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ControllerIcons.gd
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ControllerIcons.gd
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@tool
extends Node
signal input_type_changed(input_type: InputType, controller: int)
enum InputType {
KEYBOARD_MOUSE, ## The input is from the keyboard and/or mouse.
CONTROLLER ## The input is from a controller.
}
enum PathType {
INPUT_ACTION, ## The path is an input action.
JOYPAD_PATH, ## The path is a generic joypad path.
SPECIFIC_PATH ## The path is a specific path.
}
var _cached_icons := {}
var _custom_input_actions := {}
var _last_input_type : InputType
var _last_controller : int
var _settings : ControllerSettings
var _base_extension := "png"
# Custom mouse velocity calculation, because Godot
# doesn't implement it on some OSes apparently
const _MOUSE_VELOCITY_DELTA := 0.1
var _t : float
var _mouse_velocity : int
var Mapper = preload("res://addons/controller_icons/Mapper.gd").new()
# Default actions will be the builtin editor actions when
# the script is at editor ("tool") level. To pickup more
# actions available, these have to be queried manually
var _builtin_keys := [
"input/ui_accept", "input/ui_cancel", "input/ui_copy",
"input/ui_cut", "input/ui_down", "input/ui_end",
"input/ui_filedialog_refresh", "input/ui_filedialog_show_hidden",
"input/ui_filedialog_up_one_level", "input/ui_focus_next",
"input/ui_focus_prev", "input/ui_graph_delete",
"input/ui_graph_duplicate", "input/ui_home",
"input/ui_left", "input/ui_menu", "input/ui_page_down",
"input/ui_page_up", "input/ui_paste", "input/ui_redo",
"input/ui_right", "input/ui_select", "input/ui_swap_input_direction",
"input/ui_text_add_selection_for_next_occurrence",
"input/ui_text_backspace", "input/ui_text_backspace_all_to_left",
"input/ui_text_backspace_all_to_left.macos",
"input/ui_text_backspace_word", "input/ui_text_backspace_word.macos",
"input/ui_text_caret_add_above", "input/ui_text_caret_add_above.macos",
"input/ui_text_caret_add_below", "input/ui_text_caret_add_below.macos",
"input/ui_text_caret_document_end", "input/ui_text_caret_document_end.macos",
"input/ui_text_caret_document_start", "input/ui_text_caret_document_start.macos",
"input/ui_text_caret_down", "input/ui_text_caret_left",
"input/ui_text_caret_line_end", "input/ui_text_caret_line_end.macos",
"input/ui_text_caret_line_start", "input/ui_text_caret_line_start.macos",
"input/ui_text_caret_page_down", "input/ui_text_caret_page_up",
"input/ui_text_caret_right", "input/ui_text_caret_up",
"input/ui_text_caret_word_left", "input/ui_text_caret_word_left.macos",
"input/ui_text_caret_word_right", "input/ui_text_caret_word_right.macos",
"input/ui_text_clear_carets_and_selection", "input/ui_text_completion_accept",
"input/ui_text_completion_query", "input/ui_text_completion_replace",
"input/ui_text_dedent", "input/ui_text_delete",
"input/ui_text_delete_all_to_right", "input/ui_text_delete_all_to_right.macos",
"input/ui_text_delete_word", "input/ui_text_delete_word.macos",
"input/ui_text_indent", "input/ui_text_newline", "input/ui_text_newline_above",
"input/ui_text_newline_blank", "input/ui_text_scroll_down",
"input/ui_text_scroll_down.macos", "input/ui_text_scroll_up",
"input/ui_text_scroll_up.macos", "input/ui_text_select_all",
"input/ui_text_select_word_under_caret", "input/ui_text_select_word_under_caret.macos",
"input/ui_text_submit", "input/ui_text_toggle_insert_mode", "input/ui_undo",
"input/ui_up",
]
func _set_last_input_type(__last_input_type, __last_controller):
_last_input_type = __last_input_type
_last_controller = __last_controller
emit_signal("input_type_changed", _last_input_type, _last_controller)
func _enter_tree():
if Engine.is_editor_hint():
_parse_input_actions()
func _exit_tree():
Mapper.queue_free()
func _parse_input_actions():
_custom_input_actions.clear()
for key in _builtin_keys:
var data : Dictionary = ProjectSettings.get_setting(key)
if not data.is_empty() and data.has("events") and data["events"] is Array:
_add_custom_input_action((key as String).trim_prefix("input/"), data)
