editor/array_edit/dragger.gd" id="2_53e2r"]
[sub_resource type="Image" id="Image_efj5n"]
data = {
"data": PackedByteArray(255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 255, 255, 0, 255, 94, 94, 127, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 255, 255, 0, 255, 93, 93, 255, 255, 94, 94, 127, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 255, 255, 0, 255, 93, 93, 255, 255, 93, 93, 255, 255, 94, 94, 127, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 255, 255, 0, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 94, 94, 127, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 93, 93, 231, 255, 94, 94, 54, 255, 94, 94, 57, 255, 93, 93, 233, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 231, 255, 94, 94, 54, 255, 94, 94, 57, 255, 93, 93, 233, 255, 93, 93, 255, 255, 93, 93, 255, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 97, 97, 42, 255, 255, 255, 0, 255, 255, 255, 0, 255, 97, 97, 42, 255, 93, 93, 233, 255, 93, 93, 232, 255, 93, 93, 41, 255, 255, 255, 0, 255, 255, 255, 0, 255, 97, 97, 42, 255, 93, 93, 233, 255, 93, 93, 232, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 96, 96, 45, 255, 93, 93, 44, 255, 255, 255, 0, 255, 97, 97, 42, 255, 97, 97, 42, 255, 255, 255, 0, 255, 96, 96, 45, 255, 93, 93, 44, 255, 255, 255, 0, 255, 97, 97, 42, 255, 97, 97, 42, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 96, 96, 45, 255, 93, 93, 235, 255, 94, 94, 234, 255, 95, 95, 43, 255, 255, 255, 0, 255, 255, 255, 0, 255, 96, 96, 45, 255, 93, 93, 235, 255, 94, 94, 234, 255, 95, 95, 43, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 93, 93, 235, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 233, 255, 95, 95, 59, 255, 96, 96, 61, 255, 93, 93, 235, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 233, 255, 95, 95, 59, 255, 96, 96, 61, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 93, 93, 255, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0),
"format": "RGBA8",
"height": 16,
"mipmaps": false,
"width": 16
}
[sub_resource type="ImageTexture" id="ImageTexture_uapko"]
image = SubResource("Image_efj5n")
[node name="ArrayEditItem" type="MarginContainer"]
anchors_preset = 10
anchor_right = 1.0
offset_bottom = 8.0
grow_horizontal = 2
script = ExtResource("1_ujx05")
[node name="MarginContainer" type="MarginContainer" parent="."]
layout_mode = 2
theme_override_constants/margin_top = 2
theme_override_constants/margin_bottom = 2
[node name="HBoxContainer" type="HBoxContainer" parent="MarginContainer"]
layout_mode = 2
[node name="Dragger" type="Button" parent="MarginContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 0
tooltip_text = "Drag to reorder, click for options."
focus_mode = 0
mouse_filter = 1
icon = SubResource("ImageTexture_uapko")
script = ExtResource("2_53e2r")
[node name="Content" type="MarginContainer" parent="MarginContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 2
mouse_filter = 2
[node name="BeforeIndicator" type="ColorRect" parent="VBoxContainer"]
unique_name_in_owner = true
visible = false
custom_minimum_size = Vector2(0, 2)
layout_mode = 2
mouse_filter = 2
color = Color(0, 0, 0, 1)
[node name="Control" type="Control" parent="VBoxContainer"]
layout_mode = 2
size_flags_vertical = 3
mouse_filter = 2
[node name="AfterIndicator" type="ColorRect" parent="VBoxContainer"]
unique_name_in_owner = true
visible = false
custom_minimum_size = Vector2(0, 2)
layout_mode = 2
mouse_filter = 2
color = Color(0, 0, 0, 1)
[node name="PopupMenu" type="PopupMenu" parent="."]
unique_name_in_owner = true
item_count = 2
item_0/text = "Duplicate"
item_0/icon = SubResource("ImageTexture_uapko")
item_0/id = 3
item_1/text = "Delete"
item_1/icon = SubResource("ImageTexture_uapko")
item_1/id = 2
[connection signal="mouse_exited" from="." to="." method="_on_mouse_exited"]

View File

@@ -0,0 +1,8 @@
@tool
extends Button
var _parent_array:Variant
var _index:int
func _get_drag_data(at_position):
return { "parent_array" : _parent_array, "index" : _index }

View File

@@ -0,0 +1,148 @@
@tool
extends Window
const ClassScanner = preload("../class_scanner.gd")
const Utils = preload("../utils.gd")
signal input_selected(input:GUIDEInput)
@onready var _input_display = %InputDisplay
@onready var _available_types:Container = %AvailableTypes
@onready var _none_available:Control = %NoneAvailable
@onready var _some_available:Control = %SomeAvailable
@onready var _select_bool_button:Button = %SelectBoolButton
@onready var _select_1d_button:Button = %Select1DButton
@onready var _select_2d_button:Button = %Select2DButton
@onready var _select_3d_button:Button = %Select3DButton
@onready var _instructions_label:Label = %InstructionsLabel
@onready var _accept_detection_button:Button = %AcceptDetectionButton
@onready var _input_detector:GUIDEInputDetector = %InputDetector
@onready var _detect_bool_button:Button = %DetectBoolButton
@onready var _detect_1d_button:Button = %Detect1DButton
@onready var _detect_2d_button:Button = %Detect2DButton
@onready var _detect_3d_button:Button = %Detect3DButton
var _scanner:ClassScanner
var _last_detected_input:GUIDEInput
func initialize(scanner:ClassScanner):
_scanner = scanner
_setup_dialog()
func _setup_dialog():
# we need to bind this here. if we bind it in the editor, the editor
# will crash when opening the scene because it will delete the node it
# just tries to edit.
focus_exited.connect(_on_close_requested)
_show_inputs_of_value_type(GUIDEAction.GUIDEActionValueType.BOOL)
_instructions_label.text = tr("Press one of the buttons above to detect an input.")
_accept_detection_button.visible = false
func _on_close_requested():
hide()
queue_free()
func _show_inputs_of_value_type(type:GUIDEAction.GUIDEActionValueType) -> void:
var items:Array[GUIDEInput] = []
_select_bool_button.set_pressed_no_signal(type == GUIDEAction.GUIDEActionValueType.BOOL)
_select_1d_button.set_pressed_no_signal(type == GUIDEAction.GUIDEActionValueType.AXIS_1D)
_select_2d_button.set_pressed_no_signal(type == GUIDEAction.GUIDEActionValueType.AXIS_2D)
_select_3d_button.set_pressed_no_signal(type == GUIDEAction.GUIDEActionValueType.AXIS_3D)
var all_inputs = _scanner.find_inheritors("GUIDEInput")
for script in all_inputs.values():
var dummy:GUIDEInput = script.new()
if dummy._native_value_type() == type:
items.append(dummy)
_some_available.visible = not items.is_empty()
_none_available.visible = items.is_empty()
if items.is_empty():
return
items.sort_custom(func(a,b): return a._editor_name().nocasecmp_to(b._editor_name()) < 0)
Utils.clear(_available_types)
for item in items:
var button = Button.new()
button.text = item._editor_name()
button.tooltip_text = item._editor_description()
button.pressed.connect(_deliver.bind(item))
button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_available_types.add_child(button)
func _deliver(input:GUIDEInput):
input_selected.emit(input)
hide()
queue_free()
func _on_select_bool_button_pressed():
_show_inputs_of_value_type(GUIDEAction.GUIDEActionValueType.BOOL)
func _on_select_1d_button_pressed():
_show_inputs_of_value_type(GUIDEAction.GUIDEActionValueType.AXIS_1D)
func _on_select_2d_button_pressed():
_show_inputs_of_value_type(GUIDEAction.GUIDEActionValueType.AXIS_2D)
func _on_select_3d_button_pressed():
_show_inputs_of_value_type(GUIDEAction.GUIDEActionValueType.AXIS_3D)
func _on_input_detector_detection_started():
_instructions_label.text = tr("Actuate the input now...")
func _on_input_detector_input_detected(input:GUIDEInput):
_instructions_label.visible = false
_input_display.visible = true
_input_display.input = input
_accept_detection_button.visible = true
_last_detected_input = input
func _begin_detect_input(type:GUIDEAction.GUIDEActionValueType):
_last_detected_input = null
_instructions_label.visible = true
_instructions_label.text = tr("Get ready...")
_accept_detection_button.visible = false
_input_display.visible = false
_input_detector.detect(type)
func _on_detect_bool_button_pressed():
_detect_bool_button.release_focus()
_begin_detect_input(GUIDEAction.GUIDEActionValueType.BOOL)
func _on_detect_1d_button_pressed():
_detect_1d_button.release_focus()
_begin_detect_input(GUIDEAction.GUIDEActionValueType.AXIS_1D)
func _on_detect_2d_button_pressed():
_detect_2d_button.release_focus()
_begin_detect_input(GUIDEAction.GUIDEActionValueType.AXIS_2D)
func _on_detect_3d_button_pressed():
_detect_3d_button.release_focus()
_begin_detect_input(GUIDEAction.GUIDEActionValueType.AXIS_3D)
func _on_accept_detection_button_pressed():
input_selected.emit(_last_detected_input)
hide()
queue_free

View File

@@ -0,0 +1,216 @@
[gd_scene load_steps=5 format=3 uid="uid://dic27bm4pfw3q"]
[ext_resource type="Script" path="res://addons/guide/editor/binding_dialog/binding_dialog.gd" id="1_tknjd"]
[ext_resource type="PackedScene" uid="uid://dsv7s6tfmnsrs" path="res://addons/guide/editor/input_display/input_display.tscn" id="2_83ieu"]
[ext_resource type="Script" path="res://addons/guide/remapping/guide_input_detector.gd" id="3_c6q6r"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_3e874"]
content_margin_left = 4.0
content_margin_top = 4.0
content_margin_right = 4.0
content_margin_bottom = 4.0
bg_color = Color(1, 0.365, 0.365, 1)
draw_center = false
border_width_left = 2
border_width_top = 2
border_width_right = 2
border_width_bottom = 2
corner_detail = 1
[node name="BindingDialog" type="Window"]
title = "Input Configuration"
initial_position = 4
size = Vector2i(1200, 600)
popup_window = true
min_size = Vector2i(1200, 600)
script = ExtResource("1_tknjd")
[node name="MarginContainer" type="MarginContainer" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_bottom = 5
[node name="BGPanel" type="Panel" parent="MarginContainer"]
unique_name_in_owner = true
layout_mode = 2
theme_override_styles/panel = SubResource("StyleBoxFlat_3e874")
[node name="MarginContainer" type="MarginContainer" parent="MarginContainer"]
layout_mode = 2
theme_override_constants/margin_left = 5
theme_override_constants/margin_top = 5
theme_override_constants/margin_right = 5
theme_override_constants/margin_bottom = 5
[node name="HBoxContainer" type="HBoxContainer" parent="MarginContainer/MarginContainer"]
layout_mode = 2
[node name="MarginContainer" type="MarginContainer" parent="MarginContainer/MarginContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="LeftPanel" type="Panel" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer"]
unique_name_in_owner = true
layout_mode = 2
[node name="MarginContainer" type="MarginContainer" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer"]
layout_mode = 2
theme_override_constants/margin_left = 5
theme_override_constants/margin_top = 5
theme_override_constants/margin_right = 5
theme_override_constants/margin_bottom = 5
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer/MarginContainer"]
layout_mode = 2
size_flags_horizontal = 3
theme_override_constants/separation = 10
[node name="Label" type="Label" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer/MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Detect Input"
horizontal_alignment = 1
[node name="HBoxContainer" type="HBoxContainer" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer/MarginContainer/VBoxContainer"]
layout_mode = 2
[node name="DetectBoolButton" type="Button" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer/MarginContainer/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
text = "Boolean"
[node name="Detect1DButton" type="Button" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer/MarginContainer/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
text = "1D"
[node name="Detect2DButton" type="Button" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer/MarginContainer/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
text = "2D"
[node name="Detect3DButton" type="Button" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer/MarginContainer/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(80, 0)
layout_mode = 2
size_flags_horizontal = 3
text = "3D"
[node name="InstructionsLabel" type="Label" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer/MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 6
text = "3..2..1.."
horizontal_alignment = 1
vertical_alignment = 1
autowrap_mode = 2
[node name="InputDisplay" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer/MarginContainer/VBoxContainer" instance=ExtResource("2_83ieu")]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 6
[node name="AcceptDetectionButton" type="Button" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer/MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 4
text = "Accept"
[node name="MarginContainer2" type="MarginContainer" parent="MarginContainer/MarginContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="RightPanel" type="Panel" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2"]
unique_name_in_owner = true
layout_mode = 2
[node name="MarginContainer" type="MarginContainer" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2"]
layout_mode = 2
theme_override_constants/margin_left = 5
theme_override_constants/margin_top = 5
theme_override_constants/margin_right = 5
theme_override_constants/margin_bottom = 5
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2/MarginContainer"]
layout_mode = 2
size_flags_horizontal = 3
theme_override_constants/separation = 10
[node name="Label" type="Label" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2/MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Select Input"
horizontal_alignment = 1
[node name="HBoxContainer" type="HBoxContainer" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2/MarginContainer/VBoxContainer"]
layout_mode = 2
[node name="SelectBoolButton" type="Button" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2/MarginContainer/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(80, 0)
layout_mode = 2
size_flags_horizontal = 3
toggle_mode = true
text = "Boolean"
[node name="Select1DButton" type="Button" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2/MarginContainer/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(80, 0)
layout_mode = 2
size_flags_horizontal = 3
toggle_mode = true
text = "1D"
[node name="Select2DButton" type="Button" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2/MarginContainer/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(80, 0)
layout_mode = 2
size_flags_horizontal = 3
toggle_mode = true
text = "2D"
[node name="Select3DButton" type="Button" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2/MarginContainer/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(80, 0)
layout_mode = 2
size_flags_horizontal = 3
toggle_mode = true
text = "3D"
[node name="NoneAvailable" type="Label" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2/MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 6
size_flags_vertical = 6
text = "No matching inputs available."
[node name="SomeAvailable" type="ScrollContainer" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2/MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3
[node name="AvailableTypes" type="VBoxContainer" parent="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2/MarginContainer/VBoxContainer/SomeAvailable"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
[node name="InputDetector" type="Node" parent="."]
unique_name_in_owner = true
script = ExtResource("3_c6q6r")
[connection signal="close_requested" from="." to="." method="_on_close_requested"]
[connection signal="pressed" from="MarginContainer/MarginContainer/HBoxContainer/MarginContainer/MarginContainer/VBoxContainer/HBoxContainer/DetectBoolButton" to="." method="_on_detect_bool_button_pressed"]
[connection signal="pressed" from="MarginContainer/MarginContainer/HBoxContainer/MarginContainer/MarginContainer/VBoxContainer/HBoxContainer/Detect1DButton" to="." method="_on_detect_1d_button_pressed"]
[connection signal="pressed" from="MarginContainer/MarginContainer/HBoxContainer/MarginContainer/MarginContainer/VBoxContainer/HBoxContainer/Detect2DButton" to="." method="_on_detect_2d_button_pressed"]
[connection signal="pressed" from="MarginContainer/MarginContainer/HBoxContainer/MarginContainer/MarginContainer/VBoxContainer/HBoxContainer/Detect3DButton" to="." method="_on_detect_3d_button_pressed"]
[connection signal="pressed" from="MarginContainer/MarginContainer/HBoxContainer/MarginContainer/MarginContainer/VBoxContainer/AcceptDetectionButton" to="." method="_on_accept_detection_button_pressed"]
[connection signal="pressed" from="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2/MarginContainer/VBoxContainer/HBoxContainer/SelectBoolButton" to="." method="_on_select_bool_button_pressed"]
[connection signal="pressed" from="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2/MarginContainer/VBoxContainer/HBoxContainer/Select1DButton" to="." method="_on_select_1d_button_pressed"]
[connection signal="pressed" from="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2/MarginContainer/VBoxContainer/HBoxContainer/Select2DButton" to="." method="_on_select_2d_button_pressed"]
[connection signal="pressed" from="MarginContainer/MarginContainer/HBoxContainer/MarginContainer2/MarginContainer/VBoxContainer/HBoxContainer/Select3DButton" to="." method="_on_select_3d_button_pressed"]
[connection signal="detection_started" from="InputDetector" to="." method="_on_input_detector_detection_started"]
[connection signal="input_detected" from="InputDetector" to="." method="_on_input_detector_input_detected"]

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## Scanner to find inheriting classes. Used to detect inheritors of
## modifiers and triggers. Ideally this would be built into the editor
## but sometimes one has to hack their way around the limitations.
## This only scans to the extent needed to drive the UI, it's not a general
## purpose implementation.
@tool
const GUIDESet = preload("../guide_set.gd")
var _dirty:bool = true
# looks like we only get very limited access to the script's inheritance tree,
# so we need to do a little caching ourselves
var _script_lut:Dictionary = {}
func _init():
EditorInterface.get_resource_filesystem().script_classes_updated.connect(_mark_dirty)
func _mark_dirty():
_dirty = true
## Returns all classes that directly or indirectly inherit from the
## given class. Only works for scripts in the project, e.g. doesn't
## scan the whole class_db. Key is class name, value is the Script instance
func find_inheritors(clazz_name:StringName) -> Dictionary:
var result:Dictionary = {}
var root := EditorInterface.get_resource_filesystem().get_filesystem()
# rebuild the LUT when needed
if _dirty:
_script_lut.clear()
_scan(root)
_dirty = false
var open_set:GUIDESet = GUIDESet.new()
# a closed set just to avoid infinite loops, we'll never
# look at the same class more than once.
var closed_set:GUIDESet = GUIDESet.new()
open_set.add(clazz_name)
while not open_set.is_empty():
var next = open_set.pull()
closed_set.add(next)
if not _script_lut.has(next):
# we don't know this script, ignore, move on
continue
# now find all scripts that extend the one we
# are looking at
for item:ScriptInfo in _script_lut.values():
if item.extendz == next:
# put them into the result
result[item.clazz_name] = item.clazz_script
# and put their class in the open set
# unless we already looked at it.
if not closed_set.has(item.clazz_name):
open_set.add(item.clazz_name)
return result
func _scan(folder:EditorFileSystemDirectory):
for i in folder.get_file_count():
var script_clazz = folder.get_file_script_class_name(i)
if script_clazz != "":
var info := _script_lut.get(script_clazz)
if info == null:
info = ScriptInfo.new()
info.clazz_name = script_clazz
info.clazz_script = ResourceLoader.load(folder.get_file_path(i))
_script_lut[script_clazz] = info
var script_extendz = folder.get_file_script_class_extends(i)
info.extendz = script_extendz
for i in folder.get_subdir_count():
_scan(folder.get_subdir(i))
class ScriptInfo:
var clazz_name:StringName
var extendz:StringName
var clazz_script:Script
func _to_string() -> String:
return clazz_name + ":" + extendz

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@tool
extends RichTextLabel
signal clicked()
var _formatter:GUIDEInputFormatter = GUIDEInputFormatter.new(64)
var input:GUIDEInput:
set(value):
if value == input:
return
if is_instance_valid(input):
input.changed.disconnect(_refresh)
input = value
if is_instance_valid(input):
input.changed.connect(_refresh)
_refresh()
func _refresh():
if not is_instance_valid(input):
parse_bbcode("[center][i]<not bound>[/i][/center]")
tooltip_text = ""
return
var text := await _formatter.input_as_richtext_async(input, false)
parse_bbcode("[center]" + text + "[/center]")
tooltip_text = _formatter.input_as_text(input)
func _gui_input(event):
if event is InputEventMouseButton:
if event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
clicked.emit()

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[gd_scene load_steps=3 format=3 uid="uid://dsv7s6tfmnsrs"]
[ext_resource type="Script" path="res://addons/guide/editor/input_display/input_display.gd" id="1_ne6sd"]
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_0bp65"]
[node name="InputDisplay" type="RichTextLabel"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
size_flags_vertical = 3
theme_override_styles/normal = SubResource("StyleBoxEmpty_0bp65")
bbcode_enabled = true
fit_content = true
script = ExtResource("1_ne6sd")

