remove control_icon assets and input_controls, fix typos
- Drop assets/control_icons/* and src/input_controls/* — control prompt rendering is now handled by the gd-controls plugin via PromptFont, making these PNG sprite sheets redundant. - Fix typos: _initilize -> _initialize in audio.gd, decebels -> decibels (8x in audio_settings.gd parameters and a comment). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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compress/hdr_compression=1
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mipmaps/generate=false
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roughness/src_normal=""
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compress/hdr_compression=1
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compress/rdo_quality_loss=0.0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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roughness/src_normal=""
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process/channel_remap/green=1
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process/channel_remap/blue=2
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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|
|
@ -1,6 +1,6 @@
|
|||
extends Node
|
||||
|
||||
# CLAMP Settings in decebels
|
||||
# CLAMP Settings in decibels
|
||||
const MIN_DB = -80
|
||||
const MAX_DB = 20
|
||||
# file path
|
||||
|
|
@ -31,8 +31,8 @@ func _ready():
|
|||
func get_master_volume() -> float:
|
||||
return _state[_KEY_MASTER_VOLUME]
|
||||
|
||||
func set_master_volume(decebels: float) -> void:
|
||||
var volume = _clamp_volume(decebels)
|
||||
func set_master_volume(decibels: float) -> void:
|
||||
var volume = _clamp_volume(decibels)
|
||||
_state[_KEY_MASTER_VOLUME] = volume
|
||||
FileManager.save_file(_SETTINGS_PATH, _state)
|
||||
_set_audio_server_volume(_MASTER_BUS, volume)
|
||||
|
|
@ -41,8 +41,8 @@ func set_master_volume(decebels: float) -> void:
|
|||
func get_music_volume() -> float:
|
||||
return _state[_KEY_MUSIC_VOLUME]
|
||||
|
||||
func set_music_volume(decebels: float) -> void:
|
||||
var volume = _clamp_volume(decebels)
|
||||
func set_music_volume(decibels: float) -> void:
|
||||
var volume = _clamp_volume(decibels)
|
||||
_state[_KEY_MUSIC_VOLUME] = volume
|
||||
FileManager.save_file(_SETTINGS_PATH, _state)
|
||||
_set_audio_server_volume(_MUSIC_BUS, volume)
|
||||
|
|
@ -50,14 +50,14 @@ func set_music_volume(decebels: float) -> void:
|
|||
func get_fx_volume() -> float:
|
||||
return _state[_KEY_FX_VOLUME]
|
||||
|
||||
func set_fx_volume(decebels: float) -> void:
|
||||
var volume = _clamp_volume(decebels)
|
||||
func set_fx_volume(decibels: float) -> void:
|
||||
var volume = _clamp_volume(decibels)
|
||||
_state[_KEY_FX_VOLUME] = volume
|
||||
FileManager.save_file(_SETTINGS_PATH, _state)
|
||||
_set_audio_server_volume(_FX_BUS, volume)
|
||||
|
||||
func from_db_to_percent(decebels: float) -> float:
|
||||
return 100 - ((decebels / MIN_DB) * 100)
|
||||
func from_db_to_percent(decibels: float) -> float:
|
||||
return 100 - ((decibels / MIN_DB) * 100)
|
||||
|
||||
func from_percent_to_db(percentage: float) -> float:
|
||||
return MIN_DB - ((percentage * .01) * MIN_DB)
|
||||
|
|
|
|||
|
|
@ -1,202 +0,0 @@
|
|||
extends Node
|
||||
|
||||
signal device_changed(device_category: DeviceCategory, device_type: DeviceType, device_id: int, device_name: String)
|
||||
|
||||
enum DeviceCategory {
|
||||
UNKOWN,
|
||||
KEYBOARD,
|
||||
POINTER,
|
||||
CONTROLLER,
|
||||
TOUCH,
|
||||
}
|
||||
