Internet/Local/Hotseat working (still need to test for bugs). ALso get an RPC error because we switch scene...
This commit is contained in:
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654 changed files with 18133 additions and 39 deletions
296
addons/awesome_input_icons/resources/scripts/InputIconScheme.gd
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296
addons/awesome_input_icons/resources/scripts/InputIconScheme.gd
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@tool
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extends Resource
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class_name InputIconScheme
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# We have a copy of the keys as an array for two reasons:
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# 1. We cannot iterate over the [param @GlobalScope.Key] enumerator, just reference it.
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# 2. In order to NOT add the 193 keyboards keys manualy, we can populate them in code.
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static var keys: Array[int] = [
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KEY_NONE,
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KEY_SPECIAL,
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KEY_ESCAPE,
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KEY_TAB,
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KEY_BACKTAB,
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KEY_BACKSPACE,
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KEY_ENTER,
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KEY_KP_ENTER,
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KEY_INSERT,
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KEY_DELETE,
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KEY_PAUSE,
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KEY_PRINT,
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KEY_SYSREQ,
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KEY_CLEAR,
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KEY_HOME,
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KEY_END,
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KEY_LEFT,
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KEY_UP,
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KEY_RIGHT,
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KEY_DOWN,
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KEY_PAGEUP,
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KEY_PAGEDOWN,
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KEY_SHIFT,
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KEY_CTRL,
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KEY_META,
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KEY_ALT,
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KEY_CAPSLOCK,
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KEY_NUMLOCK,
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KEY_SCROLLLOCK,
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KEY_F1,
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KEY_F2,
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KEY_F3,
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KEY_F4,
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KEY_F5,
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KEY_F6,
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KEY_F7,
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KEY_F8,
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KEY_F9,
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KEY_F10,
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KEY_F11,
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KEY_F12,
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KEY_F13,
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KEY_F14,
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KEY_F15,
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KEY_F16,
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KEY_F17,
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KEY_F18,
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KEY_F19,
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KEY_F20,
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KEY_F21,
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KEY_F22,
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KEY_F23,
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KEY_F24,
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KEY_F25,
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KEY_F26,
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KEY_F27,
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KEY_F28,
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KEY_F29,
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KEY_F30,
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KEY_F31,
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KEY_F32,
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KEY_F33,
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KEY_F34,
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KEY_F35,
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KEY_KP_MULTIPLY,
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KEY_KP_DIVIDE,
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KEY_KP_SUBTRACT,
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KEY_KP_PERIOD,
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KEY_KP_ADD,
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KEY_KP_0,
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KEY_KP_1,
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KEY_KP_2,
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KEY_KP_3,
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KEY_KP_4,
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KEY_KP_5,
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KEY_KP_6,
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KEY_KP_7,
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KEY_KP_8,
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KEY_KP_9,
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KEY_MENU,
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KEY_HYPER,
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KEY_HELP,
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KEY_BACK,
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KEY_FORWARD,
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KEY_STOP,
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KEY_REFRESH,
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KEY_VOLUMEDOWN,
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KEY_VOLUMEMUTE,
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KEY_VOLUMEUP,
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KEY_MEDIAPLAY,
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KEY_MEDIASTOP,
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KEY_MEDIAPREVIOUS,
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KEY_MEDIANEXT,
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KEY_MEDIARECORD,
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KEY_HOMEPAGE,
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KEY_FAVORITES,
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KEY_SEARCH,
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KEY_STANDBY,
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KEY_OPENURL,
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KEY_LAUNCHMAIL,
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KEY_LAUNCHMEDIA,
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KEY_LAUNCH0,
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KEY_LAUNCH1,
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KEY_LAUNCH2,
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KEY_LAUNCH3,
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KEY_LAUNCH4,
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KEY_LAUNCH5,
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KEY_LAUNCH6,
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KEY_LAUNCH7,
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KEY_LAUNCH8,
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KEY_LAUNCH9,
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KEY_LAUNCHA,
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KEY_LAUNCHB,
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KEY_LAUNCHC,
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KEY_LAUNCHD,
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KEY_LAUNCHE,
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KEY_LAUNCHF,
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KEY_GLOBE,
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KEY_KEYBOARD,
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KEY_JIS_EISU,
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KEY_JIS_KANA,
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KEY_UNKNOWN,
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KEY_SPACE,
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KEY_EXCLAM,
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KEY_QUOTEDBL,
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KEY_NUMBERSIGN,
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KEY_DOLLAR,
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KEY_PERCENT,
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KEY_AMPERSAND,
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KEY_APOSTROPHE,
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KEY_PARENLEFT,
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KEY_PARENRIGHT,
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KEY_ASTERISK,
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KEY_PLUS,
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KEY_COMMA,
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KEY_MINUS,
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KEY_PERIOD,
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KEY_SLASH,
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KEY_0,
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KEY_1,
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KEY_2,
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KEY_3,
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KEY_4,
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KEY_5,
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KEY_6,
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KEY_7,
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KEY_8,
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KEY_9,
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KEY_COLON,
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KEY_SEMICOLON,
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KEY_LESS,
