Files
room_glitch/games/launcher/control_setup.gd
T

178 lines
7.0 KiB
GDScript

extends CanvasLayer
signal closed
var panel: Control
var heading: Label
var prompt: Label
var monitor: Label
var details: Label
var buttons: HBoxContainer
var draft: Dictionary = {}
var step := -1
var waiting: InputEvent
var armed_at := 0
func _ready() -> void:
layer = 10
panel = ColorRect.new()
panel.color = Color("080d18")
panel.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
add_child(panel)
var center := CenterContainer.new()
center.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
panel.add_child(center)
var column := VBoxContainer.new()
column.custom_minimum_size = Vector2(1100, 0)
column.add_theme_constant_override("separation", 18)
center.add_child(column)
heading = label(column, 36)
prompt = label(column, 26)
details = label(column, 18)
monitor = label(column, 20)
monitor.modulate = Color("75e8ef")
buttons = HBoxContainer.new()
buttons.alignment = BoxContainer.ALIGNMENT_CENTER
buttons.add_theme_constant_override("separation", 24)
column.add_child(buttons)
welcome()
Input.joy_connection_changed.connect(_controller_changed)
func _controller_changed(_id: int, _connected: bool) -> void:
waiting = null
draft.clear()
welcome()
prompt.text = "Controllers changed. Begin again with all controllers connected."
func label(parent: Node, font_size: int) -> Label:
var result := Label.new()
result.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
result.custom_minimum_size.x = 1100
result.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
result.add_theme_font_size_override("font_size", font_size)
parent.add_child(result)
return result
func clear_buttons() -> void:
for child in buttons.get_children():
buttons.remove_child(child)
child.queue_free()
func button(text: String, callback: Callable) -> void:
var control := Button.new()
control.text = text
control.add_theme_font_size_override("font_size", 24)
control.focus_mode = Control.FOCUS_NONE
control.pressed.connect(callback)
buttons.add_child(control)
func welcome() -> void:
step = -1
heading.text = "CONTROL SETUP"
prompt.text = "Configure this cabinet — no editor needed"
details.text = "Use PLAYER ONE for movement, Start, Select and game buttons.\nFor Robotron firing, use four face buttons OR your second joystick.\nEach controller is recorded separately. Release each input when asked.\n\nThe trackball works as a mouse; move it to see it detected below.\nKeyboard encoders work too. Escape quits the application. F1 opens setup.\n\nPress any controller button / Enter to begin, or click Begin Setup.\nCancel keeps your saved controls. Escape quits without saving."
if not ArcadeControls.problem.is_empty(): details.text += "\n\n" + ArcadeControls.problem
monitor.text = "Waiting for input…"
clear_buttons()
button("Begin Setup", begin)
button("Cancel / Keep Current Controls", close)
armed_at = Time.get_ticks_msec() + 350
func begin() -> void:
draft.clear()
waiting = null
step = 0
armed_at = Time.get_ticks_msec() + 350
show_step()
func show_step() -> void:
clear_buttons()
if step >= ArcadeControls.STEPS.size():
heading.text = "REVIEW & TEST CONTROLS"
prompt.text = "Try both joysticks and buttons; watch the detected actions below."
details.text = ""
for entry in ArcadeControls.STEPS:
details.text += "%s: %s\n" % [entry[0].replace("arcade_", "").replace("robotron_", "Robotron ").replace("_", " ").capitalize(), ArcadeControls.describe(draft[entry[0]])]
details.text += "\nPress your learned START to save, SELECT to cancel, or click a button.\nTrackball motion needs no button binding. Identical USB encoders may swap after reconnecting."
button("Save Controls", save)
button("Start Over", begin)
button("Cancel", close)
return
heading.text = "CONTROL SETUP %d / %d" % [step + 1, ArcadeControls.STEPS.size()]
prompt.text = ArcadeControls.STEPS[step][1]
details.text = "Move one direction or press one button, then release it.\nUse the actual cabinet controls. Nothing is saved until you finish.\nCancel keeps your saved controls; Escape quits. Trackball motion is shown below but is not bound as a button."
button("Start Over", begin)
button("Cancel", close)
func close() -> void:
closed.emit()
queue_free()
func save() -> void:
var error := ArcadeControls.save_profile(draft)
if error != OK:
prompt.text = "Could not save controls (%s). Your previous settings are unchanged." % error_string(error)
return
close()
func released(event: InputEvent) -> bool:
if waiting == null or event.device != waiting.device: return false
if waiting is InputEventJoypadMotion and event is InputEventJoypadMotion:
return event.axis == waiting.axis and absf(event.axis_value) < .25
if waiting is InputEventJoypadButton and event is InputEventJoypadButton:
return event.button_index == waiting.button_index and not event.pressed
if waiting is InputEventKey and event is InputEventKey:
return event.physical_keycode == waiting.physical_keycode and event.keycode == waiting.keycode and not event.pressed
return false
func conflict(action: String, binding: Dictionary) -> String:
for other in draft:
if draft[other] != binding: continue
# Reusing game fire buttons for Robotron is deliberate; within each game it isn't.
if action.begins_with("robotron_") != other.begins_with("robotron_") and other not in ["arcade_start", "arcade_menu"]:
continue
return other
return ""
func _input(event: InputEvent) -> void:
if ArcadeControls.handle_quit(event): return
if event.is_echo(): return
if event is InputEventMouseMotion:
monitor.text = "Trackball / mouse motion: %s" % event.relative
return
if event is InputEventMouseButton: return # Leave setup buttons clickable.
if not (event is InputEventKey or event is InputEventJoypadButton or event is InputEventJoypadMotion): return
get_viewport().set_input_as_handled()
if waiting != null:
if released(event):
waiting = null
step += 1
armed_at = Time.get_ticks_msec() + 200
show_step()
return
if Time.get_ticks_msec() < armed_at: return
if event is InputEventJoypadMotion:
if absf(event.axis_value) < .65: return
elif not event.is_pressed(): return
var binding: Dictionary = ArcadeControls.encode(event, ArcadeControls.devices())
if binding.is_empty(): return
monitor.text = "Detected: " + ArcadeControls.describe(binding)
if step < 0:
if event is InputEventJoypadButton or (event is InputEventKey and event.physical_keycode == KEY_ENTER):
begin()
return
if step >= ArcadeControls.STEPS.size():
var actions: Array[String] = []
for action in draft:
if draft[action] == binding: actions.append(action)
monitor.text += "\nActions: " + (", ".join(actions) if not actions.is_empty() else "unassigned — will not control gameplay")
if binding == draft.arcade_start: save()
elif binding == draft.arcade_menu: close()
return
var action: String = ArcadeControls.STEPS[step][0]
var duplicate := conflict(action, binding)
if not duplicate.is_empty():
monitor.text = "Already used for %s. Choose a different input." % duplicate
return
draft[action] = binding
waiting = event.duplicate()
prompt.text = "Recorded. Release the button / center the joystick to continue."