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New Input Map Editor and Editor Settings Shortcut Editor #44181
New Input Map Editor and Editor Settings Shortcut Editor #44181
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Rebased |
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Looks good overall to me. The UX seems better, and the code looks clean to me.
My only concern stay about what is the "Store command" checkbox about. I think the tooltip is not really clear about what is this useful for. I believe it requires more information.
Oops, bad close. Yeah groud I will just update the tool tip to use the documentation wording. Actually I am wondering if I could just use DocData directly so that 2 place don't have to be updated if it changes? |
Nice! The input map as it currently stands in Godot has been one of my biggest gripes with the engine, but this takes care of a lot of the clutter. I'll be happy to see these in upcoming releases. |
Needs a rebase, and then I think we can finally merge it and have this huge chunk of work completed. |
@akien-mga Since the first 2 commits of this PR are just from #43663 I am waiting on that to be merged first |
I'm not sure about the choice of icon for the built-in. Otherwise, this is a pretty neat improvement! |
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Renamed to ActionMapEditor as it is more generic and can be used for more than just the InputMapEditor if required. This also includes a new Event Configuration dialog (previously "Press A key...") which can be used to create and edit InputEvents for any use - like the Project Settings input map, or the Editor Settings shortcuts.
Built-in actions can now be edited for the Editor too. Also added usage of the new Event confifiguration dialog to for better UX.
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Oopsie, fixed. |
if (Engine::get_singleton()->is_editor_hint() && (Object::cast_to<InputEventJoypadButton>(p_ev.ptr()) || Object::cast_to<InputEventJoypadMotion>(*p_ev))) { | ||
return; //avoid joy input on editor | ||
} |
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There's potential for some issues with this, as gamepad input is sent to all applications by the OS, so when you're testing your game with a gamepad, you might also end up changing stuff by mistake in the editor since default ui_*
actions handle gamepad too.
But I guess let's merge and test to see what happens?
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Yeah, I guess at the end of the day the current "select a button/axis from a menu" is there anyway, so reverting this shouldn't be an issue. It is very nice to have but if it causes too many issues in the editor then it should be reverted.
Nothing else should even be bound to joypad stuff in the editor though.
Thanks! |
Looking forward to this being used and tested. Hopefully not too many bugs :) |
This PR adds UI to expose #43662 to the user interface, and it is partially dependent on #43663 getting merged, and #43663 should be merged first.
The first 2 commits of this PR are from #43663, as this UI relies on some of those changes. If you are reviewing the code of this PR, please ignore the first 2 commits.
Features
New Action Editor
Closes #44155
New Event Configuration Editor
Closes #44461
Keys can be listened for as before, and then manually edited as well.
Keys and buttons can also be manually selected from a list.
New Editor Shortcuts Editor with support for editing built-in actions
You can now edit built in actions from the shortcut editor.
Closes the below once #43663 is merged.
Closes #17927
Closes #12164
Closes #42139
Closes godotengine/godot-proposals#1532
This PR is affected by bugs:
#44178
#44180