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@cornerloan
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Current issues:

  • UI on buttons cannot be moved left to right using WASD or controller.
  • Currently set to change your input type based on what tab you left open when you exit this menu, could change this to a button or dropdown.
  • Can always use appearance improvements.

issues being worked on still:
- UI is not attempting to look clean or good yet
- only one implementation, need to separate keyboard and controller into different tabs
- need to ensure no duplicate keys for mapped inputs
- remapping a key to the "accept" button causes the remapping popup to immediately reopen
I think the anti-duplicates works, but can use another set of eyes on it during our meeting on thursday.
Believed issue: I think that InputMap isn't properly updating when being ran through the editor. WASDE are always invalid notes to change to.
-still not pretty looking
-still can move around UI while inputting the new key selection
- needs an appearance revamp
- should maybe allow user to remap inventory and pause key, since we disallow people to rebind to those keys
- ui cannot be maneuvered left and right in the tabs
- still need to fix UI movement controls
- still can't figure out the UI maneuverability issue
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coderabbitai bot commented Apr 20, 2025

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Also adjusted control spacing to accommodate Chinese
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@coderabbitai review

IDK why, I think the rabbit is funny

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coderabbitai bot commented Apr 21, 2025

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@collectioncard I've reviewed your PR that adds custom input remapping functionality. Great work! Here's my review:

Overall

The implementation of custom key remapping looks solid. You've created a flexible system that handles both keyboard and controller inputs, with proper configuration saving and loading.

Strengths

  • Well-structured code for managing input bindings
  • Good separation of keyboard and controller input handling
  • Clean integration with the existing save system
  • Complete set of key/button assets for the UI

Observations

  • The ApplySavedInputBindings() method clears and re-adds all action events, which is an efficient approach
  • Good error handling when parsing joypad buttons
  • The UI updates included a significant number of assets for keyboard keys and controller buttons

Suggestions

  1. For the issue with UI buttons not responding to WASD/controller, consider using Godot's focus system to allow navigation between UI elements
  2. For the input type selection, you might want to add a dedicated dropdown or radio button selection rather than relying on the last selected tab
  3. Consider adding a preview/test area where users can immediately try their new bindings

The PR adds a nice quality-of-life feature that will make the game more accessible to players with different preferences or needs. I'm impressed with how neatly you've integrated this into the existing codebase.

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I think it looks good, but I cant move to all of the buttons with wasd or arrow keys. Didnt try controller.

Fix neighbors in controls remapping
Made ui_cancel end the input screen
Simplified dictionaries and awkward reused strings
Added documentation
Standardized node names
Should def make custom tabs sooner than later.
@LifeHckr LifeHckr merged commit 40ca647 into Milestone1 Apr 21, 2025
2 checks passed
@LifeHckr LifeHckr deleted the CustomRemapping branch April 21, 2025 03:38
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4 participants