|
||||
enum DeviceType {
|
||||
UNKOWN,
|
||||
KEYBOARD,
|
||||
MOUSE,
|
||||
PC_CONTROLLER,
|
||||
XBOX_CONTROLLER,
|
||||
SONY_CONTROLLER,
|
||||
NINTENDO_CONTROLLER,
|
||||
TOUCH,
|
||||
}
|
||||
|
||||
var _state: InputState
|
||||
|
||||
func _init():
|
||||
_state = InputState.new()
|
||||
_state.load_state()
|
||||
|
||||
|
||||
func _ready():
|
||||
_notifify_device_change()
|
||||
|
||||
|
||||
func _input(event: InputEvent):
|
||||
# to help info, on we need to detect the input type
|
||||
var last_device_category = _state.device_category
|
||||
var device_category = _detect_input_category(event)
|
||||
|
||||
# let ignore the mouse
|
||||
if device_category == DeviceCategory.POINTER:
|
||||
return
|
||||
|
||||
# Controller is a special case
|
||||
if device_category == DeviceCategory.CONTROLLER:
|
||||
_on_controller_input(event)
|
||||
return
|
||||
|
||||
if device_category == last_device_category:
|
||||
return
|
||||
|
||||
if device_category == DeviceCategory.KEYBOARD:
|
||||
_on_keyboard_input(event)
|
||||
#elif device_category == DeviceCategory.POINTER:
|
||||
#_on_pointer_input(event)
|
||||
elif device_category == DeviceCategory.TOUCH:
|
||||
_on_touch_input(event)
|
||||
|
||||
func _detect_input_category(event: InputEvent) -> DeviceCategory:
|
||||
if event is InputEventKey:
|
||||
return DeviceCategory.KEYBOARD
|
||||
elif (event is InputEventMouse or event is InputEventMouseButton or event is InputEventMouseMotion):
|
||||
return DeviceCategory.POINTER
|
||||
elif (event is InputEventScreenTouch or event is InputEventScreenDrag):
|
||||
return DeviceCategory.TOUCH
|
||||
elif event is InputEventJoypadButton:
|
||||
return DeviceCategory.CONTROLLER
|
||||
else:
|
||||
return DeviceCategory.UNKOWN
|
||||
|
||||
|
||||
func _on_controller_input(event: InputEvent):
|
||||
var last_device_id = _state.device_id
|
||||
var device_id = event.get_device()
|
||||
var type = _detect_controller(event)
|
||||
var _last_type = _state.device_type
|
||||
|
||||
if (last_device_id == device_id and _last_type == type):
|
||||
return
|
||||
|
||||
_state.device_category = DeviceCategory.CONTROLLER
|
||||
var joy_name = Input.get_joy_name(device_id)
|
||||
|
||||
if type == DeviceType.XBOX_CONTROLLER:
|
||||
_state.device_id = device_id
|
||||
_state.device_type = DeviceType.XBOX_CONTROLLER
|
||||
_state.device_name = joy_name
|
||||
_state.save_state()
|
||||
_notifify_device_change()
|
||||
elif type == DeviceType.SONY_CONTROLLER:
|
||||
_state.device_id = device_id
|
||||
_state.device_type = DeviceType.SONY_CONTROLLER
|
||||
_state.device_name = joy_name
|
||||
_state.save_state()
|
||||
_notifify_device_change()
|
||||
elif type == DeviceType.NINTENDO_CONTROLLER:
|
||||
_state.device_id = device_id
|
||||
_state.device_type = DeviceType.NINTENDO_CONTROLLER
|
||||
_state.device_name = joy_name
|
||||
_state.save_state()
|
||||
_notifify_device_change()
|
||||
if type == DeviceType.PC_CONTROLLER:
|
||||
_state.device_id = device_id
|
||||
_state.device_type = DeviceType.PC_CONTROLLER
|
||||
_state.device_name = "PC Controller"
|
||||
_state.save_state()
|
||||
_notifify_device_change()
|
||||
|
||||
func _detect_controller(event: InputEvent) -> DeviceType:
|
||||
var device_id = event.get_device()
|
||||
var joy_name = Input.get_joy_name(device_id)
|
||||
|
||||
if joy_name.to_lower().contains("xbox"):
|
||||
return DeviceType.XBOX_CONTROLLER
|
||||
elif joy_name.to_lower().contains("sony") or joy_name.to_lower().contains("ps"):
|
||||
return DeviceType.SONY_CONTROLLER