# A script running at editor ("tool") level only has
# the default mappings. The way to get around this is
# manually parsing the project file and adding the
# new input actions to lookup.
var proj_file := ConfigFile.new()
if proj_file.load("res://project.godot"):
printerr("Failed to open \"project.godot\"! Custom input actions will not work on editor view!")
return
if proj_file.has_section("input"):
for input_action in proj_file.get_section_keys("input"):
var data : Dictionary = proj_file.get_value("input", input_action)
_add_custom_input_action(input_action, data)
func _ready():
Input.joy_connection_changed.connect(_on_joy_connection_changed)
_settings = load("res://addons/controller_icons/settings.tres")
if not _settings:
_settings = ControllerSettings.new()
if _settings.custom_mapper:
Mapper = _settings.custom_mapper.new()
if _settings.custom_file_extension and not _settings.custom_file_extension.is_empty():
_base_extension = _settings.custom_file_extension
# Wait a frame to give a chance for the app to initialize
await get_tree().process_frame
# Set input type to what's likely being used currently
if Input.get_connected_joypads().is_empty():
_set_last_input_type(InputType.KEYBOARD_MOUSE, -1)
else:
_set_last_input_type(InputType.CONTROLLER, Input.get_connected_joypads().front())
func _on_joy_connection_changed(device, connected):
if connected:
_set_last_input_type(InputType.CONTROLLER, device)
else:
if Input.get_connected_joypads().is_empty():
_set_last_input_type(InputType.KEYBOARD_MOUSE, -1)
else:
_set_last_input_type(InputType.CONTROLLER, Input.get_connected_joypads().front())
func _input(event: InputEvent):
var input_type = _last_input_type
var controller = _last_controller
match event.get_class():
"InputEventKey", "InputEventMouseButton":
input_type = InputType.KEYBOARD_MOUSE
"InputEventMouseMotion":
if _settings.allow_mouse_remap and _test_mouse_velocity(event.relative):
input_type = InputType.KEYBOARD_MOUSE
"InputEventJoypadButton":
input_type = InputType.CONTROLLER
controller = event.device
"InputEventJoypadMotion":
if abs(event.axis_value) > _settings.joypad_deadzone:
input_type = InputType.CONTROLLER
controller = event.device
if input_type != _last_input_type or controller != _last_controller:
_set_last_input_type(input_type, controller)
func _test_mouse_velocity(relative_vec: Vector2):
if _t > _MOUSE_VELOCITY_DELTA:
_t = 0
_mouse_velocity = 0
# We do a component sum instead of a length, to save on a
# sqrt operation, and because length_squared is negatively
# affected by low value vectors (<10).
# It is also it's good enough for this system, so reliability
# is sacrificed in favor of speed.
_mouse_velocity += abs(relative_vec.x) + abs(relative_vec.y)
return _mouse_velocity / _MOUSE_VELOCITY_DELTA > _settings.mouse_min_movement
func _process(delta: float) -> void:
_t += delta
func _add_custom_input_action(input_action: String, data: Dictionary):
_custom_input_actions[input_action] = data["events"]
func refresh():
# All it takes is to signal icons to refresh paths
emit_signal("input_type_changed", _last_input_type, _last_controller)
func get_joypad_type(controller: int = _last_controller) -> ControllerSettings.Devices:
return Mapper._get_joypad_type(controller, _settings.joypad_fallback)
func parse_path(path: String, input_type = _last_input_type, last_controller = _last_controller) -> Texture:
if typeof(input_type) == TYPE_NIL:
return null
var root_paths := _expand_path(path, input_type, last_controller)
for root_path in root_paths:
if _load_icon(root_path):
continue
return _cached_icons[root_path]
return null
func parse_event_modifiers(event: InputEvent) -> Array[Texture]:
if not event or not event is InputEventWithModifiers:
return []
var icons : Array[Texture] = []
var modifiers : Array[String] = []
if event.command_or_control_autoremap:
match OS.get_name():
"macOS":
modifiers.push_back("key/command")
_:
modifiers.push_back("key/ctrl")
if event.ctrl_pressed and not event.command_or_control_autoremap:
modifiers.push_back("key/ctrl")
if event.shift_pressed:
modifiers.push_back("key/shift")
if event.alt_pressed:
modifiers.push_back("key/alt")
if event.meta_pressed and not event.command_or_control_autoremap:
match OS.get_name():
"macOS":
modifiers.push_back("key/command")
_:
modifiers.push_back("key/win")
for modifier in modifiers:
for icon_path in _expand_path(modifier, InputType.KEYBOARD_MOUSE, -1):
if _load_icon(icon_path) == OK:
icons.push_back(_cached_icons[icon_path])
return icons
func parse_path_to_tts(path: String, input_type: int = _last_input_type, controller: int = _last_controller) -> String:
if input_type == null:
return ""
var tts = _convert_path_to_asset_file(path, input_type, controller)
return _convert_asset_file_to_tts(tts.get_basename().get_file())
func parse_event(event: InputEvent) -> Texture:
var path = _convert_event_to_path(event)
if path.is_empty():
return null
var base_paths := [
_settings.custom_asset_dir + "/",
"res://addons/controller_icons/assets/"
]
for base_path in base_paths:
if base_path.is_empty():
continue
base_path += path + "." + _base_extension
if _load_icon(base_path):
continue
return _cached_icons[base_path]
return null
func get_path_type(path: String) -> PathType:
if _custom_input_actions.has(path) or InputMap.has_action(path):
return PathType.INPUT_ACTION
elif path.get_slice("/", 0) == "joypad":
return PathType.JOYPAD_PATH
else:
return PathType.SPECIFIC_PATH
func get_matching_event(path: String, input_type: InputType = _last_input_type, controller: int = _last_controller) -> InputEvent:
var events : Array
if _custom_input_actions.has(path):
events = _custom_input_actions[path]
else:
events = InputMap.action_get_events(path)
var fallback = null
for event in events:
match event.get_class():
"InputEventKey", "InputEventMouse", "InputEventMouseMotion", "InputEventMouseButton":
if input_type == InputType.KEYBOARD_MOUSE:
return event
"InputEventJoypadButton", "InputEventJoypadMotion":
if input_type == InputType.CONTROLLER:
