using Godot; using System; public partial class main : Node2D { [Export] public string currentController = Input.GetJoyName(0); public override void _Ready() { } public override void _Process(double delta) { //CHANGE INPUT FOR NINTENDO CONTROLLER currentController = Input.GetJoyName(0); if (currentController.StartsWith("Nintendo")) { InputMap.ActionAddEvent("ui_accept", new InputEventJoypadButton() { ButtonIndex = JoyButton.B}); InputMap.ActionEraseEvent("ui_accept", new InputEventJoypadButton() { ButtonIndex = JoyButton.A }); InputMap.ActionAddEvent("ui_cancel", new InputEventJoypadButton() { ButtonIndex = JoyButton.A }); InputMap.ActionEraseEvent("ui_cancel", new InputEventJoypadButton() { ButtonIndex = JoyButton.B }); } else { InputMap.ActionAddEvent("ui_accept", new InputEventJoypadButton() { ButtonIndex = JoyButton.A }); InputMap.ActionEraseEvent("ui_accept", new InputEventJoypadButton() { ButtonIndex = JoyButton.B }); InputMap.ActionAddEvent("ui_cancel", new InputEventJoypadButton() { ButtonIndex = JoyButton.B }); InputMap.ActionEraseEvent("ui_cancel", new InputEventJoypadButton() { ButtonIndex = JoyButton.A }); } if (Input.IsActionJustPressed("ui_accept")) { GD.Print(currentController + " accept"); } if (Input.IsActionJustPressed("ui_cancel")) { GD.Print(currentController + " cancel"); } //FULLSCREEN if (Input.IsActionJustPressed("hotkey_fullscreen")) { if (DisplayServer.WindowGetMode() == DisplayServer.WindowMode.Fullscreen) { DisplayServer.WindowSetMode(DisplayServer.WindowMode.Windowed); } else { DisplayServer.WindowSetMode(DisplayServer.WindowMode.Fullscreen); } } } }