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@tool
extends MarginContainer
const ArrayEdit = preload("../array_edit/array_edit.gd")
const ClassScanner = preload("../class_scanner.gd")
const Utils = preload("../utils.gd")
@export var modifier_slot_scene:PackedScene
@export var trigger_slot_scene:PackedScene
@export var binding_dialog_scene:PackedScene
@onready var _edit_input_mapping_button:Button = %EditInputMappingButton
@onready var _input_display = %InputDisplay
@onready var _edit_input_button:Button = %EditInputButton
@onready var _clear_input_button:Button = %ClearInputButton
@onready var _modifiers:ArrayEdit = %Modifiers
@onready var _add_modifier_popup:PopupMenu = %AddModifierPopup
@onready var _triggers:ArrayEdit = %Triggers
@onready var _add_trigger_popup:PopupMenu = %AddTriggerPopup
var _plugin:EditorPlugin
var _scanner:ClassScanner
var _undo_redo:EditorUndoRedoManager
var _mapping:GUIDEInputMapping
func _ready():
_edit_input_button.icon = get_theme_icon("Edit", "EditorIcons")
_clear_input_button.icon = get_theme_icon("Remove", "EditorIcons")
_edit_input_mapping_button.icon = get_theme_icon("Tools", "EditorIcons")
_modifiers.add_requested.connect(_on_modifiers_add_requested)
_modifiers.delete_requested.connect(_on_modifier_delete_requested)
_modifiers.duplicate_requested.connect(_on_modifier_duplicate_requested)
_modifiers.move_requested.connect(_on_modifier_move_requested)
_modifiers.clear_requested.connect(_on_modifiers_clear_requested)
_modifiers.collapse_state_changed.connect(_on_modifiers_collapse_state_changed)
_triggers.add_requested.connect(_on_triggers_add_requested)
_triggers.delete_requested.connect(_on_trigger_delete_requested)
_triggers.duplicate_requested.connect(_on_trigger_duplicate_requested)
_triggers.move_requested.connect(_on_trigger_move_requested)
_triggers.clear_requested.connect(_on_triggers_clear_requested)
_triggers.collapse_state_changed.connect(_on_triggers_collapse_state_changed)
func initialize(plugin:EditorPlugin, scanner:ClassScanner) -> void:
_plugin = plugin
_scanner = scanner
_undo_redo = plugin.get_undo_redo()
_input_display.clicked.connect(_on_input_display_clicked)
func edit(mapping:GUIDEInputMapping) -> void:
assert(_mapping == null)
_mapping = mapping
_mapping.changed.connect(_update)
_update()
func _update():
_modifiers.clear()
_triggers.clear()
_input_display.input = _mapping.input
for i in _mapping.modifiers.size():
var modifier_slot = modifier_slot_scene.instantiate()
_modifiers.add_item(modifier_slot)
modifier_slot.modifier = _mapping.modifiers[i]
modifier_slot.changed.connect(_on_modifier_changed.bind(i, modifier_slot))
for i in _mapping.triggers.size():
var trigger_slot = trigger_slot_scene.instantiate()
_triggers.add_item(trigger_slot)
trigger_slot.trigger = _mapping.triggers[i]
trigger_slot.changed.connect(_on_trigger_changed.bind(i, trigger_slot))
_modifiers.collapsed = _mapping.get_meta("_guide_modifiers_collapsed", false)
_triggers.collapsed = _mapping.get_meta("_guide_triggers_collapsed", false)
func _on_modifiers_add_requested():
_fill_popup(_add_modifier_popup, "GUIDEModifier")
_add_modifier_popup.popup(Rect2(get_global_mouse_position(), Vector2.ZERO))
func _on_triggers_add_requested():
_fill_popup(_add_trigger_popup, "GUIDETrigger")
_add_trigger_popup.popup(Rect2(get_global_mouse_position(), Vector2.ZERO))
func _fill_popup(popup:PopupMenu, base_clazz:StringName):
popup.clear(true)
var inheritors := _scanner.find_inheritors(base_clazz)
for type in inheritors.keys():
var class_script:Script = inheritors[type]
var dummy = class_script.new()
popup.add_item(dummy._editor_name())
popup.set_item_tooltip(popup.item_count -1, dummy._editor_description())
popup.set_item_metadata(popup.item_count - 1, class_script)
func _on_input_display_clicked():
if is_instance_valid(_mapping.input):
EditorInterface.edit_resource(_mapping.input)
func _on_input_changed(input:GUIDEInput):
_undo_redo.create_action("Change input")
_undo_redo.add_do_property(_mapping, "input", input)
_undo_redo.add_undo_property(_mapping, "input", _mapping.input)
_undo_redo.commit_action()
if is_instance_valid(input):
EditorInterface.edit_resource(input)
func _on_edit_input_button_pressed():
var dialog:Window = binding_dialog_scene.instantiate()
EditorInterface.popup_dialog_centered(dialog)
dialog.initialize(_scanner)
dialog.input_selected.connect(_on_input_changed)
func _on_clear_input_button_pressed():
_undo_redo.create_action("Delete bound input")
_undo_redo.add_do_property(_mapping, "input", null)
_undo_redo.add_undo_property(_mapping, "triggers", _mapping.input)
_undo_redo.commit_action()
func _on_add_modifier_popup_index_pressed(index:int) -> void:
var script = _add_modifier_popup.get_item_metadata(index)
var new_modifier = script.new()
_undo_redo.create_action("Add " + new_modifier._editor_name() + " modifier")
var modifiers = _mapping.modifiers.duplicate()
modifiers.append(new_modifier)
_undo_redo.add_do_property(_mapping, "modifiers", modifiers)
_undo_redo.add_undo_property(_mapping, "modifiers", _mapping.modifiers)
_undo_redo.commit_action()
func _on_add_trigger_popup_index_pressed(index):
var script = _add_trigger_popup.get_item_metadata(index)
var new_trigger = script.new()
_undo_redo.create_action("Add " + new_trigger._editor_name() + " trigger")
var triggers = _mapping.triggers.duplicate()
triggers.append(new_trigger)
_undo_redo.add_do_property(_mapping, "triggers", triggers)
_undo_redo.add_undo_property(_mapping, "triggers", _mapping.triggers)
_undo_redo.commit_action()
func _on_modifier_changed(index:int, slot) -> void:
var new_modifier = slot.modifier
_undo_redo.create_action("Replace modifier")
var modifiers = _mapping.modifiers.duplicate()
modifiers[index] = new_modifier
_undo_redo.add_do_property(_mapping, "modifiers", modifiers)
_undo_redo.add_undo_property(_mapping, "modifiers", _mapping.modifiers)
_undo_redo.commit_action()
func _on_trigger_changed(index:int, slot) -> void:
var new_trigger = slot.trigger
_undo_redo.create_action("Replace trigger")
var triggers = _mapping.triggers.duplicate()
triggers[index] = new_trigger
_undo_redo.add_do_property(_mapping, "triggers", triggers)
_undo_redo.add_undo_property(_mapping, "triggers", _mapping.triggers)
_undo_redo.commit_action()
func _on_modifier_move_requested(from:int, to:int) -> void:
_undo_redo.create_action("Move modifier")
var modifiers = _mapping.modifiers.duplicate()
var modifier = modifiers[from]
modifiers.remove_at(from)
if from < to:
to -= 1
modifiers.insert(to, modifier)
_undo_redo.add_do_property(_mapping, "modifiers", modifiers)
_undo_redo.add_undo_property(_mapping, "modifiers", _mapping.modifiers)
_undo_redo.commit_action()
func _on_trigger_move_requested(from:int, to:int) -> void:
_undo_redo.create_action("Move trigger")
var triggers = _mapping.triggers.duplicate()
var trigger = triggers[from]
triggers.remove_at(from)
if from < to:
to -= 1
triggers.insert(to, trigger)
_undo_redo.add_do_property(_mapping, "triggers", triggers)
_undo_redo.add_undo_property(_mapping, "triggers", _mapping.triggers)
_undo_redo.commit_action()
func _on_modifier_duplicate_requested(index:int) -> void:
_undo_redo.create_action("Duplicate modifier")
var modifiers = _mapping.modifiers.duplicate()
var copy = Utils.duplicate_if_inline(modifiers[index])
modifiers.insert(index+1, copy)
_undo_redo.add_do_property(_mapping, "modifiers", modifiers)
_undo_redo.add_undo_property(_mapping, "modifiers", _mapping.modifiers)
_undo_redo.commit_action()
func _on_trigger_duplicate_requested(index:int) -> void:
_undo_redo.create_action("Duplicate trigger")
var triggers = _mapping.triggers.duplicate()
var copy = Utils.duplicate_if_inline(triggers[index])
triggers.insert(index+1, copy)
_undo_redo.add_do_property(_mapping, "triggers", triggers)
_undo_redo.add_undo_property(_mapping, "triggers", _mapping.triggers)
_undo_redo.commit_action()
func _on_modifier_delete_requested(index:int) -> void:
_undo_redo.create_action("Delete modifier")
var modifiers = _mapping.modifiers.duplicate()
modifiers.remove_at(index)
_undo_redo.add_do_property(_mapping, "modifiers", modifiers)
_undo_redo.add_undo_property(_mapping, "modifiers", _mapping.modifiers)
_undo_redo.commit_action()
func _on_trigger_delete_requested(index:int) -> void:
_undo_redo.create_action("Delete trigger")
var triggers = _mapping.triggers.duplicate()
triggers.remove_at(index)
_undo_redo.add_do_property(_mapping, "triggers", triggers)
_undo_redo.add_undo_property(_mapping, "triggers", _mapping.triggers)
_undo_redo.commit_action()
func _on_modifiers_clear_requested() -> void:
_undo_redo.create_action("Clear modifiers")
# if this is inlined into the do_property, then it doesn't work
# so lets keep it a local variable
var value:Array[GUIDEModifier] = []
_undo_redo.add_do_property(_mapping, "modifiers", value)
_undo_redo.add_undo_property(_mapping, "modifiers", _mapping.modifiers)
_undo_redo.commit_action()
func _on_triggers_clear_requested() -> void:
_undo_redo.create_action("Clear triggers")
# if this is inlined into the do_property, then it doesn't work
# so lets keep it a local variable
var value:Array[GUIDETrigger] = []
_undo_redo.add_do_property(_mapping, "triggers", value)
_undo_redo.add_undo_property(_mapping, "triggers", _mapping.triggers)
_undo_redo.commit_action()
func _on_modifiers_collapse_state_changed(new_state:bool):
_mapping.set_meta("_guide_modifiers_collapsed", new_state)
func _on_triggers_collapse_state_changed(new_state:bool):
_mapping.set_meta("_guide_triggers_collapsed", new_state)
func _on_edit_input_mapping_button_pressed():
EditorInterface.edit_resource(_mapping)

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[gd_scene load_steps=9 format=3 uid="uid://c323mdijdhktg"]
[ext_resource type="PackedScene" uid="uid://dsv7s6tfmnsrs" path="res://addons/guide/editor/input_display/input_display.tscn" id="1_pg8n3"]
[ext_resource type="Script" path="res://addons/guide/editor/input_mapping_editor/input_mapping_editor.gd" id="1_xsluc"]
[ext_resource type="PackedScene" uid="uid://ck5a30syo6bpo" path="res://addons/guide/editor/modifier_slot/modifier_slot.tscn" id="2_uhbrq"]
[ext_resource type="PackedScene" uid="uid://tk30wnstb0ku" path="res://addons/guide/editor/trigger_slot/trigger_slot.tscn" id="3_e0jys"]
[ext_resource type="PackedScene" uid="uid://dic27bm4pfw3q" path="res://addons/guide/editor/binding_dialog/binding_dialog.tscn" id="4_oepf3"]
[ext_resource type="PackedScene" uid="uid://cly0ff32fvpb2" path="res://addons/guide/editor/array_edit/array_edit.tscn" id="6_jekhk"]
[sub_resource type="Image" id="Image_m1w1j"]
data = {
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"format": "RGBA8",
"height": 16,
"mipmaps": false,
"width": 16
}
[sub_resource type="ImageTexture" id="ImageTexture_y0eyy"]
image = SubResource("Image_m1w1j")
[node name="InputMappingEditor" type="MarginContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_vertical = 0
script = ExtResource("1_xsluc")
modifier_slot_scene = ExtResource("2_uhbrq")
trigger_slot_scene = ExtResource("3_e0jys")
binding_dialog_scene = ExtResource("4_oepf3")
[node name="HBoxContainer" type="HBoxContainer" parent="."]
layout_mode = 2
size_flags_vertical = 0
theme_override_constants/separation = 8
[node name="MarginContainer" type="MarginContainer" parent="HBoxContainer"]
layout_mode = 2
size_flags_vertical = 0
[node name="Panel" type="Panel" parent="HBoxContainer/MarginContainer"]
visible = false
layout_mode = 2
[node name="EditInputMappingButton" type="Button" parent="HBoxContainer/MarginContainer"]
unique_name_in_owner = true
layout_mode = 2
tooltip_text = "Open input mapping in inspector"
icon = SubResource("ImageTexture_y0eyy")
flat = true
[node name="MarginContainer1" type="MarginContainer" parent="HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="Panel" type="Panel" parent="HBoxContainer/MarginContainer1"]
visible = false
layout_mode = 2
[node name="HBoxContainer" type="HBoxContainer" parent="HBoxContainer/MarginContainer1"]
layout_mode = 2
[node name="InputDisplay" parent="HBoxContainer/MarginContainer1/HBoxContainer" instance=ExtResource("1_pg8n3")]
unique_name_in_owner = true
layout_mode = 2
scroll_active = false
[node name="EditInputButton" type="Button" parent="HBoxContainer/MarginContainer1/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 0
tooltip_text = "Edit bound input..."
icon = SubResource("ImageTexture_y0eyy")
flat = true
[node name="ClearInputButton" type="Button" parent="HBoxContainer/MarginContainer1/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 0
tooltip_text = "Delete bound input"
icon = SubResource("ImageTexture_y0eyy")
flat = true
[node name="MarginContainer2" type="MarginContainer" parent="HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
[node name="Panel" type="Panel" parent="HBoxContainer/MarginContainer2"]
visible = false
layout_mode = 2
[node name="VBoxContainer" type="VBoxContainer" parent="HBoxContainer/MarginContainer2"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 0
size_flags_stretch_ratio = 2.0
[node name="Modifiers" parent="HBoxContainer/MarginContainer2/VBoxContainer" instance=ExtResource("6_jekhk")]
unique_name_in_owner = true
layout_mode = 2
title = "Modifiers"
add_tooltip = "Add modifier..."
clear_tooltip = "Clear modifiers"
[node name="AddModifierPopup" type="PopupMenu" parent="HBoxContainer/MarginContainer2/VBoxContainer"]
unique_name_in_owner = true
[node name="MarginContainer3" type="MarginContainer" parent="HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 2.0
[node name="Panel" type="Panel" parent="HBoxContainer/MarginContainer3"]
visible = false
layout_mode = 2
[node name="VBoxContainer2" type="VBoxContainer" parent="HBoxContainer/MarginContainer3"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 0
size_flags_stretch_ratio = 2.0
[node name="Triggers" parent="HBoxContainer/MarginContainer3/VBoxContainer2" instance=ExtResource("6_jekhk")]
unique_name_in_owner = true
layout_mode = 2
title = "Triggers"
add_tooltip = "Add trigger..."
clear_tooltip = "Clear triggers"
[node name="AddTriggerPopup" type="PopupMenu" parent="HBoxContainer/MarginContainer3/VBoxContainer2"]
unique_name_in_owner = true
[connection signal="pressed" from="HBoxContainer/MarginContainer/EditInputMappingButton" to="." method="_on_edit_input_mapping_button_pressed"]
[connection signal="pressed" from="HBoxContainer/MarginContainer1/HBoxContainer/EditInputButton" to="." method="_on_edit_input_button_pressed"]
[connection signal="pressed" from="HBoxContainer/MarginContainer1/HBoxContainer/ClearInputButton" to="." method="_on_clear_input_button_pressed"]
[connection signal="index_pressed" from="HBoxContainer/MarginContainer2/VBoxContainer/AddModifierPopup" to="." method="_on_add_modifier_popup_index_pressed"]
[connection signal="index_pressed" from="HBoxContainer/MarginContainer3/VBoxContainer2/AddTriggerPopup" to="." method="_on_add_trigger_popup_index_pressed"]

View File

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After

Width:  |  Height:  |  Size: 2.7 KiB

View File

@@ -0,0 +1,38 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cap7e0f05pj8j"
path="res://.godot/imported/logo_editor_small.svg-a18f1eaff840dcdf5215ef26c289caf9.ctex"
metadata={
"has_editor_variant": true,
"vram_texture": false
}
[deps]
source_file="res://addons/guide/editor/logo_editor_small.svg"
dest_files=["res://.godot/imported/logo_editor_small.svg-a18f1eaff840dcdf5215ef26c289caf9.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=0.5
editor/scale_with_editor_scale=true
editor/convert_colors_with_editor_theme=false

View File

@@ -0,0 +1,159 @@
@tool
extends MarginContainer
const ClassScanner = preload("../class_scanner.gd")
const Utils = preload("../utils.gd")
const ArrayEdit = preload("../array_edit/array_edit.gd")
@export var action_mapping_editor_scene:PackedScene
@onready var _title_label:Label = %TitleLabel
@onready var _action_mappings:ArrayEdit = %ActionMappings
@onready var _editing_view:Control = %EditingView
@onready var _empty_view = %EmptyView
var _plugin:EditorPlugin
var _current_context:GUIDEMappingContext
var _undo_redo:EditorUndoRedoManager
var _scanner:ClassScanner
func _ready():
_title_label.add_theme_font_override("font", get_theme_font("title", "EditorFonts"))
_scanner = ClassScanner.new()
_editing_view.visible = false
_empty_view.visible = true
_action_mappings.add_requested.connect(_on_action_mappings_add_requested)
_action_mappings.move_requested.connect(_on_action_mappings_move_requested)
_action_mappings.delete_requested.connect(_on_action_mapping_delete_requested)
_action_mappings.clear_requested.connect(_on_action_mappings_clear_requested)
_action_mappings.duplicate_requested.connect(_on_action_mapping_duplicate_requested)
_action_mappings.collapse_state_changed.connect(_on_action_mappings_collapse_state_changed)
func initialize(plugin:EditorPlugin) -> void:
_plugin = plugin
_undo_redo = plugin.get_undo_redo()
func edit(context:GUIDEMappingContext) -> void:
if is_instance_valid(_current_context):
_current_context.changed.disconnect(_refresh)
_current_context = context
if is_instance_valid(_current_context):
_current_context.changed.connect(_refresh)
_refresh()
func _refresh():
_editing_view.visible = is_instance_valid(_current_context)
_empty_view.visible = not is_instance_valid(_current_context)
if not is_instance_valid(_current_context):
return
_title_label.text = _current_context._editor_name()
_title_label.tooltip_text = _current_context.resource_path
_action_mappings.clear()
for i in _current_context.mappings.size():
var mapping = _current_context.mappings[i]
var mapping_editor = action_mapping_editor_scene.instantiate()
mapping_editor.initialize(_plugin, _scanner)
_action_mappings.add_item(mapping_editor)
mapping_editor.edit(mapping)
_action_mappings.collapsed = _current_context.get_meta("_guide_action_mappings_collapsed", false)
func _on_action_mappings_add_requested():
var mappings = _current_context.mappings.duplicate()
var new_mapping := GUIDEActionMapping.new()
# don't set an action because they should come from the file system
mappings.append(new_mapping)
_undo_redo.create_action("Add action mapping")
_undo_redo.add_do_property(_current_context, "mappings", mappings)
_undo_redo.add_undo_property(_current_context, "mappings", _current_context.mappings)
_undo_redo.commit_action()
func _on_action_mappings_move_requested(from:int, to:int):
var mappings = _current_context.mappings.duplicate()
var mapping = mappings[from]
mappings.remove_at(from)
if from < to:
to -= 1
mappings.insert(to, mapping)
_undo_redo.create_action("Move action mapping")
_undo_redo.add_do_property(_current_context, "mappings", mappings)
_undo_redo.add_undo_property(_current_context, "mappings", _current_context.mappings)
_undo_redo.commit_action()
func _on_action_mapping_delete_requested(index:int):
var mappings = _current_context.mappings.duplicate()
mappings.remove_at(index)
_undo_redo.create_action("Delete action mapping")
_undo_redo.add_do_property(_current_context, "mappings", mappings)
_undo_redo.add_undo_property(_current_context, "mappings", _current_context.mappings)
_undo_redo.commit_action()
func _on_action_mappings_clear_requested():
var mappings:Array[GUIDEActionMapping] = []
_undo_redo.create_action("Clear action mappings")
_undo_redo.add_do_property(_current_context, "mappings", mappings)
_undo_redo.add_undo_property(_current_context, "mappings", _current_context.mappings)
_undo_redo.commit_action()
func _on_action_mapping_duplicate_requested(index:int):
var mappings = _current_context.mappings.duplicate()
var to_duplicate:GUIDEActionMapping = mappings[index]
var copy = GUIDEActionMapping.new()
# don't set the action, because each mapping should have a unique mapping
for input_mapping:GUIDEInputMapping in to_duplicate.input_mappings:
var copied_input_mapping := GUIDEInputMapping.new()
copied_input_mapping.input = Utils.duplicate_if_inline(input_mapping.input)
for modifier in input_mapping.modifiers:
copied_input_mapping.modifiers.append(Utils.duplicate_if_inline(modifier))
for trigger in input_mapping.triggers:
copied_input_mapping.triggers.append(Utils.duplicate_if_inline(trigger))
copy.input_mappings.append(copied_input_mapping)
# insert the copy after the copied mapping
mappings.insert(index+1, copy)
_undo_redo.create_action("Duplicate action mapping")
_undo_redo.add_do_property(_current_context, "mappings", mappings)
_undo_redo.add_undo_property(_current_context, "mappings", _current_context.mappings)
_undo_redo.commit_action()
func _on_action_mappings_collapse_state_changed(new_state:bool):
_current_context.set_meta("_guide_action_mappings_collapsed", new_state)