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KEY_EQUAL,
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KEY_GREATER,
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KEY_QUESTION,
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KEY_AT,
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KEY_A,
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KEY_B,
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KEY_C,
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KEY_D,
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KEY_E,
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KEY_F,
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KEY_G,
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KEY_H,
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KEY_I,
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KEY_J,
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KEY_K,
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KEY_L,
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KEY_M,
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KEY_N,
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KEY_O,
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KEY_P,
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KEY_Q,
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KEY_R,
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KEY_S,
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KEY_T,
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KEY_U,
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KEY_V,
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KEY_W,
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KEY_X,
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KEY_Y,
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KEY_Z,
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KEY_BRACKETLEFT,
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KEY_BACKSLASH,
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KEY_BRACKETRIGHT,
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KEY_ASCIICIRCUM,
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KEY_UNDERSCORE,
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KEY_QUOTELEFT,
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KEY_BRACELEFT,
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KEY_BAR,
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KEY_BRACERIGHT,
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KEY_ASCIITILDE,
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KEY_YEN,
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KEY_SECTION
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]
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static var mouse_buttons: Array[int] = [
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MOUSE_BUTTON_NONE,
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MOUSE_BUTTON_LEFT,
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MOUSE_BUTTON_RIGHT,
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MOUSE_BUTTON_MIDDLE,
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MOUSE_BUTTON_WHEEL_UP,
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MOUSE_BUTTON_WHEEL_DOWN,
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MOUSE_BUTTON_WHEEL_LEFT,
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MOUSE_BUTTON_WHEEL_RIGHT,
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MOUSE_BUTTON_XBUTTON1,
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MOUSE_BUTTON_XBUTTON2
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]
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static var joy_buttons: Array[int] = [
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JOY_BUTTON_INVALID,
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JOY_BUTTON_A,
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JOY_BUTTON_B,
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JOY_BUTTON_X,
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JOY_BUTTON_Y,
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JOY_BUTTON_BACK,
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JOY_BUTTON_GUIDE,
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JOY_BUTTON_START,
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JOY_BUTTON_LEFT_STICK,
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JOY_BUTTON_RIGHT_STICK,
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JOY_BUTTON_LEFT_SHOULDER,
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JOY_BUTTON_RIGHT_SHOULDER,
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JOY_BUTTON_DPAD_UP,
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JOY_BUTTON_DPAD_DOWN,
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JOY_BUTTON_DPAD_LEFT,
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JOY_BUTTON_DPAD_RIGHT,
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JOY_BUTTON_MISC1,
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JOY_BUTTON_PADDLE1,
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JOY_BUTTON_PADDLE2,
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JOY_BUTTON_PADDLE3,
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JOY_BUTTON_PADDLE4,
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JOY_BUTTON_TOUCHPAD,
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JOY_BUTTON_SDL_MAX,
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JOY_BUTTON_MAX
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]
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## [b]DESTRUCTIVE[/b] it will fill arrays below with empty [class KeyIcons]
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@export var generate_presets: bool = false:
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set = set_generate_preset
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@export var keyboard: Array[KeyIcon] = []
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@export var mouse: Array[KeyIcon] = []
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## @tutorial(Guidance): https://docs.godotengine.org/en/stable/classes/class_%40globalscope.html#enum-globalscope-joybutton
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@export var joy: Array[KeyIcon] = []
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# i wish i had a button
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func set_generate_preset(value: bool) -> void:
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generate_presets = value
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if not Engine.is_editor_hint():
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return
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if generate_presets:
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keyboard = populate_key_icons(keys, KeyIcon.InputTypes.KEYBOARD)
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mouse = populate_key_icons(mouse_buttons, KeyIcon.InputTypes.MOUSE)
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joy = populate_key_icons(joy_buttons, KeyIcon.InputTypes.JOY_BUTTON)
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generate_presets = false
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func populate_key_icons(array: Array, type: KeyIcon.InputTypes) -> Array[KeyIcon]:
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var arr: Array[KeyIcon] = []
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for code in array:
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var key_icon: KeyIcon = KeyIcon.new()
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key_icon.input_type = type
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key_icon.keycode = code
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arr.append(key_icon)
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return arr
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## We gram the KeyIcon Resource by its keycode and type
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func get_key_icon(keycode: int, type: KeyIcon.InputTypes) -> KeyIcon:
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match type:
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KeyIcon.InputTypes.KEYBOARD:
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return get_key_icon_by_keycode(keycode, keyboard)
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KeyIcon.InputTypes.MOUSE:
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return get_key_icon_by_keycode(keycode, mouse)
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KeyIcon.InputTypes.JOY_BUTTON:
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return get_key_icon_by_keycode(keycode, joy)
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# for key_icon in keyboard:
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# if key_icon.keycode == keycode:
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# return key_icon
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return null
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## We grab the KeyIcon Resource by its keycode in an array, its more of a helper function
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func get_key_icon_by_keycode(keycode: int, array: Array[KeyIcon]) -> KeyIcon:
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for key_icon in array:
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if key_icon.keycode == keycode:
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return key_icon
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return null
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138
addons/awesome_input_icons/resources/scripts/KeyIcon.gd
Normal file
138
addons/awesome_input_icons/resources/scripts/KeyIcon.gd
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@ -0,0 +1,138 @@
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@tool
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extends Resource
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class_name KeyIcon
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enum InputTypes { KEYBOARD, MOUSE, JOY_BUTTON }
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@export var input_type: InputTypes = InputTypes.KEYBOARD
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## The keycode, its value depends on its type
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@export var keycode: int = KEY_NONE:
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set = update_name
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## And the image that represents that keycode
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@export var icon: Texture2D
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## For better readability in the editor, we change the resource name to the name of the key.