# Use the first device specific mapping if there is one.
if event.device == controller:
return event
# Otherwise use the first "all devices" mapping.
elif fallback == null and event.device == -1:
fallback = event
return fallback
func _expand_path(path: String, input_type: int, controller: int) -> Array:
var paths := []
var base_paths := [
_settings.custom_asset_dir + "/",
"res://addons/controller_icons/assets/"
]
for base_path in base_paths:
if base_path.is_empty():
continue
base_path += _convert_path_to_asset_file(path, input_type, controller)
paths.push_back(base_path + "." + _base_extension)
return paths
func _convert_path_to_asset_file(path: String, input_type: int, controller: int) -> String:
match get_path_type(path):
PathType.INPUT_ACTION:
var event := get_matching_event(path, input_type, controller)
if event:
return _convert_event_to_path(event)
return path
PathType.JOYPAD_PATH:
return Mapper._convert_joypad_path(path, controller, _settings.joypad_fallback)
PathType.SPECIFIC_PATH, _:
return path
func _convert_asset_file_to_tts(path: String) -> String:
match path:
"shift_alt":
return "shift"
"esc":
return "escape"
"backspace_alt":
return "backspace"
"enter_alt":
return "enter"
"enter_tall":
return "keypad enter"
"arrow_left":
return "left arrow"
"arrow_right":
return "right arrow"
"del":
return "delete"
"arrow_up":
return "up arrow"
"arrow_down":
return "down arrow"
"shift_alt":
return "shift"
"ctrl":
return "control"
"kp_add":
return "keypad plus"
"mark_left":
return "left mark"
"mark_right":
return "right mark"
"bracket_left":
return "left bracket"
"bracket_right":
return "right bracket"
"tilda":
return "tilde"
"lb":
return "left bumper"
"rb":
return "right bumper"
"lt":
return "left trigger"
"rt":
return "right trigger"
"l_stick_click":
return "left stick click"
"r_stick_click":
return "right stick click"
"l_stick":
return "left stick"
"r_stick":
return "right stick"
_:
return path
func _convert_event_to_path(event: InputEvent):
if event is InputEventKey:
# If this is a physical key, convert to localized scancode
if event.keycode == 0:
return _convert_key_to_path(DisplayServer.keyboard_get_keycode_from_physical(event.physical_keycode))
return _convert_key_to_path(event.keycode)
elif event is InputEventMouseButton:
return _convert_mouse_button_to_path(event.button_index)
elif event is InputEventJoypadButton:
return _convert_joypad_button_to_path(event.button_index, event.device)
elif event is InputEventJoypadMotion:
return _convert_joypad_motion_to_path(event.axis, event.device)
func _convert_key_to_path(scancode: int):
match scancode:
KEY_ESCAPE:
return "key/esc"
KEY_TAB:
return "key/tab"
KEY_BACKSPACE:
return "key/backspace_alt"
KEY_ENTER:
return "key/enter_alt"
KEY_KP_ENTER:
return "key/enter_tall"
KEY_INSERT:
return "key/insert"
KEY_DELETE:
return "key/del"
KEY_PRINT:
return "key/print_screen"
KEY_HOME:
return "key/home"
KEY_END:
return "key/end"
KEY_LEFT:
return "key/arrow_left"
KEY_UP:
return "key/arrow_up"
KEY_RIGHT:
return "key/arrow_right"
KEY_DOWN:
return "key/arrow_down"
KEY_PAGEUP:
return "key/page_up"
KEY_PAGEDOWN:
return "key/page_down"
KEY_SHIFT:
return "key/shift_alt"
KEY_CTRL:
return "key/ctrl"
KEY_META:
match OS.get_name():
"macOS":
return "key/command"
_:
return "key/meta"
KEY_ALT:
return "key/alt"
KEY_CAPSLOCK:
return "key/caps_lock"
KEY_NUMLOCK:
return "key/num_lock"
KEY_F1:
return "key/f1"
KEY_F2:
return "key/f2"
KEY_F3:
return "key/f3"
KEY_F4:
return "key/f4"
KEY_F5:
return "key/f5"
KEY_F6:
return "key/f6"
KEY_F7:
return "key/f7"
KEY_F8:
return "key/f8"
KEY_F9:
return "key/f9"
KEY_F10:
return "key/f10"