View File

@@ -0,0 +1,58 @@
[gd_scene load_steps=4 format=3 uid="uid://dm3hott3tfvwe"]
[ext_resource type="Script" path="res://addons/guide/editor/mapping_context_editor/mapping_context_editor.gd" id="1_vytdu"]
[ext_resource type="PackedScene" uid="uid://361aipcef24h" path="res://addons/guide/editor/action_mapping_editor/action_mapping_editor.tscn" id="2_qb3p8"]
[ext_resource type="PackedScene" uid="uid://cly0ff32fvpb2" path="res://addons/guide/editor/array_edit/array_edit.tscn" id="3_x7h5x"]
[node name="MappingContextEditor" type="MarginContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
size_flags_vertical = 3
theme_override_constants/margin_left = 5
theme_override_constants/margin_top = 5
theme_override_constants/margin_right = 5
theme_override_constants/margin_bottom = 5
script = ExtResource("1_vytdu")
action_mapping_editor_scene = ExtResource("2_qb3p8")
[node name="EditingView" type="VBoxContainer" parent="."]
unique_name_in_owner = true
layout_mode = 2
[node name="HBoxContainer" type="HBoxContainer" parent="EditingView"]
layout_mode = 2
[node name="TitleLabel" type="Label" parent="EditingView/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 6
text = "narf.tres"
horizontal_alignment = 1
[node name="MarginContainer" type="MarginContainer" parent="EditingView"]
layout_mode = 2
theme_override_constants/margin_bottom = 5
[node name="ScrollContainer" type="ScrollContainer" parent="EditingView"]
layout_mode = 2
size_flags_vertical = 3
[node name="ActionMappings" parent="EditingView/ScrollContainer" instance=ExtResource("3_x7h5x")]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
title = "Action mappings"
add_tooltip = "Add action mapping"
clear_tooltip = "Clear action mappings"
[node name="EmptyView" type="CenterContainer" parent="."]
unique_name_in_owner = true
layout_mode = 2
[node name="Label" type="Label" parent="EmptyView"]
layout_mode = 2
text = "Create and open a GUIDEMappingContext to get started."

View File

@@ -0,0 +1,14 @@
@tool
extends "../resource_slot/resource_slot.gd"
var modifier:GUIDEModifier:
set(value):
_value = value
get:
return _value
func _accepts_drop_data(data:Resource) -> bool:
return data is GUIDEModifier

View File

@@ -0,0 +1,18 @@
[gd_scene load_steps=2 format=3 uid="uid://ck5a30syo6bpo"]
[ext_resource type="Script" path="res://addons/guide/editor/modifier_slot/modifier_slot.gd" id="1_273m5"]
[node name="LineEdit" type="LineEdit"]
offset_right = 1920.0
offset_bottom = 31.0
size_flags_horizontal = 3
size_flags_vertical = 0
text = "Name"
editable = false
context_menu_enabled = false
virtual_keyboard_enabled = false
shortcut_keys_enabled = false
middle_mouse_paste_enabled = false
selecting_enabled = false
drag_and_drop_selection_enabled = false
script = ExtResource("1_273m5")

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@tool
extends LineEdit
signal changed()
const Utils = preload("../utils.gd")
func _ready():
editable = false
context_menu_enabled = false
virtual_keyboard_enabled = false
shortcut_keys_enabled = false
selecting_enabled = false
drag_and_drop_selection_enabled = false
middle_mouse_paste_enabled = false
## The underlying resource. This is opened for editing when the user clicks on the control. Its also
## used when dragging from the control.
var _value:Resource = null:
set(value):
if _value == value:
return
# stop tracking changes to the old resource (if any)
if is_instance_valid(_value):
_value.changed.disconnect(_update_from_value)
_value = value
# track changes to the resource itself
if is_instance_valid(_value):
_value.changed.connect(_update_from_value)
_update_from_value()
changed.emit()
func _update_from_value():
if not is_instance_valid(_value):
text = "<none>"
tooltip_text = ""
remove_theme_color_override("font_uneditable_color")
else:
text = _value._editor_name()
tooltip_text = _value.resource_path
# if the value is shared, we override the font color to indicate that
if not Utils.is_inline(_value):
add_theme_color_override("font_uneditable_color", get_theme_color("accent_color", "Editor"))
queue_redraw()
else:
remove_theme_color_override("font_uneditable_color")
## Can be overridden to handle the drop data. This method is called when the user drops something on the control.
## If the value should be updated ,this method should set the _value property.
func _do_drop_data(data:Resource):
_value = data
## Whether this control can accept drop data. This method is called when the user drags something over the control.
func _accepts_drop_data(data:Resource) -> bool:
return false
func _can_drop_data(at_position, data) -> bool:
if data is Resource:
return _accepts_drop_data(data)
if not data is Dictionary:
return false
if data.has("files"):
for file in data["files"]:
if _accepts_drop_data(ResourceLoader.load(file)):
return true
return false
func _drop_data(at_position, data) -> void:
if data is Resource:
_do_drop_data(data)
return
for file in data["files"]:
var item := ResourceLoader.load(file)
_do_drop_data(item)
func _get_drag_data(at_position: Vector2) -> Variant:
if is_instance_valid(_value):
var _preview := TextureRect.new()
_preview.texture = get_theme_icon("File", "EditorIcons")
set_drag_preview(_preview)
# if the value is shared, we just hand out the resource path
if not Utils.is_inline(_value):
return {"files": [_value.resource_path]}
else:
# otherwise we hand out a shallow copy
return _value.duplicate()
else:
return null
func _gui_input(event):
if event is InputEventMouseButton:
if event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
if is_instance_valid(_value):
EditorInterface.edit_resource(_value)

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@tool
extends "../resource_slot/resource_slot.gd"
var trigger:GUIDETrigger:
set(value):
_value = value
get:
return _value
func _accepts_drop_data(data:Resource) -> bool:
return data is GUIDETrigger

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[gd_scene load_steps=2 format=3 uid="uid://tk30wnstb0ku"]
[ext_resource type="Script" path="res://addons/guide/editor/trigger_slot/trigger_slot.gd" id="1_wxafc"]
[node name="LineEdit" type="LineEdit"]
unique_name_in_owner = true
offset_right = 1920.0
offset_bottom = 31.0
size_flags_horizontal = 3
size_flags_vertical = 0
tooltip_text = "Delete trigger"
text = "Name"
editable = false
context_menu_enabled = false
virtual_keyboard_enabled = false
shortcut_keys_enabled = false
middle_mouse_paste_enabled = false
selecting_enabled = false
drag_and_drop_selection_enabled = false
script = ExtResource("1_wxafc")

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## Removes and frees all children of a node.
static func clear(node:Node):
if not is_instance_valid(node):
return
for child in node.get_children():
node.remove_child(child)
child.queue_free()
## Checks if the given resource is an inline resource. If so, returns a shallow copy,
## otherwise returns the resource. If the resource is null, returns null.
static func duplicate_if_inline(resource:Resource) -> Resource:
if is_inline(resource):
return resource.duplicate()
return resource
## Checks if the given resource is an inline resource.
static func is_inline(resource:Resource) -> bool:
if resource == null:
return false
return resource.resource_path.contains("::") or resource.resource_path == ""

365
addons/guide/guide.gd Normal file
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extends Node
const GUIDESet = preload("guide_set.gd")
const GUIDEReset = preload("guide_reset.gd")
const GUIDEInputTracker = preload("guide_input_tracker.gd")
## This is emitted whenever input mappings change (either due to mapping
## contexts being enabled/disabled or remapping configs being re-applied or
## joystick devices being connected/disconnected).
## This is useful for updating UI prompts.
signal input_mappings_changed()
## The currently active contexts. Key is the context, value is the priority
var _active_contexts:Dictionary = {}
## The currently active action mappings.
var _active_action_mappings:Array[GUIDEActionMapping] = []
## The currently active remapping config.
var _active_remapping_config:GUIDERemappingConfig
## All currently active inputs as collected from the active input mappings
var _active_inputs:Array[GUIDEInput] = []
## A dictionary of actions sharing input. Key is the action, value
## is an array of lower-priority actions that share input with the
## key action.
var _actions_sharing_input:Dictionary = {}
## A reference to the reset node which resets inputs that need a reset per frame
## This is an extra node because the reset should run at the end of the frame
## before new input is processed at the beginning of the frame.
var _reset_node:GUIDEReset
func _ready():
process_mode = Node.PROCESS_MODE_ALWAYS
_reset_node = GUIDEReset.new()
add_child(_reset_node)
# attach to the current viewport to get input events
GUIDEInputTracker._instrument.call_deferred(get_viewport())
get_tree().node_added.connect(_on_node_added)
# Emit a change of input mappings whenever a joystick was connected
# or disconnected.
Input.joy_connection_changed.connect(func(ig, ig2): input_mappings_changed.emit())
## Called when a node is added to the tree. If the node is a window
## GUIDE will instrument it to get events when the window is focused.
func _on_node_added(node:Node) -> void:
if not node is Window:
return
GUIDEInputTracker._instrument(node)
## Injects input into GUIDE. GUIDE will call this automatically but
## can also be used to manually inject input for GUIDE to handle
func inject_input(event:InputEvent) -> void:
if event is InputEventAction:
return # we don't react to Godot's built-in events
for input:GUIDEInput in _active_inputs:
input._input(event)
## Applies an input remapping config. This will override all input bindings in the
## currently loaded mapping contexts with the bindings from the configuration.
## Note that GUIDE will not track changes to the remapping config. If your remapping
## config changes, you will need to call this method again.
func set_remapping_config(config:GUIDERemappingConfig) -> void:
_active_remapping_config = config
_update_caches()
## Enables the given context with the given priority. Lower numbers have higher priority. If
## disable_others is set to true, all other currently enabled mapping contexts will be disabled.
func enable_mapping_context(context:GUIDEMappingContext, disable_others:bool = false, priority:int = 0):
if not is_instance_valid(context):
push_error("Null context given. Ignoring.")
return
if disable_others:
_active_contexts.clear()
_active_contexts[context] = priority
_update_caches()
## Disables the given mapping context.
func disable_mapping_context(context:GUIDEMappingContext):
if not is_instance_valid(context):
push_error("Null context given. Ignoring.")
return
_active_contexts.erase(context)
_update_caches()
## Checks whether the given mapping context is currently enabled.
func is_mapping_context_enabled(context:GUIDEMappingContext) -> bool:
return _active_contexts.has(context)
## Returns the currently enabled mapping contexts
func get_enabled_mapping_contexts() -> Array[GUIDEMappingContext]:
var result:Array[GUIDEMappingContext] = []
for key in _active_contexts.keys():
result.append(key)
return result
## Processes all currently active actions
func _process(delta:float) -> void:
var blocked_actions:GUIDESet = GUIDESet.new()
for action_mapping:GUIDEActionMapping in _active_action_mappings:
var action:GUIDEAction = action_mapping.action
# Walk over all input mappings for this action and consolidate state
# and result value.
var consolidated_value:Vector3 = Vector3.ZERO
var consolidated_trigger_state:GUIDETrigger.GUIDETriggerState
for input_mapping:GUIDEInputMapping in action_mapping.input_mappings:
input_mapping._update_state(delta, action.action_value_type)
consolidated_value += input_mapping._value
consolidated_trigger_state = max(consolidated_trigger_state, input_mapping._state)
# we do the blocking check only here because triggers may need to run anyways
# (e.g. to collect hold times).
if blocked_actions.has(action):
consolidated_trigger_state = GUIDETrigger.GUIDETriggerState.NONE
if action.block_lower_priority_actions and \
consolidated_trigger_state == GUIDETrigger.GUIDETriggerState.TRIGGERED and \
_actions_sharing_input.has(action):
for blocked_action in _actions_sharing_input[action]:
blocked_actions.add(blocked_action)
# Now state change events.
match(action._last_state):
GUIDEAction.GUIDEActionState.TRIGGERED:
match(consolidated_trigger_state):
GUIDETrigger.GUIDETriggerState.NONE:
action._completed(consolidated_value)
GUIDETrigger.GUIDETriggerState.ONGOING:
action._ongoing(consolidated_value, delta)
GUIDETrigger.GUIDETriggerState.TRIGGERED:
action._triggered(consolidated_value, delta)
GUIDEAction.GUIDEActionState.ONGOING:
match(consolidated_trigger_state):
GUIDETrigger.GUIDETriggerState.NONE:
action._cancelled(consolidated_value)
GUIDETrigger.GUIDETriggerState.ONGOING:
action._ongoing(consolidated_value, delta)
GUIDETrigger.GUIDETriggerState.TRIGGERED:
action._triggered(consolidated_value, delta)
GUIDEAction.GUIDEActionState.COMPLETED:
match(consolidated_trigger_state):
GUIDETrigger.GUIDETriggerState.NONE:
# make sure the value updated but don't emit any other events
action._update_value(consolidated_value)
GUIDETrigger.GUIDETriggerState.ONGOING:
action._started(consolidated_value)
GUIDETrigger.GUIDETriggerState.TRIGGERED:
action._triggered(consolidated_value, delta)
func _update_caches():
# Notify existing inputs that they aren no longer required
for input:GUIDEInput in _active_inputs:
input._reset()
input._end_usage()
# Cancel all actions, so they don't remain in weird states.
for mapping:GUIDEActionMapping in _active_action_mappings:
match mapping.action._last_state:
GUIDEAction.GUIDEActionState.ONGOING:
mapping.action._cancelled(Vector3.ZERO)
GUIDEAction.GUIDEActionState.TRIGGERED:
mapping.action._completed(Vector3.ZERO)
# notify all modifiers they are no longer in use
for input_mapping in mapping.input_mappings:
for modifier in input_mapping.modifiers:
modifier._end_usage()
_active_inputs.clear()
_active_action_mappings.clear()
_actions_sharing_input.clear()
var sorted_contexts:Array[Dictionary] = []
for context:GUIDEMappingContext in _active_contexts.keys():
sorted_contexts.append({"context": context, "priority": _active_contexts[context]})
sorted_contexts.sort_custom( func(a,b): return a.priority < b.priority )
# The actions we already have processed. Same action may appear in different
# contexts, so if we find the same action twice, only the first instance wins.
var processed_actions:GUIDESet = GUIDESet.new()
var consolidated_inputs:GUIDESet = GUIDESet.new()
for entry:Dictionary in sorted_contexts:
var context:GUIDEMappingContext = entry.context
for action_mapping:GUIDEActionMapping in context.mappings:
var action := action_mapping.action
# If the action was already configured in a higher priority context,
# we'll skip it.
if processed_actions.has(action):
# skip
continue
processed_actions.add(action)
# We consolidate the inputs here, so we'll internally build a new
# action mapping that uses consolidated inputs rather than the
# original ones. This achieves multiple things:
# - if two actions check for the same input, we only need to
# process the input once instead of twice.
# - it allows us to prioritize input, if two actions check for
# the same input. This way the first action can consume the
# input and not have it affect further actions.
# - we make sure nobody shares triggers as they are stateful and
# should not be shared.
var effective_mapping = GUIDEActionMapping.new()
effective_mapping.action = action
# now update the input mappings
for index in action_mapping.input_mappings.size():
var bound_input:GUIDEInput = action_mapping.input_mappings[index].input
# if the mapping has an override for the input, apply it.
if _active_remapping_config != null and \
_active_remapping_config._has(context, action, index):
bound_input = _active_remapping_config._get_bound_input_or_null(context, action, index)
# make a new input mapping
var new_input_mapping := GUIDEInputMapping.new()
# can be null for combo mappings, so check that
if bound_input != null:
# check if we already have this kind of input
var existing = consolidated_inputs.first_match(func(it:GUIDEInput): return it.is_same_as(bound_input))
if existing != null:
# if we have this already, use the instance we have
bound_input = existing
else:
# otherwise register this input into the consolidated input
consolidated_inputs.add(bound_input)
new_input_mapping.input = bound_input
# modifiers cannot be re-bound so we can just use the one
# from the original configuration. this is also needed for shared
# modifiers to work.
new_input_mapping.modifiers = action_mapping.input_mappings[index].modifiers
# triggers also cannot be re-bound but we still make a copy
# to ensure that no shared triggers exist.
new_input_mapping.triggers = []
for trigger in action_mapping.input_mappings[index].triggers:
new_input_mapping.triggers.append(trigger.duplicate())
new_input_mapping._initialize()
# and add it to the new mapping
effective_mapping.input_mappings.append(new_input_mapping)
# if any binding remains, add the mapping to the list of active
# action mappings
if not effective_mapping.input_mappings.is_empty():
_active_action_mappings.append(effective_mapping)
# now we have a new set of active inputs
for input:GUIDEInput in consolidated_inputs.values():
_active_inputs.append(input)
# prepare the action input share lookup table
for i:int in _active_action_mappings.size():
var mapping = _active_action_mappings[i]
if mapping.action.block_lower_priority_actions:
# first find out if the action uses any chorded actions and
# collect all inputs that this action uses
var chorded_actions:GUIDESet = GUIDESet.new()
var inputs:GUIDESet = GUIDESet.new()
var blocked_actions:GUIDESet = GUIDESet.new()
for input_mapping:GUIDEInputMapping in mapping.input_mappings:
if input_mapping.input != null:
inputs.add(input_mapping.input)
for trigger:GUIDETrigger in input_mapping.triggers:
if trigger is GUIDETriggerChordedAction and trigger.action != null:
chorded_actions.add(trigger.action)
# Now the action that has a chorded action (A) needs to make sure that
# the chorded action it depends upon (B) is not blocked (otherwise A would
# never trigger) and if that chorded action (B) in turn depends on chorded actions. So
# if chorded actions build a chain, we need to keep the full
# chain unblocked. In addition we need to add the inputs of all
# these chorded actions to the list of blocked inputs.
for j:int in range(i+1, _active_action_mappings.size()):
var inner_mapping = _active_action_mappings[j]
# this is a chorded action that is used by one other action
# in the chain.
if chorded_actions.has(inner_mapping.action):
for input_mapping:GUIDEInputMapping in inner_mapping.input_mappings:
# put all of its inputs into the list of blocked inputs
if input_mapping.input != null:
inputs.add(input_mapping.input)
# also if this mapping in turn again depends on a chorded
# action, ad this one to the list of chorded actions
for trigger:GUIDETrigger in input_mapping.triggers:
if trigger is GUIDETriggerChordedAction and trigger.action != null:
chorded_actions.add(trigger.action)
# now find lower priority actions that share input
for j:int in range(i+1, _active_action_mappings.size()):
var inner_mapping = _active_action_mappings[j]
if chorded_actions.has(inner_mapping.action):
continue
for input_mapping:GUIDEInputMapping in inner_mapping.input_mappings:
if input_mapping.input == null:
continue
# because we consolidated input, we can now do an == comparison
# to find equal input.
if inputs.has(input_mapping.input):
blocked_actions.add(inner_mapping.action)
# we can continue to the next action
break
if not blocked_actions.is_empty():
_actions_sharing_input[mapping.action] = blocked_actions.values()
# finally collect which inputs we need to reset per frame
_reset_node._inputs_to_reset.clear()
for input:GUIDEInput in _active_inputs:
if input._needs_reset():
_reset_node._inputs_to_reset.append(input)
# Notify inputs that GUIDE is about to use them
input._begin_usage()
for mapping in _active_action_mappings:
for input_mapping in mapping.input_mappings:
# notify modifiers they will be used.
for modifier in input_mapping.modifiers:
modifier._begin_usage()
# and copy over the hold time threshold from the mapping
mapping.action._trigger_hold_threshold = input_mapping._trigger_hold_threshold
# and notify interested parties that the input mappings have changed
input_mappings_changed.emit()