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## The only easy one is to use the [param OS.get_keycode_string], the rest we have to do manually.
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## Luckily apart from Keyboard, theres not a lot of them.
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func update_name(value: int) -> void:
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keycode = value
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if not Engine.is_editor_hint():
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return
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match input_type:
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InputTypes.KEYBOARD:
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if keycode == KEY_SPECIAL:
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resource_name = "Special"
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return
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resource_name = OS.get_keycode_string(keycode)
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InputTypes.MOUSE:
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_update_name_mouse(keycode)
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InputTypes.JOY_BUTTON:
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_update_name_joy(keycode)
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func _update_name_mouse(value: int) -> void:
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match value:
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MOUSE_BUTTON_LEFT:
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resource_name = "Left Mouse Button"
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MOUSE_BUTTON_RIGHT:
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resource_name = "Right Mouse Button"
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MOUSE_BUTTON_MIDDLE:
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resource_name = "Middle Mouse Button"
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MOUSE_BUTTON_WHEEL_UP:
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resource_name = "Mouse Wheel Up"
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MOUSE_BUTTON_WHEEL_DOWN:
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resource_name = "Mouse Wheel Down"
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MOUSE_BUTTON_WHEEL_LEFT:
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resource_name = "Mouse Wheel Left"
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MOUSE_BUTTON_WHEEL_RIGHT:
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resource_name = "Mouse Wheel Right"
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MOUSE_BUTTON_XBUTTON1:
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resource_name = "X Button 1"
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MOUSE_BUTTON_XBUTTON2:
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resource_name = "X Button 2"
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func _update_name_joy(value: int) -> void:
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match value:
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JOY_BUTTON_INVALID:
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resource_name = "JOY Invalid"
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JOY_BUTTON_A:
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resource_name = "JOY A"
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JOY_BUTTON_B:
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resource_name = "JOY B"
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JOY_BUTTON_X:
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resource_name = "JOY X"
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JOY_BUTTON_Y:
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resource_name = "JOY Y"
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JOY_BUTTON_BACK:
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resource_name = "JOY Back"
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JOY_BUTTON_GUIDE:
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resource_name = "JOY Guide"
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JOY_BUTTON_START:
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resource_name = "JOY Start"
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JOY_BUTTON_LEFT_STICK:
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resource_name = "JOY Left Stick"
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JOY_BUTTON_RIGHT_STICK:
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resource_name = "JOY Right Stick"
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JOY_BUTTON_LEFT_SHOULDER:
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resource_name = "JOY Left Shoulder"
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JOY_BUTTON_RIGHT_SHOULDER:
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resource_name = "JOY Right Shoulder"
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JOY_BUTTON_DPAD_UP:
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resource_name = "JOY Dpad Up"
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JOY_BUTTON_DPAD_DOWN:
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resource_name = "JOY Dpad Down"
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JOY_BUTTON_DPAD_LEFT:
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resource_name = "JOY Dpad Left"
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JOY_BUTTON_DPAD_RIGHT:
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resource_name = "JOY Dpad Right"
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JOY_BUTTON_PADDLE1:
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resource_name = "JOY Paddle 1"
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JOY_BUTTON_PADDLE2:
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resource_name = "JOY Paddle 2"
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JOY_BUTTON_PADDLE3:
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resource_name = "JOY Paddle 3"
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JOY_BUTTON_PADDLE4:
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resource_name = "JOY Paddle 4"
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JOY_BUTTON_TOUCHPAD:
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resource_name = "JOY Touchpad"
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JOY_BUTTON_MISC1:
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resource_name = "JOY Misc 1"
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JOY_BUTTON_SDL_MAX:
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resource_name = "JOY SDL Max"
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JOY_BUTTON_MAX:
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resource_name = "JOY Max"
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@ -0,0 +1,3 @@
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extends Resource
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class_name InputIconConfiguration
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@export var scheme: InputIconScheme
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Loading…
Add table
Add a link
Reference in a new issue