Add gamepad support

This commit is contained in:
ToasterPanic 2026-05-17 09:42:14 -04:00
parent c6da8d31ea
commit 7c771b37b9
404 changed files with 8215 additions and 11 deletions

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Copyright © 2026 ToasterPanic
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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# Super Awesome Input Icons
Addon for Godot 4 that gives easy-to-use, automatically-updating, drop-in input prompt icons for games and other projects. It uses [Kenney Input Prompts](https://kenney.nl/assets/input-prompts) and supports the following control schemes:
- Mouse & Keyboard
- Xbox
- Playstation
- Nintendo Switch
## Usage
Drop in the included `InputIconSprite2D` or `InputIconTextureRect` nodes into your game, then set the `action_name` parameter. It will then update automatically with the correct icon.

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@tool
## Like a [Sprite2D], but automatically updates as an input icon based on the provided [param action_name].
extends Sprite2D
class_name InputIconSprite2D
## The action used for the input icon.
@export var action_name: String = &"":
set(value):
action_name = value
_update_icon()
var _known_using_gamepad = null
var _known_gamepad_name = null
## Updates the current icon.
func _update_icon():
# Loop through all events in an action:
var events = InputMap.action_get_events(action_name)
for n in events:
# If it's a keyboard input and we're not using a gamepad, use a keyboard input icon
if n.is_class("InputEventKey") and !input_icon.using_gamepad:
var keycode = n.keycode if n.keycode else n.physical_keycode
texture = load("res://addons/super_awesome_input_icons/textures/keyboard/" + OS.get_keycode_string(keycode).to_snake_case() + ".png")
break
# If it's a mouse input and we're using a gamepad, use the corresponding gamepad input icon
elif n.is_class("InputEventMouseButton") and !input_icon.using_gamepad:
texture = load("res://addons/super_awesome_input_icons/textures/mouse/" + input_icon.mouse_button_dictionary[n.button_index] + ".png")
break
# If it's a gamepad input and we're using a gamepad, use the corresponding gamepad input icon
elif n.is_class("InputEventJoypadMotion") and input_icon.using_gamepad:
if input_icon.gamepad_type:
texture = load("res://addons/super_awesome_input_icons/textures/" + input_icon.gamepad_type + "/" + input_icon.axis_dictionary[n.axis][roundi(n.axis_value)] + ".png")
break
elif n.is_class("InputEventJoypadButton") and input_icon.using_gamepad:
if input_icon.gamepad_type:
texture = load("res://addons/super_awesome_input_icons/textures/" + input_icon.gamepad_type + "/" + input_icon.button_dictionary[n.button_index] + ".png")
break
func _input(_event) -> void:
if Engine.is_editor_hint():
texture = load("res://addons/super_awesome_input_icons/textures/keyboard/question.png")
await get_tree().create_timer(0.1).timeout
if _known_gamepad_name != input_icon.gamepad_name:
_update_icon()
_known_gamepad_name = input_icon.gamepad_name
elif _known_using_gamepad != input_icon.using_gamepad:
_update_icon()
_known_using_gamepad = input_icon.using_gamepad
func _ready() -> void:
_input(null)

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uid://dk5bimpwf6len

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@tool
## Like a [TextureRect], but automatically updates as an input icon based on the provided [param action_name].
extends TextureRect
class_name InputIconTextureRect
## The action used for the input icon.
@export var action_name: String = &"":
set(value):
action_name = value
_update_icon()
var _known_using_gamepad = null
var _known_gamepad_name = null
## Updates the current icon.
func _update_icon():
# Loop through all events in an action:
var events = InputMap.action_get_events(action_name)
for n in events:
# If it's a keyboard input and we're not using a gamepad, use a keyboard input icon
if n.is_class("InputEventKey") and !input_icon.using_gamepad:
var keycode = n.keycode if n.keycode else n.physical_keycode
texture = load("res://addons/super_awesome_input_icons/textures/keyboard/" + OS.get_keycode_string(keycode).to_snake_case() + ".png")
break
# If it's a mouse input and we're using a gamepad, use the corresponding gamepad input icon
elif n.is_class("InputEventMouseButton") and !input_icon.using_gamepad:
texture = load("res://addons/super_awesome_input_icons/textures/mouse/" + input_icon.mouse_button_dictionary[n.button_index] + ".png")
break
# If it's a gamepad input and we're using a gamepad, use the corresponding gamepad input icon
elif n.is_class("InputEventJoypadMotion") and input_icon.using_gamepad:
if input_icon.gamepad_type:
texture = load("res://addons/super_awesome_input_icons/textures/" + input_icon.gamepad_type + "/" + input_icon.axis_dictionary[n.axis][roundi(n.axis_value)] + ".png")
break
elif n.is_class("InputEventJoypadButton") and input_icon.using_gamepad:
if input_icon.gamepad_type:
texture = load("res://addons/super_awesome_input_icons/textures/" + input_icon.gamepad_type + "/" + input_icon.button_dictionary[n.button_index] + ".png")
break
func _input(_event) -> void:
if Engine.is_editor_hint():
texture = load("res://addons/super_awesome_input_icons/textures/keyboard/question.png")
await get_tree().create_timer(0.1).timeout
if _known_gamepad_name != input_icon.gamepad_name:
_update_icon()
_known_gamepad_name = input_icon.gamepad_name
elif _known_using_gamepad != input_icon.using_gamepad:
_update_icon()
_known_using_gamepad = input_icon.using_gamepad
func _ready() -> void:
_input(null)