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@tool
@icon("res://addons/guide/guide_action.svg")
class_name GUIDEAction
extends Resource
enum GUIDEActionValueType {
BOOL = 0,
AXIS_1D = 1,
AXIS_2D = 2,
AXIS_3D = 3
}
enum GUIDEActionState {
TRIGGERED,
ONGOING,
COMPLETED
}
## The name of this action. Required when this action should be used as
## Godot action. Also displayed in the debugger.
@export var name:StringName:
set(value):
if name == value:
return
name = value
emit_changed()
## The action value type.
@export var action_value_type: GUIDEActionValueType = GUIDEActionValueType.BOOL:
set(value):
if action_value_type == value:
return
action_value_type = value
emit_changed()
## If this action triggers, lower-priority actions cannot trigger
## if they share input with this action unless these actions are
## chorded with this action.
@export var block_lower_priority_actions:bool = true:
set(value):
if block_lower_priority_actions == value:
return
block_lower_priority_actions = value
emit_changed()
@export_category("Godot Actions")
## If true, then this action will be emitted into Godot's
## built-in action system. This can be helpful to interact with
## code using this system, like Godot's UI system. Actions
## will be emitted on trigger and completion (e.g. button down
## and button up).
@export var emit_as_godot_actions:bool = false:
set(value):
if emit_as_godot_actions == value:
return
emit_as_godot_actions = value
emit_changed()
@export_category("Action Remapping")
## If true, players can remap this action. To be remappable, make sure
## that a name and the action type are properly set.
@export var is_remappable:bool:
set(value):
if is_remappable == value:
return
is_remappable = value
emit_changed()
## The display name of the action shown to the player.
@export var display_name:String:
set(value):
if display_name == value:
return
display_name = value
emit_changed()
## The display category of the action shown to the player.
@export var display_category:String:
set(value):
if display_category == value:
return
display_category = value
emit_changed()
## Emitted every frame while the action is triggered.
signal triggered()
## Emitted when the action started evaluating.
signal started()
## Emitted every frame while the action is still evaluating.
signal ongoing()
## Emitted when the action finished evaluating.
signal completed()
## Emitted when the action was cancelled.
signal cancelled()
var _last_state:GUIDEActionState = GUIDEActionState.COMPLETED
var _value_bool:bool
## Returns the value of this action as bool.
var value_bool:bool:
get: return _value_bool
## Returns the value of this action as float.
var value_axis_1d:float:
get: return _value.x
var _value_axis_2d:Vector2 = Vector2.ZERO
## Returns the value of this action as Vector2.
var value_axis_2d:Vector2:
get: return _value_axis_2d
var _value:Vector3 = Vector3.ZERO
## Returns the value of this action as Vector3.
var value_axis_3d:Vector3:
get: return _value
var _elapsed_seconds:float
## The amount of seconds elapsed since the action started evaluating.
var elapsed_seconds:float:
get: return _elapsed_seconds
var _elapsed_ratio:float
## The ratio of the elapsed time to the hold time. This is a percentage
## of the hold time that has passed. If the action has no hold time, this will
## be 0 when the action is not triggered and 1 when the action is triggered.
## Otherwise, this will be a value between 0 and 1.
var elapsed_ratio:float:
get: return _elapsed_ratio
var _triggered_seconds:float
## The amount of seconds elapsed since the action triggered.
var triggered_seconds:float:
get: return _triggered_seconds
## This is a hint for how long the input must remain actuated (in seconds) before the action triggers.
## It depends on the mapping in which this action is used. If the mapping has no hold trigger it will be -1.
## In general, you should not access this variable directly, but rather the `elapsed_ratio` property of the action
## which is a percentage of the hold time that has passed.
var _trigger_hold_threshold:float = -1.0
func _triggered(value:Vector3, delta:float) -> void:
_triggered_seconds += delta
_elapsed_ratio = 1.0
_update_value(value)
_last_state = GUIDEActionState.TRIGGERED
triggered.emit()
_emit_godot_action_maybe(true)
func _started(value:Vector3) -> void:
_elapsed_ratio = 0.0
_update_value(value)
_last_state = GUIDEActionState.ONGOING
started.emit()
ongoing.emit()
func _ongoing(value:Vector3, delta:float) -> void:
_elapsed_seconds += delta
if _trigger_hold_threshold > 0:
_elapsed_ratio = _elapsed_seconds / _trigger_hold_threshold
_update_value(value)
var was_triggered:bool = _last_state == GUIDEActionState.TRIGGERED
_last_state = GUIDEActionState.ONGOING
ongoing.emit()
# if the action reverts from triggered to ongoing, this counts as
# releasing the action for the godot action system.
if was_triggered:
_emit_godot_action_maybe(false)
func _cancelled(value:Vector3) -> void:
_elapsed_seconds = 0
_elapsed_ratio = 0
_update_value(value)
_last_state = GUIDEActionState.COMPLETED
cancelled.emit()
completed.emit()
func _completed(value:Vector3) -> void:
_elapsed_seconds = 0
_elapsed_ratio = 0
_triggered_seconds = 0
_update_value(value)
_last_state = GUIDEActionState.COMPLETED
completed.emit()
_emit_godot_action_maybe(false)
func _emit_godot_action_maybe(pressed:bool) -> void:
if not emit_as_godot_actions:
return
if name.is_empty():
push_error("Cannot emit action into Godot's system because name is empty.")
return
var godot_action = InputEventAction.new()
godot_action.action = name
godot_action.strength = _value.x
godot_action.pressed = pressed
Input.parse_input_event(godot_action)
func _update_value(value:Vector3):
match action_value_type:
GUIDEActionValueType.BOOL, GUIDEActionValueType.AXIS_1D:
_value_bool = abs(value.x) > 0
_value_axis_2d = Vector2(abs(value.x), 0)
_value = Vector3(value.x, 0, 0)
GUIDEActionValueType.AXIS_2D:
_value_bool = abs(value.x) > 0
_value_axis_2d = Vector2(value.x, value.y)
_value = Vector3(value.x, value.y, 0)
GUIDEActionValueType.AXIS_3D:
_value_bool = abs(value.x) > 0
_value_axis_2d = Vector2(value.x, value.y)
_value = value
## Returns whether the action is currently triggered. Can be used for a
## polling style input.
func is_triggered() -> bool:
return _last_state == GUIDEActionState.TRIGGERED
## Returns whether the action is currently completed. Can be used for a
## polling style input.
func is_completed() -> bool:
return _last_state == GUIDEActionState.COMPLETED
## Returns whether the action is currently completed. Can be used for a
## polling style input.
func is_ongoing() -> bool:
return _last_state == GUIDEActionState.ONGOING
func _editor_name() -> String:
# Try to give the most user friendly name
if display_name != "":
return display_name
if name != "":
return name
return resource_path.get_file().replace(".tres", "")

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@@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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@icon("res://addons/guide/guide_internal.svg")
@tool
## An action to input mapping
class_name GUIDEActionMapping
extends Resource
## The action to be mapped
@export var action:GUIDEAction:
set(value):
if value == action:
return
action = value
emit_changed()
## A set of input mappings that can trigger the action
@export var input_mappings:Array[GUIDEInputMapping] = []:
set(value):
if value == input_mappings:
return
input_mappings = value
emit_changed()

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@@ -0,0 +1,177 @@
@icon("res://addons/guide/guide_internal.svg")
@tool
## A mapping from actuated input to a trigger result
class_name GUIDEInputMapping
extends Resource
## Whether the remapping configuration in this input mapping
## should override the configuration of the bound action. Enable
## this, to give a key a custom name or category for remapping.
@export var override_action_settings:bool = false:
set(value):
if override_action_settings == value:
return
override_action_settings = value
emit_changed()
## If true, players can remap this input mapping. Note that the
## action to which this input is bound also needs to be remappable
## for this setting to have an effect.
@export var is_remappable:bool = false:
set(value):
if is_remappable == value:
return
is_remappable = value
emit_changed()
## The display name of the input mapping shown to the player. If empty,
## the display name of the action is used.
@export var display_name:String = "":
set(value):
if display_name == value:
return
display_name = value
emit_changed()
## The display category of the input mapping. If empty, the display name of the
## action is used.
@export var display_category:String = "":
set(value):
if display_category == value:
return
display_category = value
emit_changed()
@export_group("Mappings")
## The input to be actuated
@export var input:GUIDEInput:
set(value):
if value == input:
return
input = value
emit_changed()
## A list of modifiers that preprocess the actuated input before
## it is fed to the triggers.
@export var modifiers:Array[GUIDEModifier] = []:
set(value):
if value == modifiers:
return
modifiers = value
emit_changed()
## A list of triggers that could trigger the mapped action.
@export var triggers:Array[GUIDETrigger] = []:
set(value):
if value == triggers:
return
triggers = value
emit_changed()
## Hint for how long the input must remain actuated (in seconds) before the mapping triggers.
## If the mapping has no hold trigger it will be -1. If it has multiple hold triggers
## the shortest hold time will be used.
var _trigger_hold_threshold:float = -1.0
var _state:GUIDETrigger.GUIDETriggerState = GUIDETrigger.GUIDETriggerState.NONE
var _value:Vector3 = Vector3.ZERO
var _trigger_list:Array[GUIDETrigger] = []
var _implicit_count:int = 0
var _explicit_count:int = 0
## Called when the mapping is started to be used by GUIDE. Calculates
## the number of implicit and explicit triggers so we don't need to do this
## per frame. Also creates a default trigger when none is set.
func _initialize() -> void :
_trigger_list.clear()
_implicit_count = 0
_explicit_count = 0
_trigger_hold_threshold = -1.0
if triggers.is_empty():
# make a default trigger and use that
var default_trigger = GUIDETriggerDown.new()
default_trigger.actuation_threshold = 0
_explicit_count = 1
_trigger_list.append(default_trigger)
return
for trigger in triggers:
match trigger._get_trigger_type():
GUIDETrigger.GUIDETriggerType.EXPLICIT:
_explicit_count += 1
GUIDETrigger.GUIDETriggerType.IMPLICIT:
_implicit_count += 1
_trigger_list.append(trigger)
# collect the hold threshold for hinting the UI about how long
# the input must be held down. This is only relevant for hold triggers
if trigger is GUIDETriggerHold:
if _trigger_hold_threshold == -1:
_trigger_hold_threshold = trigger.hold_treshold
else:
_trigger_hold_threshold = min(_trigger_hold_threshold, trigger.hold_treshold)
func _update_state(delta:float, value_type:GUIDEAction.GUIDEActionValueType):
# Collect the current input value
var input_value:Vector3 = input._value if input != null else Vector3.ZERO
# Run it through all modifiers
for modifier:GUIDEModifier in modifiers:
input_value = modifier._modify_input(input_value, delta, value_type)
_value = input_value
var triggered_implicits:int = 0
var triggered_explicits:int = 0
var triggered_blocked:int = 0
# Run over all triggers
var result:int = GUIDETrigger.GUIDETriggerState.NONE
for trigger:GUIDETrigger in _trigger_list:
var trigger_result:GUIDETrigger.GUIDETriggerState = trigger._update_state(_value, delta, value_type)
trigger._last_value = _value
var trigger_type = trigger._get_trigger_type()
if trigger_result == GUIDETrigger.GUIDETriggerState.TRIGGERED:
match trigger_type:
GUIDETrigger.GUIDETriggerType.EXPLICIT:
triggered_explicits += 1
GUIDETrigger.GUIDETriggerType.IMPLICIT:
triggered_implicits += 1
GUIDETrigger.GUIDETriggerType.BLOCKING:
triggered_blocked += 1
# we only care about the nuances of explicit triggers. implicits and blocking
# can only really return yes or no, so they have no nuance
if trigger_type == GUIDETrigger.GUIDETriggerType.EXPLICIT:
# Higher value results take precedence over lower value results
result = max(result, trigger_result)
# final collection
if triggered_blocked > 0:
# some blocker triggered which means that this cannot succeed
_state = GUIDETrigger.GUIDETriggerState.NONE
return
if triggered_implicits < _implicit_count:
# not all implicits triggered, which also fails this binding
_state = GUIDETrigger.GUIDETriggerState.NONE
return
if _explicit_count == 0 and _implicit_count > 0:
# if no explicits exist, its enough when all implicits trigger
_state = GUIDETrigger.GUIDETriggerState.TRIGGERED
return
# return the best result
_state = result

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## Tracker that tracks input for a window and injects it into GUIDE.
## Will automatically keep track of sub-windows.
extends Node
## Instruments a sub-window so it forwards input events to GUIDE.
static func _instrument(viewport:Viewport):
if viewport.has_meta("x-guide-instrumented"):
return
var tracker = preload("guide_input_tracker.gd").new()
tracker.process_mode = Node.PROCESS_MODE_ALWAYS
viewport.add_child(tracker, false, Node.INTERNAL_MODE_BACK)
viewport.gui_focus_changed.connect(tracker._control_focused)
## Catches unhandled input and forwards it to GUIDE
func _unhandled_input(event:InputEvent):
GUIDE.inject_input(event)
## Some ... creative code ... to catch events from popup windows
## that are spawned by Godot's control nodes.
func _control_focused(control:Control):
if control is OptionButton or control is ColorPickerButton \
or control is MenuButton or control is TabContainer:
_instrument(control.get_popup())

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@tool
@icon("res://addons/guide/guide_mapping_context.svg")
class_name GUIDEMappingContext
extends Resource
const GUIDESet = preload("guide_set.gd")
## The display name for this mapping context during action remapping
@export var display_name:String:
set(value):
if value == display_name:
return
display_name = value
emit_changed()
## The mappings. Do yourself a favour and use the G.U.I.D.E panel
## to edit these.
@export var mappings:Array[GUIDEActionMapping] = []:
set(value):
if value == mappings:
return
mappings = value
emit_changed()
func _editor_name() -> String:
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View File

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extends Node
var _inputs_to_reset:Array[GUIDEInput] = []
func _enter_tree() -> void:
# this should run at the end of the frame, so we put in a low priority (= high number)
process_priority = 10000000
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
for input:GUIDEInput in _inputs_to_reset:
input._reset()

40
addons/guide/guide_set.gd Normal file
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@@ -0,0 +1,40 @@
## Helper class for modelling sets
var _values:Dictionary = {}
func add(value:Variant) -> void:
_values[value] = value
func remove(value:Variant) -> void:
_values.erase(value)
func clear() -> void:
_values.clear()
func is_empty() -> bool:
return _values.is_empty()
func pull() -> Variant:
if is_empty():
return null
var key = _values.keys()[0]
remove(key)
return key
func has(value:Variant) -> bool:
return _values.has(value)
## Returns the first item for which the given matcher function returns
## a true value.
func first_match(matcher:Callable) -> Variant:
for key in _values.keys():
if matcher.call(key):
return key
return null
func values() -> Array:
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@@ -0,0 +1,50 @@
@tool
@icon("res://addons/guide/inputs/guide_input.svg")
## A class representing some actuated input.
class_name GUIDEInput
extends Resource
## The current valueo f this input. Depending on the input type only parts of the
## returned vector may be relevant.
var _value:Vector3 = Vector3.ZERO
## Whether this input needs a reset per frame. _input is only called when
## there is input happening, but some GUIDE inputs may need to be reset
## in the absence of input.
func _needs_reset() -> bool:
return false
## Resets the input value to the default value. Is called once per frame if
## _needs_reset returns true.
func _reset() -> void:
_value = Vector3.ZERO
## Called when an input event happens. Should update the
## the input value of this input.
func _input(event:InputEvent):
pass
## Returns whether this input is the same input as the other input.
func is_same_as(other:GUIDEInput) -> bool:
return false
## Called when the input is started to be used by GUIDE. Can be used to perform
## initializations.
func _begin_usage() -> void :
pass
## Called, when the input is no longer used by GUIDE. Can be used to perform
## cleanup.
func _end_usage() -> void:
pass
func _editor_name() -> String:
return ""
func _editor_description() -> String:
return ""
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return -1

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## An input that mirrors the action's value while the action is triggered.
@tool
class_name GUIDEInputAction
extends GUIDEInput
## The action that this input should mirror. This is live tracked, so any change in
## the action will update the input.
@export var action:GUIDEAction:
set(value):
if value == action:
return
action = value
emit_changed()
func _begin_usage():
if is_instance_valid(action):
action.triggered.connect(_on)
action.completed.connect(_off)
action.ongoing.connect(_off)
if action.is_triggered():
_on()
return
# not triggered or no action.
_off()
func _end_usage():
if is_instance_valid(action):
action.triggered.disconnect(_on)
action.completed.disconnect(_off)
action.ongoing.disconnect(_off)
func _on() -> void:
# on is only called when the action is actually existing, so this is
# always not-null here
_value = action.value_axis_3d
func _off() -> void:
_value = Vector3.ZERO
func is_same_as(other:GUIDEInput) -> bool:
return other is GUIDEInputAction and other.action == action
func _to_string():
return "(GUIDEInputAction: " + str(action) + ")"
func _editor_name() -> String:
return "Action"
func _editor_description() -> String:
return "An input that mirrors the action's value while the action is triggered."
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return GUIDEAction.GUIDEActionValueType.AXIS_3D

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## Input that triggers if any input from the given device class
## is given. Only looks for button inputs, not axis inputs as axes
## have a tendency to accidentally trigger.
@tool
class_name GUIDEInputAny
extends GUIDEInput
## Should input from mouse buttons be considered? Deprecated, use
## mouse_buttons instead.
## @deprecated
var mouse:bool:
get: return mouse_buttons
set(value): mouse_buttons = value
## Should input from joy buttons be considered. Deprecated, use
## joy_buttons instead.
## @deprecated
var joy:bool:
get: return joy_buttons
set(value): joy_buttons = value
## Should input from mouse buttons be considered?
@export var mouse_buttons:bool = false
## Should input from mouse movement be considered?
@export var mouse_movement:bool = false
## Minimum movement distance of the mouse before it is considered
## moving.
@export var minimum_mouse_movement_distance:float = 1.0
## Should input from gamepad/joystick buttons be considered?
@export var joy_buttons:bool = false
## Should input from gamepad/joystick axes be considered?
@export var joy_axes:bool = false
## Minimum strength of a single joy axis actuation before it is considered
## as actuated.
@export var minimum_joy_axis_actuation_strength:float = 0.2
## Should input from the keyboard be considered?
@export var keyboard:bool = false
## Should input from touch be considered?
@export var touch:bool = false
func _needs_reset() -> bool:
# Needs reset because we cannot detect the absence of input.
return true
func _input(event:InputEvent):
if mouse_buttons and event is InputEventMouseButton:
_value = Vector3.RIGHT
return
if mouse_movement and event is InputEventMouseMotion \
and event.relative.length() >= minimum_mouse_movement_distance:
_value = Vector3.RIGHT
return
if joy_buttons and event is InputEventJoypadButton:
_value = Vector3.RIGHT
return
if joy_axes and event is InputEventJoypadMotion \
and abs(event.axis_value) >= minimum_joy_axis_actuation_strength:
_value = Vector3.RIGHT
return
if keyboard and event is InputEventKey:
_value = Vector3.RIGHT
return
if touch and (event is InputEventScreenTouch or event is InputEventScreenDrag):
_value = Vector3.RIGHT
return
_value = Vector3.ZERO
func is_same_as(other:GUIDEInput) -> bool:
return other is GUIDEInputAny and \
other.mouse == mouse and \
other.joy == joy and \
other.keyboard == keyboard
func _editor_name() -> String:
return "Any Input"
func _editor_description() -> String:
return "Input that triggers if any input from the given device class is given."
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return GUIDEAction.GUIDEActionValueType.BOOL
# support for legacy properties
func _get_property_list():
return [
{
"name": "mouse",
"type": TYPE_BOOL,
"usage": PROPERTY_USAGE_NO_EDITOR
},
{
"name": "joy",
"type": TYPE_BOOL,
"usage": PROPERTY_USAGE_NO_EDITOR
}
]

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## Input from a single joy axis.
@tool
class_name GUIDEInputJoyAxis1D
extends GUIDEInputJoyBase
## The joy axis to sample
@export var axis:JoyAxis = JOY_AXIS_LEFT_X:
set(value):
if value == axis:
return
axis = value
emit_changed()
func _input(event:InputEvent):
if not event is InputEventJoypadMotion:
return
if event.axis != axis:
return
if joy_index > -1 and event.device != _joy_id:
return
_value.x = event.axis_value
func is_same_as(other:GUIDEInput) -> bool:
return other is GUIDEInputJoyAxis1D and \
other.axis == axis and \
other.joy_index == joy_index
func _to_string():
return "(GUIDEInputJoyAxis1D: axis=" + str(axis) + ", joy_index=" + str(joy_index) + ")"
func _editor_name() -> String:
return "Joy Axis 1D"
func _editor_description() -> String:
return "The input from a single joy axis."
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return GUIDEAction.GUIDEActionValueType.AXIS_1D

