Hopefully this is the last time I have to implement the backend for this - I'm going to reuse the code for this from now on. (The display, however, could definitely use some work.)

You don't have to go through the same ordeal. Get the source code from my Codeberg repo - it's MIT licensed and GenAI-free.

You can also follow the plugin development on my:
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Bluesky

A screenshot of the keybinds list UI, featuring a "Reset to default" button and a table of inputs, each row containing an action name, a list of input buttons, and an option to add a new input button.

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[–] 5 points 2 weeks ago* (1 child)

So Godot STILL doesn't let you treat the InputMap.Actions as an editable array? Why? I remember suffering like hell to allow players to have main buttons, secondary buttons + gamepad rebindable keybinds, all because I couldn't simply do something like InputMap.set_action("action_jump", 1) = "whatever"

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  • [–] [S] 3 points 2 weeks ago

    I don't know about Godot (I could be missing this feature if they added it) but I sure as hell can let you do that. I'm already storing the events as an array in the config file, after all.

    In fact, I'm going to implement this option right now (at least the under-the-hood part, will make an UI for it later).

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  • [+] 2 points 1 week ago (2 children)