- GameControlLabel: RichTextLabel-based custom node with a ControlKey
enum (24 device keys plus CUSTOM) and a separate instruction string.
Uses BBCode [font] tag to scope the prompt font to the glyph so the
instruction inherits the parent theme. Connects to GdControlsManager
device_changed and refreshes on device swap; tool-mode safe.
- install.py: idempotent merger that writes input actions from
key_mapping/names.csv into project.godot's [input] section,
preserving non-managed actions.
- manager.gd: device_changed signal now carries only the device mode
(was a four-tuple of category/type/id/name). Removed the
class_name GdControlsManager declaration that collided with the
autoload registration. Fixed UNKOWN -> UNKNOWN and
_notifify_device_change -> _notify_device_change typos.
- README: install and prompt-font regeneration instructions.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- promptfont font assets and license
- key_mapping CSVs for Godot input bindings and prompt-font glyphs
across keyboard/mouse, PC/Xbox/Sony/Nintendo controllers, and touch
- gen.py generates prompt_font_mapping.gd from key_mapping/promptfont.csv,
splicing between STARTGEN/ENDGEN markers
- device, manager, file_manager scaffolding (work in progress)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>