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## Input from two joy axes.
class_name GUIDEInputJoyAxis2D
extends GUIDEInputJoyBase
## The joy axis to sample for x input.
@export var x:JoyAxis = JOY_AXIS_LEFT_X:
set(value):
if value == x:
return
x = value
emit_changed()
## The joy axis to sample for y input.
@export var y:JoyAxis = JOY_AXIS_LEFT_Y:
set(value):
if value == y:
return
y = value
emit_changed()
func _input(event:InputEvent):
if not event is InputEventJoypadMotion:
return
if event.axis != x and event.axis != y:
return
if joy_index > -1 and event.device != _joy_id:
return
if event.axis == x:
_value.x = event.axis_value
return
if event.axis == y:
_value.y = event.axis_value
func is_same_as(other:GUIDEInput) -> bool:
return other is GUIDEInputJoyAxis2D and \
other.x == x and \
other.y == y and \
other.joy_index == joy_index
func _to_string():
return "(GUIDEInputJoyAxis2D: x=" + str(x) + ", y=" + str(y) + ", joy_index=" + str(joy_index) + ")"
func _editor_name() -> String:
return "Joy Axis 2D"
func _editor_description() -> String:
return "The input from two Joy axes. Usually from a stick."
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return GUIDEAction.GUIDEActionValueType.AXIS_2D

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## Base class for joystick inputs.
@tool
class_name GUIDEInputJoyBase
extends GUIDEInput
## The index of the connected joy pad to check. If -1 checks all joypads.
@export var joy_index:int = -1:
set(value):
if value == joy_index:
return
joy_index = value
emit_changed()
## Cached joystick ID if we use a joy index.
var _joy_id:int = -2
func _begin_usage():
Input.joy_connection_changed.connect(_update_joy_id)
_update_joy_id(null, null)
func _end_usage():
Input.joy_connection_changed.disconnect(_update_joy_id)
func _update_joy_id(_ignore, _ignore2):
if joy_index < 0:
return
var joypads:Array[int] = Input.get_connected_joypads()
if joy_index < joypads.size():
_joy_id = joypads[joy_index]
else:
push_warning("Only ", joypads.size(), " joy pads/sticks connected. Cannot sample in put from index ", joy_index, ".")
_joy_id = -2

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@tool
class_name GUIDEInputJoyButton
extends GUIDEInputJoyBase
@export var button:JoyButton = JOY_BUTTON_A:
set(value):
if value == button:
return
button = value
emit_changed()
func _input(event:InputEvent):
if not event is InputEventJoypadButton:
return
if event.button_index != button:
return
if joy_index > -1 and event.device != _joy_id:
return
_value.x = 1.0 if event.pressed else 0.0
func is_same_as(other:GUIDEInput) -> bool:
return other is GUIDEInputJoyButton and \
other.button == button and \
other.joy_index == joy_index
func _to_string():
return "(GUIDEInputJoyButton: button=" + str(button) + ", joy_index=" + str(joy_index) + ")"
func _editor_name() -> String:
return "Joy Button"
func _editor_description() -> String:
return "A button press from a joy button."
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return GUIDEAction.GUIDEActionValueType.BOOL

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@tool
class_name GUIDEInputKey
extends GUIDEInput
## The physical keycode of the key.
@export var key:Key:
set(value):
if value == key:
return
key = value
emit_changed()
@export_group("Modifiers")
## Whether shift must be pressed.
@export var shift:bool = false:
set(value):
if value == shift:
return
shift = value
emit_changed()
## Whether control must be pressed.
@export var control:bool = false:
set(value):
if value == control:
return
control = value
emit_changed()
## Whether alt must be pressed.
@export var alt:bool = false:
set(value):
if value == alt:
return
alt = value
emit_changed()
## Whether meta/win/cmd must be pressed.
@export var meta:bool = false:
set(value):
if value == meta:
return
meta = value
emit_changed()
## Whether this input should fire if additional
## modifier keys are currently pressed.
@export var allow_additional_modifiers:bool = true:
set(value):
if value == allow_additional_modifiers:
return
allow_additional_modifiers = value
emit_changed()
func _input(event:InputEvent):
if not event is InputEventKey:
return
# we start assuming the key is not pressed right now
_value.x = 0.0
# the key itself must be pressed
if not Input.is_physical_key_pressed(key):
return
# every required modifier must be pressed
if shift and not Input.is_physical_key_pressed(KEY_SHIFT):
return
if control and not Input.is_physical_key_pressed(KEY_CTRL):
return
if alt and not Input.is_physical_key_pressed(KEY_ALT):
return
if meta and not Input.is_physical_key_pressed(KEY_META):
return
# unless additional modifiers are allowed, every
# unselected modifier must not be pressed (except if the
# bound key is actually the modifier itself)
if not allow_additional_modifiers:
if not shift and key != KEY_SHIFT and Input.is_physical_key_pressed(KEY_SHIFT):
return
if not control and key != KEY_CTRL and Input.is_physical_key_pressed(KEY_CTRL):
return
if not alt and key != KEY_ALT and Input.is_physical_key_pressed(KEY_ALT):
return
if not meta and key != KEY_META and Input.is_physical_key_pressed(KEY_META):
return
# we're still here, so all required keys are pressed and
# no extra keys are pressed
_value.x = 1.0
func is_same_as(other:GUIDEInput) -> bool:
return other is GUIDEInputKey \
and other.key == key \
and other.shift == shift \
and other.control == control \
and other.alt == alt \
and other.meta == meta \
and other.allow_additional_modifiers == allow_additional_modifiers
func _to_string():
return "(GUIDEInputKey: key=" + str(key) + ", shift=" + str(shift) + ", alt=" + str(alt) + ", control=" + str(control) + ", meta="+ str(meta) + ")"
func _editor_name() -> String:
return "Key"
func _editor_description() -> String:
return "A button press on the keyboard."
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return GUIDEAction.GUIDEActionValueType.BOOL

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@tool
class_name GUIDEInputMouseAxis1D
extends GUIDEInput
enum GUIDEInputMouseAxis {
X,
Y
}
@export var axis:GUIDEInputMouseAxis:
set(value):
if value == axis:
return
axis = value
emit_changed()
# we don't get mouse updates when the mouse is not moving, so this needs to be
# reset every frame
func _needs_reset() -> bool:
return true
func _input(event:InputEvent) -> void:
if event is InputEventMouseMotion:
match axis:
GUIDEInputMouseAxis.X:
_value.x = event.relative.x
GUIDEInputMouseAxis.Y:
_value.x = event.relative.y
func is_same_as(other:GUIDEInput):
return other is GUIDEInputMouseAxis1D and other.axis == axis
func _to_string():
return "(GUIDEInputMouseAxis1D: axis=" + str(axis) + ")"
func _editor_name() -> String:
return "Mouse Axis 1D"
func _editor_description() -> String:
return "Relative mouse movement on a single axis."
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return GUIDEAction.GUIDEActionValueType.AXIS_1D

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@tool
class_name GUIDEInputMouseAxis2D
extends GUIDEInput
# we don't get mouse updates when the mouse is not moving, so this needs to be
# reset every frame
func _needs_reset() -> bool:
return true
func _input(event:InputEvent) -> void:
if not event is InputEventMouseMotion:
return
_value.x = event.relative.x
_value.y = event.relative.y
func is_same_as(other:GUIDEInput):
return other is GUIDEInputMouseAxis2D
func _to_string():
return "(GUIDEInputMouseAxis2D)"
func _editor_name() -> String:
return "Mouse Axis 2D"
func _editor_description() -> String:
return "Relative mouse movement on 2 axes."
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return GUIDEAction.GUIDEActionValueType.AXIS_2D

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@tool
class_name GUIDEInputMouseButton
extends GUIDEInput
@export var button:MouseButton = MOUSE_BUTTON_LEFT:
set(value):
if value == button:
return
button = value
emit_changed()
func _needs_reset():
# mouse wheel up and down can potentially send multiple inputs within a single frame
# so we need to smooth this out a bit.
return button == MOUSE_BUTTON_WHEEL_UP or button == MOUSE_BUTTON_WHEEL_DOWN
var _reset_to:Vector3
var _was_pressed_this_frame:bool
func _reset() -> void:
_was_pressed_this_frame = false
_value = _reset_to
func _input(event:InputEvent):
if not event is InputEventMouseButton:
return
if event.button_index != button:
return
if _needs_reset():
# we always reset to the last event we received in a frame
# so after the frame is over we're still in sync.
_reset_to.x = 1.0 if event.pressed else 0.0
if event.pressed:
_was_pressed_this_frame = true
if not event.pressed and _was_pressed_this_frame:
# keep pressed state for this frame
return
_value.x = 1.0 if event.pressed else 0.0
func is_same_as(other:GUIDEInput) -> bool:
return other is GUIDEInputMouseButton and other.button == button
func _to_string():
return "(GUIDEInputMouseButton: button=" + str(button) + ")"
func _editor_name() -> String:
return "Mouse Button"
func _editor_description() -> String:
return "A press of a mouse button. The mouse wheel is also a button."
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return GUIDEAction.GUIDEActionValueType.BOOL

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@tool
class_name GUIDEInputMousePosition
extends GUIDEInput
func _begin_usage() -> void :
_update_mouse_position()
func _input(event:InputEvent) -> void:
if not event is InputEventMouseMotion:
return
_update_mouse_position()
func _update_mouse_position():
var position:Vector2 = Engine.get_main_loop().root.get_mouse_position()
_value.x = position.x
_value.y = position.y
func is_same_as(other:GUIDEInput):
return other is GUIDEInputMousePosition
func _to_string():
return "(GUIDEInputMousePosition)"
func _editor_name() -> String:
return "Mouse Position"
func _editor_description() -> String:
return "Position of the mouse in the main viewport."
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return GUIDEAction.GUIDEActionValueType.AXIS_2D

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## Input representing angle changes between two fingers.
@tool
class_name GUIDEInputTouchAngle
extends GUIDEInput
const GUIDETouchState = preload("guide_touch_state.gd")
## Unit in which the angle should be provided
enum AngleUnit {
## Angle is provided in radians
RADIANS = 0,
## Angle is provided in degrees.
DEGREES = 1
}
## The unit in which the angle should be provided
@export var unit:AngleUnit = AngleUnit.RADIANS
var _initial_angle:float = INF
# We use the reset call to calculate the angle for this frame
# so it can serve as reference for the next frame
func _needs_reset() -> bool:
return true
func _reset():
var angle = _calculate_angle()
# update initial angle when input is actuated or stops being actuated
if is_finite(_initial_angle) != is_finite(angle):
_initial_angle = angle
func _input(event:InputEvent) -> void:
if not GUIDETouchState.process_input_event(event):
# not touch-related
return
var angle := _calculate_angle()
# if either current angle or initial angle is not set,
# we are zero
if not is_finite(angle) or not is_finite(_initial_angle):
_value = Vector3.ZERO
return
# we assume that _initial_distance is never 0 because
# you cannot have two fingers physically at the same place
# on a touch screen
_value = Vector3(angle - _initial_angle, 0, 0)
func _calculate_angle() -> float:
var pos1:Vector2 = GUIDETouchState.get_finger_position(0, 2)
# if we have no position for first finger, we can immediately abort
if not pos1.is_finite():
return INF
var pos2:Vector2 = GUIDETouchState.get_finger_position(1, 2)
# if there is no second finger, we can abort as well
if not pos2.is_finite():
return INF
# calculate distance for the fingers
return -pos1.angle_to_point(pos2)
func is_same_as(other:GUIDEInput):
return other is GUIDEInputTouchAngle and \
other.unit == unit
func _to_string():
return "(GUIDEInputTouchAngle unit=" + ("radians" if unit == AngleUnit.RADIANS else "degrees") + ")"
func _editor_name() -> String:
return "Touch Angle"
func _editor_description() -> String:
return "Angle changes of two touching fingers."
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return GUIDEAction.GUIDEActionValueType.AXIS_1D

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@tool
class_name GUIDEInputTouchAxis1D
extends GUIDEInputTouchAxisBase
enum GUIDEInputTouchAxis {
X,
Y
}
@export var axis:GUIDEInputTouchAxis:
set(value):
if value == axis:
return
axis = value
emit_changed()
func is_same_as(other:GUIDEInput):
return other is GUIDEInputTouchAxis1D and \
other.finger_count == finger_count and \
other.finger_index == finger_index and \
other.axis == axis
func _apply_value(value:Vector2):
match axis:
GUIDEInputTouchAxis.X:
_value = Vector3(value.x, 0, 0)
GUIDEInputTouchAxis.Y:
_value = Vector3(value.y, 0, 0)
func _to_string():
return "(GUIDEInputTouchAxis1D finger_count=" + str(finger_count) + \
" finger_index=" + str(finger_index) +" axis=" + ("X" if axis == GUIDEInputTouchAxis.X else "Y") + ")"
func _editor_name() -> String:
return "Touch Axis1D"
func _editor_description() -> String:
return "Relative movement of a touching finger on a single axis."
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return GUIDEAction.GUIDEActionValueType.AXIS_1D

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@tool
class_name GUIDEInputTouchAxis2D
extends GUIDEInputTouchAxisBase
func _apply_value(value:Vector2):
_value = Vector3(value.x, value.y, 0)
func is_same_as(other:GUIDEInput):
return other is GUIDEInputTouchAxis2D and \
other.finger_count == finger_count and \
other.finger_index == finger_index
func _to_string():
return "(GUIDEInputTouchAxis2D finger_count=" + str(finger_count) + \
" finger_index=" + str(finger_index) +")"
func _editor_name() -> String:
return "Touch Axis2D"
func _editor_description() -> String:
return "2D relative movement of a touching finger."
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return GUIDEAction.GUIDEActionValueType.AXIS_2D

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## Base class for axis-like touch input.
@tool
class_name GUIDEInputTouchAxisBase
extends GUIDEInputTouchBase
const GUIDETouchState = preload("guide_touch_state.gd")
var _last_position:Vector2 = Vector2.INF
# We use the reset call to calculate the position for this frame
# so it can serve as reference for the next frame
func _needs_reset() -> bool:
return true
func _reset() -> void:
_last_position = GUIDETouchState.get_finger_position(finger_index, finger_count)
_apply_value(_calculate_value(_last_position))
func _input(event:InputEvent) -> void:
if not GUIDETouchState.process_input_event(event):
# not touch-related
return
# calculate live position from the cache
var new_position:Vector2 = GUIDETouchState.get_finger_position(finger_index, finger_count)
_apply_value(_calculate_value(new_position))
func _apply_value(value:Vector2):
pass
func _calculate_value(new_position:Vector2) -> Vector2:
# if we cannot calculate a delta because old or new position
# are undefined, we say the delta is zero
if not _last_position.is_finite() or not new_position.is_finite():
return Vector2.ZERO
return new_position - _last_position
func is_same_as(other:GUIDEInput):
return other is GUIDEInputTouchAxis2D and \
other.finger_count == finger_count and \
other.finger_index == finger_index

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## Base class for generic touch input
@tool
class_name GUIDEInputTouchBase
extends GUIDEInput
## The number of fingers to be tracked.
@export_range(1, 5, 1, "or_greater") var finger_count:int = 1:
set(value):
if value < 1:
value = 1
finger_count = value
emit_changed()
## The index of the finger for which the position/delta should be reported
## (0 = first finger, 1 = second finger, etc.). If -1, reports the average position/delta for
## all fingers currently touching.
@export_range(-1, 4, 1, "or_greater") var finger_index:int = 0:
set(value):
if value < -1:
value = -1
finger_index = value
emit_changed()

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## Input representing the distance changes between two fingers.
@tool
class_name GUIDEInputTouchDistance
extends GUIDEInput
const GUIDETouchState = preload("guide_touch_state.gd")
var _initial_distance:float = INF
# We use the reset call to calculate the distance for this frame
# so it can serve as reference for the next frame
func _needs_reset() -> bool:
return true
func _reset():
var distance = _calculate_distance()
# update initial distance when input is actuated or stops being actuated
if is_finite(_initial_distance) != is_finite(distance):
_initial_distance = distance
func _input(event:InputEvent) -> void:
if not GUIDETouchState.process_input_event(event):
# not touch-related
return
var distance := _calculate_distance()
# if either current distance or initial distance is not set,
# we are zero
if not is_finite(distance) or not is_finite(_initial_distance):
_value = Vector3.ZERO
return
# we assume that _initial_distance is never 0 because
# you cannot have two fingers physically at the same place
# on a touch screen
_value = Vector3(distance / _initial_distance, 0, 0)
func _calculate_distance() -> float:
var pos1:Vector2 = GUIDETouchState.get_finger_position(0, 2)
# if we have no position for first finger, we can immediately abort
if not pos1.is_finite():
return INF
var pos2:Vector2 = GUIDETouchState.get_finger_position(1, 2)
# if there is no second finger, we can abort as well
if not pos2.is_finite():
return INF
# calculate distance for the fingers
return pos1.distance_to(pos2)
func is_same_as(other:GUIDEInput):
return other is GUIDEInputTouchDistance
func _to_string():
return "(GUIDEInputTouchDistance)"
func _editor_name() -> String:
return "Touch Distance"
func _editor_description() -> String:
return "Distance of two touching fingers."
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return GUIDEAction.GUIDEActionValueType.AXIS_1D

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@tool
class_name GUIDEInputTouchPosition
extends GUIDEInputTouchBase
const GUIDETouchState = preload("guide_touch_state.gd")
func _begin_usage():
_value = Vector3.INF
func _input(event:InputEvent) -> void:
# update touch state
if not GUIDETouchState.process_input_event(event):
# not touch-related
return
# update finger position
var position := GUIDETouchState.get_finger_position(finger_index, finger_count)
if not position.is_finite():
_value = Vector3.INF
return
_value = Vector3(position.x, position.y, 0)
func is_same_as(other:GUIDEInput):
return other is GUIDEInputTouchPosition and \
other.finger_count == finger_count and \
other.finger_index == finger_index
func _to_string():
return "(GUIDEInputTouchPosition finger_count=" + str(finger_count) + \
" finger_index=" + str(finger_index) +")"
func _editor_name() -> String:
return "Touch Position"
func _editor_description() -> String:
return "Position of a touching finger."
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return GUIDEAction.GUIDEActionValueType.AXIS_2D

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@tool
## Shared information about current touch state. This simplifies implementation of the touch inputs
## and avoids having to process the same events multiple times.
# Cached finger positions
static var _finger_positions:Dictionary = {}
# Events processed this frame.
static var _processed_events:Dictionary = {}
# Last frame we were called
static var _last_frame:int = -1
## Processes an input event and updates touch state. Returns true, if the given event
## was touch-related.
static func process_input_event(event:InputEvent) -> bool:
if not event is InputEventScreenTouch and not event is InputEventScreenDrag:
return false
var this_frame = Engine.get_process_frames()
# if we are in a new frame, clear the processed events
if this_frame != _last_frame:
_last_frame = this_frame
_processed_events.clear()
# if the event already was processed, skip processing it again
if _processed_events.has(event):
return true
_processed_events[event] = true
var index:int = event.index
if event is InputEventScreenTouch:
if event.pressed:
_finger_positions[index] = event.position
else:
_finger_positions.erase(index)
if event is InputEventScreenDrag:
_finger_positions[index] = event.position
return true
## Gets the finger position of the finger at the given index.
## If finger_index is < 0, returns the average of all finger positions.
## Will only return a position if the amount of fingers
## currently touching matches finger_count.
##
## If no finger position can be determined, returns Vector2.INF.
static func get_finger_position(finger_index:int, finger_count:int) -> Vector2:
# if we have no finger positions right now, we can cut it short here
if _finger_positions.is_empty():
return Vector2.INF
# If the finger count doesn't match we have no position right now
if _finger_positions.size() != finger_count:
return Vector2.INF
# if a finger index is set, use this fingers position, if available
if finger_index > -1:
return _finger_positions.get(finger_index, Vector2.INF)
var result = Vector2.ZERO
for value in _finger_positions.values():
result += value
result /= float(finger_count)
return result