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uid://b2maxk5g6yb0i

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extends Node
# If the player is using the gamepad, returns [code]true[/code].
static var using_gamepad = false
## The type of the current gamepad.
static var gamepad_type = "generic"
## The name of the current gamepad.
static var gamepad_name = "NoController"
## A dictionary where each JoyButton key corresponds to a string pair. Used for textures.
static var button_dictionary = {
JOY_BUTTON_A: "down_action",
JOY_BUTTON_B: "right_action",
JOY_BUTTON_X: "left_action",
JOY_BUTTON_Y: "up_action",
JOY_BUTTON_DPAD_DOWN: "dpad_down",
JOY_BUTTON_DPAD_LEFT: "dpad_left",
JOY_BUTTON_DPAD_RIGHT: "dpad_right",
JOY_BUTTON_DPAD_UP: "dpad_up",
JOY_BUTTON_START: "start",
JOY_BUTTON_MISC1: "select",
JOY_BUTTON_LEFT_SHOULDER: "left_shoulder",
JOY_BUTTON_RIGHT_SHOULDER: "left_shoulder",
JOY_BUTTON_PADDLE1: "left_shoulder",
JOY_BUTTON_BACK: "back",
JOY_BUTTON_LEFT_STICK: "left_stick",
JOY_BUTTON_RIGHT_STICK: "right_stick",
}
static var mouse_button_dictionary = {
MOUSE_BUTTON_LEFT: "left",
MOUSE_BUTTON_MIDDLE: "left",
MOUSE_BUTTON_RIGHT: "left",
MOUSE_BUTTON_WHEEL_DOWN: "scroll_down",
MOUSE_BUTTON_WHEEL_UP: "scroll_up",
}
## A dictionary where each JoyAxis key corresponds to a string pair. Used for textures.
static var axis_dictionary = {
JOY_AXIS_TRIGGER_LEFT: {
1: "left_trigger"
},
JOY_AXIS_TRIGGER_RIGHT: {
1: "right_trigger"
},
JOY_AXIS_LEFT_Y: {
-1: "left_stick_up",
1: "left_stick_down"
},
JOY_AXIS_LEFT_X: {
-1: "left_stick_left",
1: "left_stick_right"
},
JOY_AXIS_RIGHT_X: {
-1: "right_stick_left",
1: "right_stick_right"
},
JOY_AXIS_RIGHT_Y: {
-1: "right_stick_up",
1: "right_stick_down"
},
}
func check_gamepad_type():
if gamepad_name != Input.get_joy_name(0):
gamepad_name = Input.get_joy_name(0)
if gamepad_name.contains("PS4") or gamepad_name.contains("PS3") or gamepad_name.contains("PS2") or gamepad_name.contains("PS1") or gamepad_name.contains("PSX") or gamepad_name.contains("PlayStation"):
gamepad_type = "playstation"
elif gamepad_name.contains("Nintendo"):
gamepad_type = "nintendo"
else:
gamepad_type = "generic"
func _input(event: InputEvent) -> void:
if event is InputEventKey:
if using_gamepad:
using_gamepad = false
elif event is InputEventJoypadMotion:
check_gamepad_type()
if !using_gamepad:
if abs(event.axis_value) > 0.5:
using_gamepad = true
elif event is InputEventJoypadButton:
check_gamepad_type()
if !using_gamepad:
using_gamepad = true

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uid://bljuok1y1nutj

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[plugin]
name="Super Awesome Input Icons"
description="Customizable input icons that automatically display the relevant controls."
author="ToasterPanic"
version="1.1.0"
script="super_awesome_input_icons.gd"

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@tool
extends EditorPlugin
func _enter_tree() -> void:
add_autoload_singleton("input_icon", "res://addons/super_awesome_input_icons/input_icon.gd")
func _exit_tree() -> void:
remove_autoload_singleton("input_icon")

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