now changes button mapping for nintendo controllers automatically
This commit is contained in:
@@ -1,4 +1,4 @@
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<Project Sdk="Godot.NET.Sdk/4.0.0-beta.4">
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<Project Sdk="Godot.NET.Sdk/4.0.0-beta.6">
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<PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<TargetFramework>net6.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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7
RPG Test gd4.csproj.old
Normal file
7
RPG Test gd4.csproj.old
Normal file
@@ -0,0 +1,7 @@
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<Project Sdk="Godot.NET.Sdk/4.0.0-beta.4">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<RootNamespace>RPGTestgd4</RootNamespace>
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</PropertyGroup>
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</Project>
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30
src/main.cs
30
src/main.cs
@@ -5,21 +5,38 @@ public partial class main : Node2D
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{
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{
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[Export]
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[Export]
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public string currentController = Input.GetJoyName(0);
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public string currentController = Input.GetJoyName(0);
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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public override void _Ready()
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{
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{
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}
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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public override void _Process(double delta)
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{
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{
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//gamepad
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//CHANGE INPUT FOR NINTENDO CONTROLLER
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currentController = Input.GetJoyName(0);
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currentController = Input.GetJoyName(0);
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if (currentController.StartsWith("Nintendo"))
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if (currentController.StartsWith("Nintendo"))
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{
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{
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InputMap.ActionAddEvent("ui_accept", new InputEventJoypadButton() { ButtonIndex = JoyButton.B});
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InputMap.ActionEraseEvent("ui_accept", new InputEventJoypadButton() { ButtonIndex = JoyButton.A });
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InputMap.ActionAddEvent("ui_cancel", new InputEventJoypadButton() { ButtonIndex = JoyButton.A });
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InputMap.ActionEraseEvent("ui_cancel", new InputEventJoypadButton() { ButtonIndex = JoyButton.B });
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}
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}
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//fullscreen
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else
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{
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InputMap.ActionAddEvent("ui_accept", new InputEventJoypadButton() { ButtonIndex = JoyButton.A });
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InputMap.ActionEraseEvent("ui_accept", new InputEventJoypadButton() { ButtonIndex = JoyButton.B });
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InputMap.ActionAddEvent("ui_cancel", new InputEventJoypadButton() { ButtonIndex = JoyButton.B });
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InputMap.ActionEraseEvent("ui_cancel", new InputEventJoypadButton() { ButtonIndex = JoyButton.A });
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}
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if (Input.IsActionJustPressed("ui_accept"))
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{
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GD.Print(currentController + " accept");
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}
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if (Input.IsActionJustPressed("ui_cancel"))
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{
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GD.Print(currentController + " cancel");
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}
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//FULLSCREEN
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if (Input.IsActionJustPressed("hotkey_fullscreen"))
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if (Input.IsActionJustPressed("hotkey_fullscreen"))
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{
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{
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if (DisplayServer.WindowGetMode() == DisplayServer.WindowMode.Fullscreen)
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if (DisplayServer.WindowGetMode() == DisplayServer.WindowMode.Fullscreen)
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@@ -32,5 +49,4 @@ public partial class main : Node2D
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}
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}
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}
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}
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}
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}
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}
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}
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