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@tool
@icon("res://addons/guide/modifiers/guide_modifier.svg")
class_name GUIDEModifier
extends Resource
## Called when the modifier is started to be used by GUIDE. Can be used to perform
## initializations.
func _begin_usage() -> void :
pass
## Called, when the modifier is no longer used by GUIDE. Can be used to perform
## cleanup.
func _end_usage() -> void:
pass
func _modify_input(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> Vector3:
return input
func _editor_name() -> String:
return ""
func _editor_description() -> String:
return ""

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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
<svg width="100%" height="100%" viewBox="0 0 32 32" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" xml:space="preserve" xmlns:serif="http://www.serif.com/" style="fill-rule:evenodd;clip-rule:evenodd;stroke-linejoin:round;stroke-miterlimit:2;">
<g transform="matrix(1.07241,0,0,1.07396,-3.11767,-2.34767)">
<path d="M17.827,2.164C26.061,2.164 32.747,8.85 32.747,17.084C32.747,25.319 26.061,32.004 17.827,32.004C9.592,32.004 2.907,25.319 2.907,17.084C2.907,8.85 9.592,2.164 17.827,2.164ZM17.827,4.857C11.08,4.857 5.604,10.337 5.604,17.084C5.604,23.831 11.08,29.311 17.827,29.311C24.574,29.311 30.05,23.831 30.05,17.084C30.05,10.337 24.574,4.857 17.827,4.857Z" style="fill:rgb(253,150,0);"/>
</g>
<g transform="matrix(1,0,0,1,-6.66265,-2.69876)">
<g transform="matrix(24,0,0,24,11.6286,27.2968)">
<path d="M0.44,-0.259C0.444,-0.251 0.448,-0.243 0.452,-0.234C0.455,-0.225 0.459,-0.216 0.462,-0.207C0.465,-0.216 0.469,-0.225 0.473,-0.234C0.476,-0.242 0.48,-0.251 0.485,-0.26L0.728,-0.7C0.732,-0.708 0.736,-0.712 0.741,-0.714C0.746,-0.716 0.752,-0.717 0.761,-0.717L0.833,-0.717L0.833,-0L0.748,-0L0.748,-0.527C0.748,-0.534 0.748,-0.541 0.748,-0.549C0.748,-0.557 0.749,-0.565 0.75,-0.574L0.504,-0.126C0.496,-0.111 0.484,-0.103 0.469,-0.103L0.455,-0.103C0.44,-0.103 0.428,-0.111 0.42,-0.126L0.169,-0.575C0.17,-0.566 0.171,-0.558 0.171,-0.55C0.172,-0.541 0.172,-0.534 0.172,-0.527L0.172,-0L0.087,-0L0.087,-0.717L0.159,-0.717C0.167,-0.717 0.174,-0.716 0.179,-0.714C0.183,-0.712 0.188,-0.708 0.192,-0.7L0.44,-0.259Z" style="fill:rgb(253,150,0);fill-rule:nonzero;"/>
</g>
</g>
</svg>

After

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@@ -0,0 +1,38 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://j64d8n4am2uh"
path="res://.godot/imported/guide_modifier.svg-8cf939ca3244410aba00f7b558561d72.ctex"
metadata={
"has_editor_variant": true,
"vram_texture": false
}
[deps]
source_file="res://addons/guide/modifiers/guide_modifier.svg"
dest_files=["res://.godot/imported/guide_modifier.svg-8cf939ca3244410aba00f7b558561d72.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=0.5
editor/scale_with_editor_scale=true
editor/convert_colors_with_editor_theme=false

View File

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## Converts a position input in viewport coordinates (e.g. from the mouse position input)
## into 3D coordinates (e.g. 3D world coordinates). Useful to get a 3D 'world' position.
## Returns a Vector3.INF if no 3D world coordinates can be determined.
@tool
class_name GUIDEModifier3DCoordinates
extends GUIDEModifier
## The maximum depth of the ray cast used to detect the 3D position.
@export var max_depth:float = 1000.0
## Whether the rays cast should collide with areas.
@export var collide_with_areas:bool = false
## Collision mask to use for the ray cast.
@export_flags_3d_physics var collision_mask:int
func _modify_input(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> Vector3:
# if we collide with nothing, no need to even try
if collision_mask == 0:
return Vector3.INF
if not input.is_finite():
return Vector3.INF
var viewport = Engine.get_main_loop().root
var camera:Camera3D = viewport.get_camera_3d()
if camera == null:
return Vector3.INF
var input_position:Vector2 = Vector2(input.x, input.y)
var from:Vector3 = camera.project_ray_origin(input_position)
var to:Vector3 = from + camera.project_ray_normal(input_position) * max_depth
var query:= PhysicsRayQueryParameters3D.create(from, to, collision_mask)
query.collide_with_areas = collide_with_areas
var result = viewport.world_3d.direct_space_state.intersect_ray(query)
if result.has("position"):
return result.position
return Vector3.INF
func _editor_name() -> String:
return "3D coordinates"
func _editor_description() -> String:
return "Converts a position input in viewport coordinates (e.g. from the mouse position input)\n" + \
"into 3D coordinates (e.g. 3D world coordinates). Useful to get a 3D 'world' position."

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@tool
## A filter that converts a 2D input into a boolean that is true when the
## input direction matches the selected direction. Note, that north is negative Y,
## because in Godot negative Y is up.
class_name GUIDEModifier8WayDirection
extends GUIDEModifier
enum GUIDEDirection {
EAST = 0,
NORTH_EAST = 1,
NORTH = 2,
NORTH_WEST = 3,
WEST = 4,
SOUTH_WEST = 5,
SOUTH = 6,
SOUTH_EAST = 7
}
## The direction in which the input should point.
@export var direction:GUIDEDirection = GUIDEDirection.EAST
func _modify_input(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> Vector3:
if not input.is_finite():
return Vector3.INF
if input.is_zero_approx():
return Vector3.ZERO
# get the angle in which the direction is pointing in radians.
var angle_radians = atan2( -input.y, input.x );
var octant = roundi( 8 * angle_radians / TAU + 8 ) % 8;
if octant == direction:
return Vector3.RIGHT # (1, 0, 0) indicating boolean true
else:
return Vector3.ZERO
func _editor_name() -> String:
return "8-way direction"
func _editor_description() -> String:
return "Converts a 2D input into a boolean that is true when the\n" + \
"input direction matches the selected direction. Note, that north is negative Y,\n" + \
"because in Godot negative Y is up."

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## Converts a position input in viewport coordinates (e.g. from the mouse position input)
## into canvas coordinates (e.g. 2D world coordinates). Useful to get a 2D 'world' position.
@tool
class_name GUIDEModifierCanvasCoordinates
extends GUIDEModifier
## If checked, the input will be treated as relative input (position change)
## rather than absolute input (position).
@export var relative_input:bool:
set(value):
relative_input = value
emit_changed()
func _modify_input(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> Vector3:
if not input.is_finite():
return Vector3.INF
var viewport = Engine.get_main_loop().root
var transform = viewport.canvas_transform.affine_inverse()
var coordinates = transform * Vector2(input.x, input.y)
if relative_input:
var origin = transform * Vector2.ZERO
coordinates -= origin
return Vector3(coordinates.x, coordinates.y, input.z)
func _editor_name() -> String:
return "Canvas coordinates"
func _editor_description() -> String:
return "Converts a position input in viewport coordinates (e.g. from the mouse position input)\n" + \
"into canvas coordinates (e.g. 2D world coordinates). Useful to get a 2D 'world' position."

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@tool
## Applies a separate curve to each input axis.
class_name GUIDEModifierCurve
extends GUIDEModifier
## The curve to apply to the x axis
@export var curve: Curve = default_curve()
## Apply modifier to X axis
@export var x: bool = true
## Apply modifier to Y axis
@export var y: bool = true
## Apply modifier to Z axis
@export var z: bool = true
## Create default curve resource with a smoothstep, 0.0 - 1.0 input/output range
static func default_curve() -> Curve:
var curve = Curve.new()
curve.add_point(Vector2(0.0, 0.0))
curve.add_point(Vector2(1.0, 1.0))
return curve
func _modify_input(input: Vector3, delta: float, value_type: GUIDEAction.GUIDEActionValueType) -> Vector3:
# Curve should never be null
if curve == null:
push_error("No curve added to Curve modifier.")
return input
if not input.is_finite():
return Vector3.INF
# Return vector with enabled axes modified, others remain unchanged.
return Vector3(
curve.sample(input.x) if x else input.x,
curve.sample(input.y) if y else input.y,
curve.sample(input.z) if z else input.z
)
func _editor_name() -> String:
return "Curve"
func _editor_description() -> String:
return "Applies a curve to each input axis."

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@tool
## Inputs between the lower and upper threshold are mapped 0 -> 1.
## Values outside the thresholds are clamped.
class_name GUIDEModifierDeadzone
extends GUIDEModifier
## Lower threshold for the deadzone.
@export_range(0,1) var lower_threshold:float = 0.2:
set(value):
if value > upper_threshold:
lower_threshold = upper_threshold
else:
lower_threshold = value
emit_changed()
## Upper threshold for the deadzone.
@export_range(0,1) var upper_threshold:float = 1.0:
set(value):
if value < lower_threshold:
upper_threshold = lower_threshold
else:
upper_threshold = value
emit_changed()
func _rescale(value:float) -> float:
return min(1.0, (max(0.0, abs(value) - lower_threshold) / (upper_threshold - lower_threshold))) * sign(value)
func _modify_input(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> Vector3:
if upper_threshold <= lower_threshold:
return input
if not input.is_finite():
return Vector3.INF
match value_type:
GUIDEAction.GUIDEActionValueType.BOOL, GUIDEAction.GUIDEActionValueType.AXIS_1D:
return Vector3(_rescale(input.x), input.y, input.z)
GUIDEAction.GUIDEActionValueType.AXIS_2D:
var v2d = Vector2(input.x, input.y)
if v2d.is_zero_approx():
return Vector3(0, 0, input.z)
v2d = v2d.normalized() * _rescale(v2d.length())
return Vector3(v2d.x, v2d.y, input.z)
GUIDEAction.GUIDEActionValueType.AXIS_3D:
if input.is_zero_approx():
return Vector3.ZERO
return input.normalized() * _rescale(input.length())
_:
push_error("Unsupported value type. This is a bug. Please report it.")
return input
func _editor_name() -> String:
return "Deadzone"
func _editor_description() -> String:
return "Inputs between the lower and upper threshold are mapped 0 -> 1.\n" + \
"Values outside the thresholds are clamped."

View File

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## Swizzle the input vector components. Useful to map 1D input to 2D or vice versa.
@tool
class_name GUIDEModifierInputSwizzle
extends GUIDEModifier
enum GUIDEInputSwizzleOperation {
## Swap X and Y axes.
YXZ,
## Swap X and Z axes.
ZYX,
## Swap Y and Z axes.
XZY,
## Y to X, Z to Y, X to Z.
YZX,
## Y to Z, Z to X, X to Y.
ZXY
}
## The new order into which the input should be brought.
@export var order:GUIDEInputSwizzleOperation = GUIDEInputSwizzleOperation.YXZ
func _modify_input(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> Vector3:
match order:
GUIDEInputSwizzleOperation.YXZ:
return Vector3(input.y, input.x, input.z)
GUIDEInputSwizzleOperation.ZYX:
return Vector3(input.z, input.y, input.x)
GUIDEInputSwizzleOperation.XZY:
return Vector3(input.x, input.z, input.y)
GUIDEInputSwizzleOperation.YZX:
return Vector3(input.y, input.z, input.x)
GUIDEInputSwizzleOperation.ZXY:
return Vector3(input.z, input.x, input.y)
_:
push_error("Unknown order ", order , " this is most likely a bug, please report it.")
return input
func _editor_name() -> String:
return "Input Swizzle"
func _editor_description() -> String:
return "Swizzle the input vector components. Useful to map 1D input to 2D or vice versa."

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@tool
## Maps an input range to an output range and optionally clamps the output.
class_name GUIDEModifierMapRange
extends GUIDEModifier
## Should the output be clamped to the range?
@export var apply_clamp:bool = true
## The minimum input value
@export var input_min:float = 0.0
## The maximum input value
@export var input_max:float = 1.0
## The minimum output value
@export var output_min:float = 0.0
## The maximum output value
@export var output_max:float = 1.0
## Apply modifier to X axis
@export var x:bool = true
## Apply modifier to Y axis
@export var y:bool = true
## Apply modifier to Z axis
@export var z:bool = true
var _omin:float
var _omax:float
func _begin_usage():
# we calculate the min and max of the output range here, so we can use them later and don't have to
# recalculate them every time the modifier is used
_omin = min(output_min, output_max)
_omax = max(output_min, output_max)
func _modify_input(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> Vector3:
if not input.is_finite():
return Vector3.INF
var x_value:float = remap(input.x, input_min, input_max, output_min, output_max)
var y_value:float = remap(input.y, input_min, input_max, output_min, output_max)
var z_value:float = remap(input.z, input_min, input_max, output_min, output_max)
if apply_clamp:
# clamp doesn't handle reverse ranges, so we need to use our calculated normalized output range
# to clamp the output values
x_value = clamp(x_value, _omin, _omax)
y_value = clamp(y_value, _omin, _omax)
z_value = clamp(z_value, _omin, _omax)
# Return vector with enabled axes set, others unchanged
return Vector3(
x_value if x else input.x,
y_value if y else input.y,
z_value if z else input.z,
)
func _editor_name() -> String:
return "Map Range"
func _editor_description() -> String:
return "Maps an input range to an output range and optionally clamps the output"

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## Inverts input per axis.
@tool
class_name GUIDEModifierNegate
extends GUIDEModifier
## Whether the X axis should be inverted.
@export var x:bool = true:
set(value):
if x == value:
return
x = value
_update_caches()
emit_changed()
## Whether the Y axis should be inverted.
@export var y:bool = true:
set(value):
if y == value:
return
y = value
_update_caches()
emit_changed()
## Whether the Z axis should be inverted.
@export var z:bool = true:
set(value):
if z == value:
return
z = value
_update_caches()
emit_changed()
var _multiplier:Vector3 = Vector3.ONE * -1
func _update_caches():
_multiplier.x = -1 if x else 1
_multiplier.y = -1 if y else 1
_multiplier.z = -1 if z else 1
func _modify_input(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> Vector3:
if not input.is_finite():
return Vector3.INF
return input * _multiplier
func _editor_name() -> String:
return "Negate"
func _editor_description() -> String:
return "Inverts input per axis."

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## Normalizes the input vector.
@tool
class_name GUIDEModifierNormalize
extends GUIDEModifier
func _modify_input(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> Vector3:
if not input.is_finite():
return Vector3.INF
return input.normalized()
func _editor_name() -> String:
return "Normalize"
func _editor_description() -> String:
return "Normalizes the input vector."

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## Limits inputs to positive or negative values.
@tool
class_name GUIDEModifierPositiveNegative
extends GUIDEModifier
enum LimitRange {
POSITIVE = 1,
NEGATIVE = 2
}
## The range of numbers to which the input should be limited
@export var range:LimitRange = LimitRange.POSITIVE
## Whether the X axis should be affected.
@export var x:bool = true:
set(value):
if x == value:
return
x = value
emit_changed()
## Whether the Y axis should be affected.
@export var y:bool = true:
set(value):
if y == value:
return
y = value
emit_changed()
## Whether the Z axis should be affected.
@export var z:bool = true:
set(value):
if z == value:
return
z = value
emit_changed()
func _modify_input(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> Vector3:
if not input.is_finite():
return Vector3.INF
match range:
LimitRange.POSITIVE:
return Vector3(
max(0, input.x) if x else input.x, \
max(0, input.y) if y else input.y, \
max(0, input.z) if z else input.z \
)
LimitRange.NEGATIVE:
return Vector3(
min(0, input.x) if x else input.x, \
min(0, input.y) if y else input.y, \
min(0, input.z) if z else input.z \
)
# should never happen
return input
func _editor_name() -> String:
return "Positive/Negative"
func _editor_description() -> String:
return "Clamps the input to positive or negative values."

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@tool
## Scales the input by the given value and optionally, delta time.
class_name GUIDEModifierScale
extends GUIDEModifier
## The scale by which the input should be scaled.
@export var scale:Vector3 = Vector3.ONE:
set(value):
scale = value
emit_changed()
## If true, delta time will be multiplied in addition to the scale.
@export var apply_delta_time:bool = false:
set(value):
apply_delta_time = value
emit_changed()
func _modify_input(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> Vector3:
if not input.is_finite():
return Vector3.INF
if apply_delta_time:
return input * scale * delta
else:
return input * scale
func _editor_name() -> String:
return "Scale"
func _editor_description() -> String:
return "Scales the input by the given value and optionally, delta time."

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## Stateful modifier which provides a virtual "mouse" cursor driven by input. The modifier
## returns the current cursor position in pixels releative to the origin of the currently
## active window.
@tool
class_name GUIDEModifierVirtualCursor
extends GUIDEModifier
enum ScreenScale {
## Input is not scaled with input screen size. This means that the cursor will
## visually move slower on higher resolutions.
NONE = 0,
## Input is scaled with the longer axis of the screen size (e.g. width in
## landscape mode, height in portrait mode). The cursor will move with
## the same visual speed on all resolutions.
LONGER_AXIS = 1,
## Input is scaled with the shorter axis of the screen size (e.g. height in
## landscape mode, width in portrait mode). The cursor will move with the
## same visual speed on all resolutions.
SHORTER_AXIS = 2
}
## The initial position of the virtual cursor (given in screen relative coordinates)
@export var initial_position:Vector2 = Vector2(0.5, 0.5):
set(value):
initial_position = value.clamp(Vector2.ZERO, Vector2.ONE)
## The cursor movement speed in pixels.
@export var speed:Vector3 = Vector3.ONE
## Screen scaling to be applied to the cursor movement. This controls
## whether the cursor movement speed is resolution dependent or not.
## If set to anything but [code]None[/code] then the input value will
## be multiplied with the window width/height depending on the setting.
@export var screen_scale:ScreenScale = ScreenScale.LONGER_AXIS
## The scale by which the input should be scaled.
## @deprecated: use [member speed] instead.
var scale:Vector3:
get: return speed
set(value): speed = value
## If true, the cursor movement speed is in pixels per second, otherwise it is in pixels
## per frame.
@export var apply_delta_time:bool = true
## Cursor offset in pixels.
var _offset:Vector3 = Vector3.ZERO
## Returns the scaled screen size. This takes Godot's scaling factor for windows into account.
func _get_scaled_screen_size():
# Get window size, including scaling factor
var window = Engine.get_main_loop().get_root()
return window.get_screen_transform().affine_inverse() * Vector2(window.size)
func _begin_usage():
var window_size = _get_scaled_screen_size()
_offset = Vector3(window_size.x * initial_position.x, window_size.y * initial_position.y, 0)
func _modify_input(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> Vector3:
if not input.is_finite():
# input is invalid, so just return current cursor position
return _offset
var window_size = _get_scaled_screen_size()
input *= speed
if apply_delta_time:
input *= delta
var screen_scale_factor:float = 1.0
match screen_scale:
ScreenScale.LONGER_AXIS:
screen_scale_factor = max(window_size.x, window_size.y)
ScreenScale.SHORTER_AXIS:
screen_scale_factor = min(window_size.x, window_size.y)
input *= screen_scale_factor
# apply input and clamp to window size
_offset = (_offset + input).clamp(Vector3.ZERO, Vector3(window_size.x, window_size.y, 0))
return _offset
func _editor_name() -> String:
return "Virtual Cursor"
func _editor_description() -> String:
return "Stateful modifier which provides a virtual \"mouse\" cursor driven by input. The modifier\n" + \
"returns the current cursor position in pixels releative to the origin of the currently \n" + \
"active window."
# support for legacy properties
func _get_property_list():
return [
{
"name": "scale",
"type": TYPE_VECTOR3,
"usage": PROPERTY_USAGE_NO_EDITOR
}
]

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## Converts the value of the input into window-relative units between 0 and 1.
## E.g. if a mouse cursor moves half a screen to the right and down, then
## this modifier will return (0.5, 0.5).
@tool
class_name GUIDEModifierWindowRelative
extends GUIDEModifier
func _modify_input(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> Vector3:
if not input.is_finite():
return Vector3.INF
var window = Engine.get_main_loop().get_root()
# We want real pixels, so we need to factor in any scaling that the window does.
var window_size:Vector2 = window.get_screen_transform().affine_inverse() * Vector2(window.size)
return Vector3(input.x / window_size.x, input.y / window_size.y, input.z)
func _editor_name() -> String:
return "Window relative"
func _editor_description() -> String:
return "Converts the value of the input into window-relative units between 0 and 1.\n" + \
"E.g. if a mouse cursor moves half a screen to the right and down, then \n" + \
"this modifier will return (0.5, 0.5)."

