Some more progress on my plugin, moving some stuff out to a singleton to provide a better API where a game script can call into and then retrieve the right icon for an action.

Also adding a little “tutorial” prompt sort of thing:
b51a2cde-fbbb-4888-af57-4928b0db504c-image.png
Displays at the bottom right and disappears (not fade, just pop-in and pop-out directly with no transition right now) after a few seconds.
Might change that up to tween up from bottom of the screen or something like that.
But seems useful to be able to provide a way to just call controls.popPrompt("move_forward") and then the little pop up will just go, built-in, with the only thing needed to do is map move_forward to a default key/control and then give a translation file for translating move_forward. Which I might change to say “Move Forward” rather than just “Forward”. Given this silly example which doesn’t seem to have correct/proper english.

Other than that I think things are going well with this, not doing full joystick detection yet to remap things, but I think it should be able to detect whether a joystick/controller is being used vs if a keyboard/mouse is used.
Then the trick is to add controller support to the methods getIcon(event) and getBestIcon(action) since the getIcon(event) takes an InputEvent to give an icon for (useful for the full remapping menu to have an icon for each event) and then the getBestIcon(action) would use the controller vs keyboard detection to show the right icon for that action based on which input they’re using, hopefully specific to their controller (which right now I’m not trying to detect too much, I have only 8bitdo controllers so I can’t really test this out too much).

Once this is all together then I guess it’s a matter of making an game’s menu where the controls remapping menu would go, then adding ability to save out the mapping and ability to load in and reset the mapping, and also a way to restore to defaults. Almost there!