|
||||
elif joy_name.to_lower().contains("nintendo"):
|
||||
return DeviceType.NINTENDO_CONTROLLER
|
||||
else:
|
||||
return DeviceType.PC_CONTROLLER
|
||||
|
||||
|
||||
func _on_keyboard_input(event: InputEvent):
|
||||
var device_id = event.get_device()
|
||||
_state.device_category = DeviceCategory.KEYBOARD
|
||||
_state.device_id = device_id
|
||||
_state.device_type = DeviceType.KEYBOARD
|
||||
_state.device_name = "Keyboard"
|
||||
_state.save_state()
|
||||
_notifify_device_change()
|
||||
|
||||
#func _on_pointer_input(event: InputEvent):
|
||||
#var device_id = event.get_device()
|
||||
#_state.device_category = DeviceCategory.POINTER
|
||||
#_state.device_category = DeviceCategory.POINTER
|
||||
#_state.device_id = device_id
|
||||
#_state.device_type = DeviceType.MOUSE
|
||||
#_state.device_name = "Mouse"
|
||||
#_state.save_state()
|
||||
#_notifify_device_change()
|
||||
|
||||
func _on_touch_input(event: InputEvent):
|
||||
var device_id = event.get_device()
|
||||
_state.device_category = DeviceCategory.TOUCH
|
||||
_state.device_category = DeviceCategory.TOUCH
|
||||
_state.device_id = device_id
|
||||
_state.device_type = DeviceType.TOUCH
|
||||
_state.device_name = "Touch"
|
||||
_state.save_state()
|
||||
_notifify_device_change()
|
||||
|
||||
|
||||
func _notifify_device_change():
|
||||
device_changed.emit(_state.device_category, _state.device_type, _state.device_id, _state.device_name)
|
||||
|
||||
|
||||
func get_current_device_category() -> DeviceCategory:
|
||||
return _state.device_category
|
||||
|
||||
|
||||
func get_current_device_type() -> DeviceType:
|
||||
return _state.device_type
|
||||
|
||||
|
||||
func get_current_device_id() -> int:
|
||||
return _state.device_id
|
||||
|
||||
|
||||
class InputState:
|
||||
var device_category: DeviceCategory = DeviceCategory.UNKOWN
|
||||
var device_type: DeviceType = DeviceType.UNKOWN
|
||||
var device_id: int = -2
|
||||
var device_name: String = ""
|
||||
|
||||
func save_state():
|
||||
var save = FileAccess.open("user://controls.save", FileAccess.WRITE)
|
||||
var dict = {
|
||||
device_category = device_category,
|
||||
device_type = device_type,
|
||||
device_id = device_id,
|
||||
device_name = device_name,
|
||||
}
|
||||
|
||||
var json_string = JSON.stringify(dict)
|
||||
save.store_line(json_string)
|
||||
save.close()
|
||||
|
||||
|
||||
func load_state():
|
||||
if not FileAccess.file_exists("user://controls.save"):
|
||||
save_state()
|
||||
var save = FileAccess.open("user://controls.save", FileAccess.READ)
|
||||
var json_string = save.get_line()
|
||||
var parse_result = JSON.parse_string(json_string)
|
||||
if parse_result == null:
|
||||
print("JSON Parse Error: savegame ")
|
||||
var data = parse_result
|
||||
device_category = data["device_category"]
|
||||
device_type = data["device_type"]
|
||||
device_id = data["device_id"]
|
||||
device_name = data["device_name"]
|
||||
save.close()
|
||||
|
|
@ -1 +0,0 @@
|
|||
uid://p3hr7e8fi3py
|
||||
|
|
@ -3,9 +3,9 @@ extends TabBar
|
|||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
_initilize()
|
||||
_initialize()
|
||||
|
||||
func _initilize() ->void:
|
||||
func _initialize() ->void:
|
||||
%MasterFader.set_value_no_signal(AudioSettings.from_db_to_percent(AudioSettings.get_master_volume()))
|
||||
%MusicFader.set_value_no_signal(AudioSettings.from_db_to_percent(AudioSettings.get_music_volume()))
|
||||
%FxFader.set_value_no_signal(AudioSettings.from_db_to_percent(AudioSettings.get_fx_volume()))
|
||||
|
|
|
|||