7
addons/guide/plugin.cfg Normal file
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[plugin]
name="Godot Unified Input Detection Engine (G.U.I.D.E)"
description=""
author="Jan Thomä"
version="0.5.2"
script="plugin.gd"

45
addons/guide/plugin.gd Normal file
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@tool
extends EditorPlugin
const MainPanel = preload("editor/mapping_context_editor/mapping_context_editor.tscn")
var _main_panel:Control
func _enable_plugin():
add_autoload_singleton("GUIDE", "res://addons/guide/guide.gd")
func _enter_tree() -> void:
_main_panel = MainPanel.instantiate()
_main_panel.initialize(self)
EditorInterface.get_editor_main_screen().add_child(_main_panel)
# Hide the main panel. Very much required.
_make_visible(false)
func _exit_tree() -> void:
if is_instance_valid(_main_panel):
_main_panel.queue_free()
GUIDEInputFormatter.cleanup()
func _disable_plugin():
remove_autoload_singleton("GUIDE")
func _edit(object):
if object is GUIDEMappingContext:
_main_panel.edit(object)
func _get_plugin_name() -> String:
return "G.U.I.D.E"
func _get_plugin_icon() -> Texture2D:
return preload("res://addons/guide/editor/logo_editor_small.svg")
func _has_main_screen() -> bool:
return true
func _handles(object:Variant) -> bool:
return object is GUIDEMappingContext
func _make_visible(visible):
if is_instance_valid(_main_panel):
_main_panel.visible = visible

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@tool
## Helper node for detecting inputs. Detects the next input matching a specification and
## emits a signal with the detected input.
class_name GUIDEInputDetector
extends Node
## The device type for which the input should be filtered.
enum DeviceType {
## Only detect input from keyboard.
KEYBOARD = 1,
## Only detect input from the mouse.
MOUSE = 2,
## Only detect input from joysticks/gamepads.
JOY = 4
# touch doesn't make a lot of sense as this is usually
# not remappable.
}
## Which joy index should be used for detected joy events
enum JoyIndex {
# Use -1, so the detected input will match any joystick
ANY = 0,
# Use the actual index of the detected joystick.
DETECTED = 1
}
## A countdown between initiating a dection and the actual start of the
## detection. This is useful because when the user clicks a button to
## start a detection, we want to make sure that the player is actually
## ready (and not accidentally moves anything). If set to 0, no countdown
## will be started.
@export_range(0, 2, 0.1, "or_greater") var detection_countdown_seconds:float = 0.5
## Minimum amplitude to detect any axis.
@export_range(0, 1, 0.1, "or_greater") var minimum_axis_amplitude:float = 0.2
## If any of these inputs is encountered, the detector will
## treat this as "abort detection".
@export var abort_detection_on:Array[GUIDEInput] = []
## Which joy index should be returned for detected joy events.
@export var use_joy_index:JoyIndex = JoyIndex.ANY
## Whether trigger buttons on controllers should be detected when
## then action value type is limited to boolean.
@export var allow_triggers_for_boolean_actions:bool = true
## Emitted when the detection has started (e.g. countdown has elapsed).
## Can be used to signal this to the player.
signal detection_started()
## Emitted when the input detector detects an input of the given type.
## If detection was aborted the given input is null.
signal input_detected(input:GUIDEInput)
# The timer for the detection countdown.
var _timer:Timer
func _ready():
_timer = Timer.new()
_timer.one_shot = true
add_child(_timer, false, Node.INTERNAL_MODE_FRONT)
_timer.timeout.connect(_begin_detection)
var _is_detecting:bool
## Whether the input detector is currently detecting input.
var is_detecting:bool:
get: return _is_detecting
var _value_type:GUIDEAction.GUIDEActionValueType
var _device_types:Array[DeviceType] = []
## Detects a boolean input type.
func detect_bool(device_types:Array[DeviceType] = []) -> void:
detect(GUIDEAction.GUIDEActionValueType.BOOL, device_types)
## Detects a 1D axis input type.
func detect_axis_1d(device_types:Array[DeviceType] = []) -> void:
detect(GUIDEAction.GUIDEActionValueType.AXIS_1D, device_types)
## Detects a 2D axis input type.
func detect_axis_2d(device_types:Array[DeviceType] = []) -> void:
detect(GUIDEAction.GUIDEActionValueType.AXIS_2D, device_types)
## Detects a 3D axis input type.
func detect_axis_3d(device_types:Array[DeviceType] = []) -> void:
detect(GUIDEAction.GUIDEActionValueType.AXIS_3D, device_types)
## Aborts a running detection. If no detection currently runs
## does nothing.
func abort_detection() -> void:
_timer.stop()
if _is_detecting:
_is_detecting = false
input_detected.emit(null)
## Detects the given input type. If device types are given
## will only detect inputs from the given device types.
## Otherwise will detect inputs from all supported device types.
func detect(value_type:GUIDEAction.GUIDEActionValueType,
device_types:Array[DeviceType] = []) -> void:
if device_types == null:
push_error("Device types must not be null. Supply an empty array if you want to detect input from all devices.")
return
# reset all abort inputs
for input in abort_detection_on:
input._reset()
abort_detection()
_value_type = value_type
_device_types = device_types
_timer.start(detection_countdown_seconds)
func _begin_detection():
_is_detecting = true
detection_started.emit()
func _input(event:InputEvent) -> void:
if not _is_detecting:
return
# feed the event into the abort inputs
for input in abort_detection_on:
input._input(event)
# if it triggers, we abort
if input._value.is_finite() and input._value.length() > 0:
# eat the input so it doesn't accidentally trigger something else
get_viewport().set_input_as_handled()
abort_detection()
return
# check if the event matches the device type we are
# looking for
if not _matches_device_types(event):
return
# then check if it can be mapped to the desired
# value type
match _value_type:
GUIDEAction.GUIDEActionValueType.BOOL:
_try_detect_bool(event)
GUIDEAction.GUIDEActionValueType.AXIS_1D:
_try_detect_axis_1d(event)
GUIDEAction.GUIDEActionValueType.AXIS_2D:
_try_detect_axis_2d(event)
GUIDEAction.GUIDEActionValueType.AXIS_3D:
_try_detect_axis_3d(event)
func _matches_device_types(event:InputEvent) -> bool:
if _device_types.is_empty():
return true
if event is InputEventKey:
return _device_types.has(DeviceType.KEYBOARD)
if event is InputEventMouse:
return _device_types.has(DeviceType.MOUSE)
if event is InputEventJoypadButton or event is InputEventJoypadMotion:
return _device_types.has(DeviceType.JOY)
return false
func _try_detect_bool(event:InputEvent) -> void:
if event is InputEventKey and event.is_released():
var result := GUIDEInputKey.new()
result.key = event.physical_keycode
result.shift = event.shift_pressed
result.control = event.ctrl_pressed
result.meta = event.meta_pressed
result.alt = event.alt_pressed
_deliver(result)
return
if event is InputEventMouseButton and event.is_released():
var result := GUIDEInputMouseButton.new()
result.button = event.button_index
_deliver(result)
return
if event is InputEventJoypadButton and event.is_released():
var result := GUIDEInputJoyButton.new()
result.button = event.button_index
result.joy_index = _find_joy_index(event.device)
_deliver(result)
if allow_triggers_for_boolean_actions:
# only allow joypad trigger buttons
if not (event is InputEventJoypadMotion):
return
if event.axis != JOY_AXIS_TRIGGER_LEFT and \
event.axis != JOY_AXIS_TRIGGER_RIGHT:
return
var result := GUIDEInputJoyAxis1D.new()
result.axis = event.axis
result.joy_index = _find_joy_index(event.device)
_deliver(result)
func _try_detect_axis_1d(event:InputEvent) -> void:
if event is InputEventMouseMotion:
var result := GUIDEInputMouseAxis1D.new()
# Pick the direction in which the mouse was moved more.
if abs(event.relative.x) > abs(event.relative.y):
result.axis = GUIDEInputMouseAxis1D.GUIDEInputMouseAxis.X
else:
result.axis = GUIDEInputMouseAxis1D.GUIDEInputMouseAxis.Y
_deliver(result)
return
if event is InputEventJoypadMotion:
if abs(event.axis_value) < minimum_axis_amplitude:
return
var result := GUIDEInputJoyAxis1D.new()
result.axis = event.axis
result.joy_index = _find_joy_index(event.device)
_deliver(result)
func _try_detect_axis_2d(event:InputEvent) -> void:
if event is InputEventMouseMotion:
var result := GUIDEInputMouseAxis2D.new()
_deliver(result)
return
if event is InputEventJoypadMotion:
if event.axis_value < minimum_axis_amplitude:
return
var result := GUIDEInputJoyAxis2D.new()
match event.axis:
JOY_AXIS_LEFT_X, JOY_AXIS_LEFT_Y:
result.x = JOY_AXIS_LEFT_X
result.y = JOY_AXIS_LEFT_Y
JOY_AXIS_RIGHT_X, JOY_AXIS_RIGHT_Y:
result.x = JOY_AXIS_RIGHT_X
result.y = JOY_AXIS_RIGHT_Y
_:
# not supported for detection
return
result.joy_index = _find_joy_index(event.device)
_deliver(result)
return
func _try_detect_axis_3d(event:InputEvent) -> void:
# currently no input for 3D
pass
func _find_joy_index(device_id:int) -> int:
if use_joy_index == JoyIndex.ANY:
return -1
var pads := Input.get_connected_joypads()
for i in pads.size():
if pads[i] == device_id:
return i
return -1
func _deliver(input:GUIDEInput) -> void:
_is_detecting = false
# eat the input so it doesn't accidentally trigger something else
get_viewport().set_input_as_handled()
input_detected.emit(input)

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class_name GUIDERemapper
## Emitted when the bound input of an item changes.
signal item_changed(item:ConfigItem, input:GUIDEInput)
var _remapping_config:GUIDERemappingConfig = GUIDERemappingConfig.new()
var _mapping_contexts:Array[GUIDEMappingContext] = []
const GUIDESet = preload("../guide_set.gd")
## Loads the default bindings as they are currently configured in the mapping contexts and a mapping
## config for editing. Note that the given mapping config will not be modified, so editing can be
## cancelled. Call get_mapping_config to get the modified mapping config.
func initialize(mapping_contexts:Array[GUIDEMappingContext], remapping_config:GUIDERemappingConfig):
_remapping_config = remapping_config.duplicate() if remapping_config != null else GUIDERemappingConfig.new()
_mapping_contexts.clear()
for mapping_context in mapping_contexts:
if not is_instance_valid(mapping_context):
push_error("Cannot add null mapping context. Ignoring.")
return
_mapping_contexts.append(mapping_context)
## Returns the mapping config with all modifications applied.
func get_mapping_config() -> GUIDERemappingConfig:
return _remapping_config.duplicate()
func set_custom_data(key:Variant, value:Variant):
_remapping_config.custom_data[key] = value
func get_custom_data(key:Variant, default:Variant = null) -> Variant:
return _remapping_config.custom_data.get(key, default)
func remove_custom_data(key:Variant) -> void:
_remapping_config.custom_data.erase(key)
## Returns all remappable items. Can be filtered by context, display category or
## action.
func get_remappable_items(context:GUIDEMappingContext = null,
display_category:String = "",
action:GUIDEAction = null) -> Array[ConfigItem]:
if action != null and not action.is_remappable:
push_warning("Action filter was set but filtered action is not remappable.")
return []
var result:Array[ConfigItem] = []
for a_context:GUIDEMappingContext in _mapping_contexts:
if context != null and context != a_context:
continue
for action_mapping:GUIDEActionMapping in a_context.mappings:
var mapped_action:GUIDEAction = action_mapping.action
# filter non-remappable actions
if not mapped_action.is_remappable:
continue
# if action filter is set, only pick mappings for this action
if action != null and action != mapped_action:
continue
# make config items
for index:int in action_mapping.input_mappings.size():
var input_mapping:GUIDEInputMapping = action_mapping.input_mappings[index]
if input_mapping.override_action_settings and not input_mapping.is_remappable:
# skip non-remappable items
continue
# Calculate effective display category
var effective_display_category:String = \
_get_effective_display_category(mapped_action, input_mapping)
# if display category filter is set, only pick mappings
# in this category
if display_category.length() > 0 and effective_display_category != display_category:
continue
var item = ConfigItem.new(a_context, action_mapping.action, index, input_mapping)
item_changed.connect(item._item_changed)
result.append(item)
return result
static func _get_effective_display_category(action:GUIDEAction, input_mapping:GUIDEInputMapping) -> String:
var result:String = ""
if input_mapping.override_action_settings:
result = input_mapping.display_category
if result.is_empty():
result = action.display_category
return result
static func _get_effective_display_name(action:GUIDEAction, input_mapping:GUIDEInputMapping) -> String:
var result:String = ""
if input_mapping.override_action_settings:
result = input_mapping.display_name
if result.is_empty():
result = action.display_name
return result
static func _is_effectively_remappable(action:GUIDEAction, input_mapping:GUIDEInputMapping) -> bool:
return action.is_remappable and ((not input_mapping.override_action_settings) or input_mapping.is_remappable)
static func _get_effective_value_type(action:GUIDEAction, input_mapping:GUIDEInputMapping) -> GUIDEAction.GUIDEActionValueType:
if input_mapping.override_action_settings and input_mapping.input != null:
return input_mapping.input._native_value_type()
return action.action_value_type
## Returns a list of all collisions in all contexts when this new input would be applied to the config item.
func get_input_collisions(item:ConfigItem, input:GUIDEInput) -> Array[ConfigItem]:
if not _check_item(item):
return []
var result:Array[ConfigItem] = []
if input == null:
# no item collides with absent input
return result
# walk over all known contexts and find any mappings.
for context:GUIDEMappingContext in _mapping_contexts:
for action_mapping:GUIDEActionMapping in context.mappings:
for index:int in action_mapping.input_mappings.size():
var action := action_mapping.action
if context == item.context and action == item.action and index == item.index:
# collisions with self are allowed
continue
var input_mapping:GUIDEInputMapping = action_mapping.input_mappings[index]
var bound_input:GUIDEInput = input_mapping.input
# check if this is currently overridden
if _remapping_config._has(context, action, index):
bound_input = _remapping_config._get_bound_input_or_null(context, action, index)
# We have a collision
if bound_input != null and bound_input.is_same_as(input):
var collision_item := ConfigItem.new(context, action, index, input_mapping)
item_changed.connect(collision_item._item_changed)
result.append(collision_item)
return result
## Gets the input currently bound to the action in the given context. Can be null if the input
## is currently not bound.
func get_bound_input_or_null(item:ConfigItem) -> GUIDEInput:
if not _check_item(item):
return null
# If the remapping config has a binding for this, this binding wins.
if _remapping_config._has(item.context, item.action, item.index):
return _remapping_config._get_bound_input_or_null(item.context, item.action, item.index)
# otherwise return the default binding for this action in the context
for action_mapping:GUIDEActionMapping in item.context.mappings:
if action_mapping.action == item.action:
if action_mapping.input_mappings.size() > item.index:
return action_mapping.input_mappings[item.index].input
else:
push_error("Action mapping does not have an index of ", item.index , ".")
return null
## Sets the bound input to the new value for the given config item. Ignores collisions
## because collision resolution is highly game specific. Use get_input_collisions to find
## potential collisions and then resolve them in a way that suits the game. Note that
## bound input can be set to null, which deliberately unbinds the input. If you want
## to restore the defaults, call restore_default instead.
func set_bound_input(item:ConfigItem, input:GUIDEInput) -> void:
if not _check_item(item):
return
# first remove any custom binding we have
_remapping_config._clear(item.context, item.action, item.index)
# Now check if the input is the same as the default
var bound_input:GUIDEInput = get_bound_input_or_null(item)
if bound_input == null and input == null:
item_changed.emit(item, input)
return # nothing to do
if bound_input == null:
_remapping_config._bind(item.context, item.action, input, item.index)
item_changed.emit(item, input)
return
if bound_input != null and input != null and bound_input.is_same_as(input):
item_changed.emit(item, input)
return # nothing to do
_remapping_config._bind(item.context, item.action, input, item.index)
item_changed.emit(item, input)
## Returns the default binding for the given config item.
func get_default_input(item:ConfigItem) -> GUIDEInput:
if not _check_item(item):
return null
for mapping:GUIDEActionMapping in item.context.mappings:
if mapping.action == item.action:
# _check_item verifies the index exists, so no need to check here.
return mapping.input_mappings[item.index].input
return null
## Restores the default binding for the given config item. Note that this may
## introduce a conflict if other bindings have bound conflicting input. You can
## call get_default_input for the given item to get the default input and then
## call get_input_collisions for that to find out whether you would get a collision.
func restore_default_for(item:ConfigItem) -> void:
if not _check_item(item):
return
_remapping_config._clear(item.context, item.action, item.index)
item_changed.emit(item, get_bound_input_or_null(item))
## Verifies that the given item is valid.
func _check_item(item:ConfigItem) -> bool:
if not _mapping_contexts.has(item.context):
push_error("Given context is not known to this mapper. Did you call initialize()?")
return false
var action_found := false
var size_ok := false
for mapping in item.context.mappings:
if mapping.action == item.action:
action_found = true
if mapping.input_mappings.size() > item.index and item.index >= 0:
size_ok = true
break
if not action_found:
push_error("Given action does not belong to the given context.")
return false
if not size_ok:
push_error("Given index does not exist for the given action's input binding.")
if not item.action.is_remappable:
push_error("Given action is not remappable.")
return false
return true
class ConfigItem:
## Emitted when the input to this item has changed.
signal changed(input:GUIDEInput)
var _input_mapping:GUIDEInputMapping
## The display category for this config item
var display_category:String:
get: return GUIDERemapper._get_effective_display_category(action, _input_mapping)
## The display name for this config item.
var display_name:String:
get: return GUIDERemapper._get_effective_display_name(action, _input_mapping)
## Whether this item is remappable.
var is_remappable:bool:
get: return GUIDERemapper._is_effectively_remappable(action, _input_mapping)
## The value type for this config item.
var value_type:GUIDEAction.GUIDEActionValueType:
get: return GUIDERemapper._get_effective_value_type(action, _input_mapping)
var context:GUIDEMappingContext
var action:GUIDEAction
var index:int
func _init(context:GUIDEMappingContext, action:GUIDEAction, index:int, input_mapping:GUIDEInputMapping):
self.context = context
self.action = action
self.index = index
_input_mapping = input_mapping
## Checks whether this config item is the same as some other
## e.g. refers to the same input mapping.
func is_same_as(other:ConfigItem) -> bool:
return context == other.context and \
action == other.action and \
index == other.index
func _item_changed(item:ConfigItem, input:GUIDEInput):
if item.is_same_as(self):
changed.emit(input)

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@icon("res://addons/guide/guide_internal.svg")
## A remapping configuration. This only holds changes to the context mapping,
## so to get the full input map you need to apply this on top of one or more
## mapping contexts. The settings from this config take precedence over the
## settings from the mapping contexts.
class_name GUIDERemappingConfig
extends Resource
## Dictionary with remapped inputs. Structure is:
## {
## mapping_context : {
## action : {
## index : bound input
## ...
## }, ...
## }
## The bound input can be NULL which means that this was deliberately unbound.
@export var remapped_inputs:Dictionary = {}
## Dictionary for additional custom data to store (e.g. modifier settings, etc.)
## Note that this data is completely under application control and it's the responsibility
## of the application to ensure that this data is serializable and gets applied at
## the necessary point in time.
@export var custom_data:Dictionary = {}
## Binds the given input to the given action. Index can be given to have
## alternative bindings for the same action.
func _bind(mapping_context:GUIDEMappingContext, action:GUIDEAction, input:GUIDEInput, index:int = 0) -> void:
if not remapped_inputs.has(mapping_context):
remapped_inputs[mapping_context] = {}
if not remapped_inputs[mapping_context].has(action):
remapped_inputs[mapping_context][action] = {}
remapped_inputs[mapping_context][action][index] = input
## Unbinds the given input from the given action. This is a deliberate unbind
## which means that the action should not be triggerable by the input anymore. It
## its not the same as _clear.
func _unbind(mapping_context:GUIDEMappingContext, action:GUIDEAction, index:int = 0) -> void:
_bind(mapping_context, action, null, index)
## Removes the given input action binding from this configuration. The action will
## now have the default input that it has in the mapping_context. This is not the
## same as _unbind.
func _clear(mapping_context:GUIDEMappingContext, action:GUIDEAction, index:int = 0) -> void:
if not remapped_inputs.has(mapping_context):
return
if not remapped_inputs[mapping_context].has(action):
return
remapped_inputs[mapping_context][action].erase(index)
if remapped_inputs[mapping_context][action].is_empty():
remapped_inputs[mapping_context].erase(action)
if remapped_inputs[mapping_context].is_empty():
remapped_inputs.erase(mapping_context)
## Returns the bound input for the given action name and index. Returns null
## if there is matching binding.
func _get_bound_input_or_null(mapping_context:GUIDEMappingContext, action:GUIDEAction, index:int = 0) -> GUIDEInput:
if not remapped_inputs.has(mapping_context):
return null
if not remapped_inputs[mapping_context].has(action):
return null
return remapped_inputs[mapping_context][action].get(index, null)
## Returns whether or not this mapping has a configuration for the given combination (even if the
## combination is set to null).
func _has(mapping_context:GUIDEMappingContext, action:GUIDEAction, index:int = 0) -> bool:
if not remapped_inputs.has(mapping_context):
return false
if not remapped_inputs[mapping_context].has(action):
return false
return remapped_inputs[mapping_context][action].has(index)