KEY_F11:
return "key/f11"
KEY_F12:
return "key/f12"
KEY_KP_MULTIPLY, KEY_ASTERISK:
return "key/asterisk"
KEY_KP_SUBTRACT, KEY_MINUS:
return "key/minus"
KEY_KP_ADD:
return "key/plus_tall"
KEY_KP_0:
return "key/0"
KEY_KP_1:
return "key/1"
KEY_KP_2:
return "key/2"
KEY_KP_3:
return "key/3"
KEY_KP_4:
return "key/4"
KEY_KP_5:
return "key/5"
KEY_KP_6:
return "key/6"
KEY_KP_7:
return "key/7"
KEY_KP_8:
return "key/8"
KEY_KP_9:
return "key/9"
KEY_UNKNOWN:
return ""
KEY_SPACE:
return "key/space"
KEY_QUOTEDBL:
return "key/quote"
KEY_PLUS:
return "key/plus"
KEY_0:
return "key/0"
KEY_1:
return "key/1"
KEY_2:
return "key/2"
KEY_3:
return "key/3"
KEY_4:
return "key/4"
KEY_5:
return "key/5"
KEY_6:
return "key/6"
KEY_7:
return "key/7"
KEY_8:
return "key/8"
KEY_9:
return "key/9"
KEY_SEMICOLON:
return "key/semicolon"
KEY_LESS:
return "key/mark_left"
KEY_GREATER:
return "key/mark_right"
KEY_QUESTION:
return "key/question"
KEY_A:
return "key/a"
KEY_B:
return "key/b"
KEY_C:
return "key/c"
KEY_D:
return "key/d"
KEY_E:
return "key/e"
KEY_F:
return "key/f"
KEY_G:
return "key/g"
KEY_H:
return "key/h"
KEY_I:
return "key/i"
KEY_J:
return "key/j"
KEY_K:
return "key/k"
KEY_L:
return "key/l"
KEY_M:
return "key/m"
KEY_N:
return "key/n"
KEY_O:
return "key/o"
KEY_P:
return "key/p"
KEY_Q:
return "key/q"
KEY_R:
return "key/r"
KEY_S:
return "key/s"
KEY_T:
return "key/t"
KEY_U:
return "key/u"
KEY_V:
return "key/v"
KEY_W:
return "key/w"
KEY_X:
return "key/x"
KEY_Y:
return "key/y"
KEY_Z:
return "key/z"
KEY_BRACKETLEFT:
return "key/bracket_left"
KEY_BACKSLASH:
return "key/slash"
KEY_BRACKETRIGHT:
return "key/bracket_right"
KEY_ASCIITILDE:
return "key/tilda"
_:
return ""
func _convert_mouse_button_to_path(button_index: int):
match button_index:
MOUSE_BUTTON_LEFT:
return "mouse/left"
MOUSE_BUTTON_RIGHT:
return "mouse/right"
MOUSE_BUTTON_MIDDLE:
return "mouse/middle"
_:
return "mouse/sample"
func _convert_joypad_button_to_path(button_index: int, controller: int):
var path
match button_index:
JOY_BUTTON_A:
path = "joypad/a"
JOY_BUTTON_B:
path = "joypad/b"
JOY_BUTTON_X:
path = "joypad/x"
JOY_BUTTON_Y:
path = "joypad/y"
JOY_BUTTON_LEFT_SHOULDER:
path = "joypad/lb"
JOY_BUTTON_RIGHT_SHOULDER:
path = "joypad/rb"
JOY_BUTTON_LEFT_STICK:
path = "joypad/l_stick_click"
JOY_BUTTON_RIGHT_STICK:
path = "joypad/r_stick_click"
JOY_BUTTON_BACK:
path = "joypad/select"
JOY_BUTTON_START:
path = "joypad/start"
JOY_BUTTON_DPAD_UP:
path = "joypad/dpad_up"
JOY_BUTTON_DPAD_DOWN:
path = "joypad/dpad_down"
JOY_BUTTON_DPAD_LEFT:
path = "joypad/dpad_left"
JOY_BUTTON_DPAD_RIGHT:
path = "joypad/dpad_right"
JOY_BUTTON_GUIDE:
path = "joypad/home"
JOY_BUTTON_MISC1:
path = "joypad/share"
_:
return ""
return Mapper._convert_joypad_path(path, controller, _settings.joypad_fallback)
func _convert_joypad_motion_to_path(axis: int, controller: int):
var path : String
match axis:
JOY_AXIS_LEFT_X, JOY_AXIS_LEFT_Y:
path = "joypad/l_stick"
JOY_AXIS_RIGHT_X, JOY_AXIS_RIGHT_Y:
path = "joypad/r_stick"
JOY_AXIS_TRIGGER_LEFT:
path = "joypad/lt"
JOY_AXIS_TRIGGER_RIGHT:
path = "joypad/rt"
_:
return ""
return Mapper._convert_joypad_path(path, controller, _settings.joypad_fallback)
func _load_icon(path: String) -> int:
if _cached_icons.has(path): return OK
var tex = null
if path.begins_with("res://"):
if ResourceLoader.exists(path):
tex = load(path)
if not tex:
return ERR_FILE_CORRUPT
else:
return ERR_FILE_NOT_FOUND
else:
if not FileAccess.file_exists(path):
return ERR_FILE_NOT_FOUND
var img := Image.new()
var err = img.load(path)
if err != OK:
return err
tex = ImageTexture.new()
tex.create_from_image(img)
_cached_icons[path] = tex
return OK