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@tool
@icon("res://addons/guide/triggers/guide_trigger.svg")
class_name GUIDETrigger
extends Resource
enum GUIDETriggerState {
## The trigger did not fire.
NONE,
## The trigger's conditions are partially met
ONGOING,
## The trigger has fired.
TRIGGERED
}
enum GUIDETriggerType {
# If there are more than one explicit triggers at least one must trigger
# for the action to trigger.
EXPLICIT = 1,
# All implicit triggers must trigger for the action to trigger.
IMPLICIT = 2,
# All blocking triggers prevent the action from triggering.
BLOCKING = 3
}
@export var actuation_threshold:float = 0.5
var _last_value:Vector3
## Returns the trigger type of this trigger.
func _get_trigger_type() -> GUIDETriggerType:
return GUIDETriggerType.EXPLICIT
func _update_state(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> GUIDETriggerState:
return GUIDETriggerState.NONE
func _is_actuated(input:Vector3, value_type:GUIDEAction.GUIDEActionValueType) -> bool:
match value_type:
GUIDEAction.GUIDEActionValueType.AXIS_1D, GUIDEAction.GUIDEActionValueType.BOOL:
return _is_axis1d_actuated(input)
GUIDEAction.GUIDEActionValueType.AXIS_2D:
return _is_axis2d_actuated(input)
GUIDEAction.GUIDEActionValueType.AXIS_3D:
return _is_axis3d_actuated(input)
return false
## Checks if a 1D input is actuated.
func _is_axis1d_actuated(input:Vector3) -> bool:
return is_finite(input.x) and abs(input.x) > actuation_threshold
## Checks if a 2D input is actuated.
func _is_axis2d_actuated(input:Vector3) -> bool:
return is_finite(input.x) and is_finite(input.y) and Vector2(input.x, input.y).length_squared() > actuation_threshold * actuation_threshold
## Checks if a 3D input is actuated.
func _is_axis3d_actuated(input:Vector3) -> bool:
return input.is_finite() and input.length_squared() > actuation_threshold * actuation_threshold
func _editor_name() -> String:
return "GUIDETrigger"
func _editor_description() -> String:
return ""

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<g transform="matrix(1,0,0,1,-2.69665,-2.69876)">
<g transform="matrix(24,0,0,24,11.6286,27.2968)">
<path d="M0.575,-0.717L0.575,-0.635L0.344,-0.635L0.344,-0L0.247,-0L0.247,-0.635L0.014,-0.635L0.014,-0.717L0.575,-0.717Z" style="fill:rgb(253,150,0);fill-rule:nonzero;"/>
</g>
</g>
</svg>

After

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@@ -0,0 +1,38 @@
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importer="texture"
type="CompressedTexture2D"
uid="uid://ca1eiagyinhl7"
path="res://.godot/imported/guide_trigger.svg-cd87acbd491929cf49a255f8481b0b63.ctex"
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"vram_texture": false
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[deps]
source_file="res://addons/guide/triggers/guide_trigger.svg"
dest_files=["res://.godot/imported/guide_trigger.svg-cd87acbd491929cf49a255f8481b0b63.ctex"]
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svg/scale=0.5
editor/scale_with_editor_scale=true
editor/convert_colors_with_editor_theme=false

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## Fires, when the given action is currently triggering. This trigger is implicit,
## so it will prevent the action from triggering even if other triggers are successful.
@tool
class_name GUIDETriggerChordedAction
extends GUIDETrigger
@export var action:GUIDEAction
func _get_trigger_type() -> GUIDETriggerType:
return GUIDETriggerType.IMPLICIT
func _update_state(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> GUIDETriggerState:
if action == null:
push_warning("Chorded trigger without action will never trigger.")
return GUIDETriggerState.NONE
if action.is_triggered():
return GUIDETriggerState.TRIGGERED
return GUIDETriggerState.NONE
func _editor_name() -> String:
return "Chorded Action"
func _editor_description() -> String:
return "Fires, when the given action is currently triggering. This trigger is implicit,\n" + \
"so it will prevent the action from triggering even if other triggers are successful."

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@tool
class_name GUIDETriggerCombo
extends GUIDETrigger
enum ActionEventType {
TRIGGERED = 1,
STARTED = 2,
ONGOING = 4,
CANCELLED = 8,
COMPLETED = 16
}
## If set to true, the combo trigger will print information
## about state changes to the debug log.
@export var enable_debug_print:bool = false
@export var steps:Array[GUIDETriggerComboStep] = []
@export var cancellation_actions:Array[GUIDETriggerComboCancelAction] = []
var _current_step:int = -1
var _remaining_time:float = 0
func _update_state(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> GUIDETriggerState:
if steps.is_empty():
push_warning("Combo with no steps will never fire.")
return GUIDETriggerState.NONE
# initial setup
if _current_step == -1:
for step in steps:
step._prepare()
for action in cancellation_actions:
action._prepare()
_reset()
var current_action := steps[_current_step].action
if current_action == null:
push_warning("Step ", _current_step , " has no action ", resource_path)
return GUIDETriggerState.NONE
# check if any of our cancellation actions fired
for action in cancellation_actions:
# if the action is the current action we don't count its firing as cancellation
if action.action == current_action:
continue
if action._has_fired:
if enable_debug_print:
print("Combo cancelled by action '", action.action._editor_name(), "'.")
_reset()
return GUIDETriggerState.NONE
# check if any of the steps has fired out of order
for step in steps:
if step.action == current_action:
continue
if step._has_fired:
if enable_debug_print:
print("Combo out of order step by action '", step.action._editor_name(), "'.")
_reset()
return GUIDETriggerState.NONE
# check if we took too long (unless we're in the first step)
if _current_step > 0:
_remaining_time -= delta
if _remaining_time <= 0.0:
if enable_debug_print:
print("Step time for step ", _current_step , " exceeded.")
_reset()
return GUIDETriggerState.NONE
# if the current action was fired, if so advance to the next
if steps[_current_step]._has_fired:
# reset this step, so it will not count as misfired next round
steps[_current_step]._has_fired = false
if _current_step + 1 >= steps.size():
# we finished the combo
if enable_debug_print:
print("Combo fired.")
_reset()
return GUIDETriggerState.TRIGGERED
# otherwise, pick the next step
_current_step += 1
if enable_debug_print:
print("Combo advanced to step " , _current_step, ".")
_remaining_time = steps[_current_step].time_to_actuate
# Reset all steps and cancellation actions to "not fired" in
# case they were triggered by this action. Otherwise a double-tap
# would immediately fire for both taps once the first is through
for step in steps:
step._has_fired = false
for action in cancellation_actions:
action._has_fired = false
# and in any case we're still processing.
return GUIDETriggerState.ONGOING
func _reset():
if enable_debug_print:
print("Combo reset.")
_current_step = 0
_remaining_time = steps[0].time_to_actuate
for step in steps:
step._has_fired = false
for action in cancellation_actions:
action._has_fired = false
func _editor_name() -> String:
return "Combo"
func _editor_description() -> String:
return "Fires, when the input exceeds the actuation threshold."

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@icon("res://addons/guide/guide_internal.svg")
class_name GUIDETriggerComboCancelAction
extends Resource
@export var action:GUIDEAction
@export_flags("Triggered:1", "Started:2", "Ongoing:4", "Cancelled:8","Completed:16")
var completion_events:int = GUIDETriggerCombo.ActionEventType.TRIGGERED
var _has_fired:bool = false
func _prepare():
if completion_events & GUIDETriggerCombo.ActionEventType.TRIGGERED:
action.triggered.connect(_fired)
if completion_events & GUIDETriggerCombo.ActionEventType.STARTED:
action.started.connect(_fired)
if completion_events & GUIDETriggerCombo.ActionEventType.ONGOING:
action.ongoing.connect(_fired)
if completion_events & GUIDETriggerCombo.ActionEventType.CANCELLED:
action.cancelled.connect(_fired)
if completion_events & GUIDETriggerCombo.ActionEventType.COMPLETED:
action.completed.connect(_fired)
_has_fired = false
func _fired():
_has_fired = true

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@icon("res://addons/guide/guide_internal.svg")
class_name GUIDETriggerComboStep
extends Resource
@export var action:GUIDEAction
@export_flags("Triggered:1", "Started:2", "Ongoing:4", "Cancelled:8","Completed:16")
var completion_events:int = GUIDETriggerCombo.ActionEventType.TRIGGERED
@export var time_to_actuate:float = 0.5
var _has_fired:bool = false
func _prepare():
if completion_events & GUIDETriggerCombo.ActionEventType.TRIGGERED:
action.triggered.connect(_fired)
if completion_events & GUIDETriggerCombo.ActionEventType.STARTED:
action.started.connect(_fired)
if completion_events & GUIDETriggerCombo.ActionEventType.ONGOING:
action.ongoing.connect(_fired)
if completion_events & GUIDETriggerCombo.ActionEventType.CANCELLED:
action.cancelled.connect(_fired)
if completion_events & GUIDETriggerCombo.ActionEventType.COMPLETED:
action.completed.connect(_fired)
_has_fired = false
func _fired():
_has_fired = true

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## Fires, when the input exceeds the actuation threshold. This is
## the default trigger when no trigger is specified.
@tool
class_name GUIDETriggerDown
extends GUIDETrigger
func _update_state(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> GUIDETriggerState:
# if the input is actuated, then the trigger is triggered.
if _is_actuated(input, value_type):
return GUIDETriggerState.TRIGGERED
# otherwise, the trigger is not triggered.
return GUIDETriggerState.NONE
func _editor_name() -> String:
return "Down"
func _editor_description() -> String:
return "Fires, when the input exceeds the actuation threshold. This is\n" +\
"the default trigger when no trigger is specified."

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@tool
## A trigger that activates when the input is held down for a certain amount of time.
class_name GUIDETriggerHold
extends GUIDETrigger
## The time for how long the input must be held.
@export var hold_treshold:float = 1.0
## If true, the trigger will only fire once until the input is released. Otherwise the trigger will fire every frame.
@export var is_one_shot:bool = false
var _accumulated_time:float = 0
var _did_shoot:bool = false
func _update_state(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> GUIDETriggerState:
# if the input is actuated, accumulate time and check if the hold threshold has been reached
if _is_actuated(input, value_type):
_accumulated_time += delta
if _accumulated_time >= hold_treshold:
# if the trigger is one shot and we already shot, then we will not trigger again.
if is_one_shot and _did_shoot:
return GUIDETriggerState.NONE
else:
# otherwise, we will just trigger.
_did_shoot = true
return GUIDETriggerState.TRIGGERED
else:
# if the hold threshold has not been reached, then the trigger is ongoing.
return GUIDETriggerState.ONGOING
else:
# if the input is not actuated, then the trigger is not triggered and we reset the accumulated time.
# and our one shot flag.
_accumulated_time = 0
_did_shoot = false
return GUIDETriggerState.NONE
func _editor_name() -> String:
return "Hold"
func _editor_description() -> String:
return "Fires, once the input has remained actuated for hold_threshold seconds.\n" + \
"My fire once or repeatedly."

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@tool
## A trigger that activates when the input is pushed down. Will only emit a
## trigger event once. Holding the input will not trigger further events.
class_name GUIDETriggerPressed
extends GUIDETrigger
func _update_state(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> GUIDETriggerState:
if _is_actuated(input, value_type):
if not _is_actuated(_last_value, value_type):
return GUIDETriggerState.TRIGGERED
return GUIDETriggerState.NONE
func _editor_name() -> String:
return "Pressed"
func _editor_description() -> String:
return "Fires once, when the input exceeds actuation threshold. Holding the input\n" + \
"will not fire additional triggers."

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@tool
## A trigger that activates when the input is pushed down and then repeatedly sends trigger events at a fixed interval.
## Note: the trigger will be either triggering or ongoing until the input is released.
## Note: at most one pulse will be emitted per frame.
class_name GUIDETriggerPulse
extends GUIDETrigger
## If true, the trigger will trigger immediately when the input is actuated. Otherwise, the trigger will wait for the initial delay.
@export var trigger_on_start:bool = true
## The delay after the initial actuation before pulsing begins.
@export var initial_delay:float = 0.3:
set(value):
initial_delay = max(0, value)
## The interval between pulses. Set to 0 to pulse every frame.
@export var pulse_interval:float = 0.1:
set(value):
pulse_interval = max(0, value)
## Maximum number of pulses. If <= 0, the trigger will pulse indefinitely.
@export var max_pulses:int = 0
var _delay_until_next_pulse:float = 0
var _emitted_pulses:int = 0
func _update_state(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> GUIDETriggerState:
if _is_actuated(input, value_type):
if not _is_actuated(_last_value, value_type):
# we went from "not actuated" to actuated, pulsing starts
_delay_until_next_pulse = initial_delay
if trigger_on_start:
return GUIDETriggerState.TRIGGERED
else:
return GUIDETriggerState.ONGOING
# if we already are pulsing and have exceeded the maximum number of pulses, we will not pulse anymore.
if max_pulses > 0 and _emitted_pulses >= max_pulses:
return GUIDETriggerState.NONE
# subtract the delta from the delay until the next pulse
_delay_until_next_pulse -= delta
if _delay_until_next_pulse > 0:
# we are still waiting for the next pulse, nothing to do.
return GUIDETriggerState.ONGOING
# now delta could be larger than our pulse, in which case we loose a few pulses.
# as we can pulse at most once per frame.
# in case someone sets the pulse interval to 0, we will pulse every frame.
if is_equal_approx(pulse_interval, 0):
_delay_until_next_pulse = 0
if max_pulses > 0:
_emitted_pulses += 1
return GUIDETriggerState.TRIGGERED
# Now add the delay until the next pulse
_delay_until_next_pulse += pulse_interval
# If the interval is really small, we can potentially have skipped some pulses
if _delay_until_next_pulse <= 0:
# we have skipped some pulses
var skipped_pulses:int = int(-_delay_until_next_pulse / pulse_interval)
_delay_until_next_pulse += skipped_pulses * pulse_interval
if max_pulses > 0:
_emitted_pulses += skipped_pulses
if _emitted_pulses >= max_pulses:
return GUIDETriggerState.NONE
# Record a pulse and return triggered
if max_pulses > 0:
_emitted_pulses += 1
return GUIDETriggerState.TRIGGERED
# if the input is not actuated, then the trigger is not triggered.
_emitted_pulses = 0
_delay_until_next_pulse = 0
return GUIDETriggerState.NONE
func _editor_name() -> String:
return "Pulse"
func _editor_description() -> String:
return "Fires at an interval while the input is actuated."

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@tool
## A trigger that activates when the input is released down. Will only emit a
## trigger event once.
class_name GUIDETriggerReleased
extends GUIDETrigger
func _update_state(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> GUIDETriggerState:
if not _is_actuated(input, value_type):
if _is_actuated(_last_value, value_type):
return GUIDETriggerState.TRIGGERED
return GUIDETriggerState.NONE
func _editor_name() -> String:
return "Released"
func _editor_description() -> String:
return "Fires once, when the input goes from actuated to not actuated. The opposite of the Pressed trigger."

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@tool
## Triggers depending on whether the input changes while actuated. This trigger is
## is implicit, so it must succeed for all other triggers to succeed.
class_name GUIDETriggerStability
extends GUIDETrigger
enum TriggerWhen {
## Input must be stable
INPUT_IS_STABLE,
## Input must change
INPUT_CHANGES
}
## The maximum amount that the input can change after actuation before it is
## considered "changed".
@export var max_deviation:float = 1
## When should the trigger trigger?
@export var trigger_when:TriggerWhen = TriggerWhen.INPUT_IS_STABLE
var _initial_value:Vector3
var _deviated:bool = false
func _get_trigger_type() -> GUIDETriggerType:
return GUIDETriggerType.IMPLICIT
func _update_state(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> GUIDETriggerState:
if _is_actuated(input, value_type):
if _deviated:
if trigger_when == TriggerWhen.INPUT_IS_STABLE:
return GUIDETriggerState.NONE
return GUIDETriggerState.TRIGGERED
if not _is_actuated(_last_value, value_type):
# we went from "not actuated" to actuated, start
_initial_value = input
if trigger_when == TriggerWhen.INPUT_IS_STABLE:
return GUIDETriggerState.TRIGGERED
else:
return GUIDETriggerState.ONGOING
# calculate how far the input is from the initial value
if _initial_value.distance_squared_to(input) > (max_deviation * max_deviation):
_deviated = true
if trigger_when == TriggerWhen.INPUT_IS_STABLE:
return GUIDETriggerState.NONE
return GUIDETriggerState.TRIGGERED
if trigger_when == TriggerWhen.INPUT_IS_STABLE:
return GUIDETriggerState.TRIGGERED
return GUIDETriggerState.ONGOING
# if the input is not actuated
_deviated = false
return GUIDETriggerState.NONE
func _editor_name() -> String:
return "Stability"
func _editor_description() -> String:
return "Triggers depending on whether the input changes while actuated. This trigger\n" +\
"is implicit, so it must succeed for all other triggers to succeed."

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@tool
## A trigger that activates when the input is tapped and released before the time threshold is reached.
class_name GUIDETriggerTap
extends GUIDETrigger
## The time threshold for the tap to be considered a tap.
@export var tap_threshold: float = 0.2
var _accumulated_time: float = 0
func _update_state(input: Vector3, delta: float, value_type:GUIDEAction.GUIDEActionValueType) -> GUIDETriggerState:
if _is_actuated(input, value_type):
# if the input was actuated before, and the tap threshold has been exceeded, the trigger is locked down
# until the input is released and we can exit out early
if _is_actuated(_last_value, value_type) and _accumulated_time > tap_threshold:
return GUIDETriggerState.NONE
# accumulate time
_accumulated_time += delta
if _accumulated_time < tap_threshold:
return GUIDETriggerState.ONGOING
else:
# we have exceeded the tap threshold, so the tap is not triggered.
return GUIDETriggerState.NONE
else: # not actuated right now
# if the input was actuated before...
if _is_actuated(_last_value, value_type):
# ... and the accumulated time is less than the threshold, then the tap is triggered.
if _accumulated_time < tap_threshold:
_accumulated_time = 0
return GUIDETriggerState.TRIGGERED
# Otherwise, the tap is not triggered, but we reset the accumulated time
# so the trigger is now again ready to be triggered.
_accumulated_time = 0
# in either case, the trigger is not triggered.
return GUIDETriggerState.NONE
func _editor_name() -> String:
return "Tap"
func _editor_description() -> String:
return "Fires when the input is actuated and released within the given timeframe."

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## Base class for icon renderers. Note that all icon renderers must be tool
## scripts.
@tool
class_name GUIDEIconRenderer
extends Control
## The priority of this icon renderer. Built-in renderers use priority 0. Built-in
## fallback renderer uses priority 100. The smaller the number the higher the priority.
@export var priority:int = 0
## Whether or not this renderer can render an icon for this input.
func supports(input:GUIDEInput) -> bool:
return false
## Set up the scene so that the given input can be rendered. This will
## only be called for input where `supports` has returned true.
func render(input:GUIDEInput) -> void:
pass
## A cache key for the given input. This should be unique for this renderer
## and the given input. The same input should yield the same cache key for
## each renderer.
func cache_key(input:GUIDEInput) -> String:
push_error("Custom renderers must override the cache_key function to ensure proper caching.")
return "i-forgot-the-cache-key"
func _ready():
process_mode = Node.PROCESS_MODE_ALWAYS

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