move sort func to key helper
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@ -84,14 +84,6 @@ static func instantiate_with_props(
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return node
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static func sort_func(a: GameKey, b: GameKey) -> bool:
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var a_pos := a.get_default_transform().origin
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var b_pos := b.get_default_transform().origin
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if a_pos.y == b_pos.y:
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return a_pos.x < b_pos.x
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return a_pos.y < b_pos.y
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#endregion
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@ -151,7 +151,7 @@ func request_keys(filter_func: Callable, limit: int = 0) -> Array[GameKey]:
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_requested_keys = []
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_requested_keys_limit = 0
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requested_keys.sort_custom(GameKey.sort_func)
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requested_keys.sort_custom(KeyHelper.sort_func)
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return requested_keys
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@ -59,7 +59,6 @@ func swap_layout(layout_name: String) -> void:
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func _set_defaults() -> void:
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print("\nsetting defaults")
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_set_layout(layouts.values()[0] as AbstractLayout)
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# _set_layout(layouts[LayoutANSI.name_static()])
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func _set_layout(layout: AbstractLayout) -> void:
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@ -51,6 +51,14 @@ const ADJACENCY_MAP: Dictionary[Key, Array] = {
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}
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static func sort_func(a: GameKey, b: GameKey) -> bool:
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var a_pos := a.get_default_transform().origin
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var b_pos := b.get_default_transform().origin
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if a_pos.y == b_pos.y:
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return a_pos.x < b_pos.x
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return a_pos.y < b_pos.y
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static func get_rotated_key_pos(
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key_pos: Vector3, pivot: Vector2, angle: float
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) -> Vector3:
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@ -54,7 +54,7 @@ func is_unicode() -> bool:
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return OS.is_keycode_unicode(physical_keycode)
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func is_viable_player_pos_key() -> bool:
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func is_player_pos_key() -> bool:
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return KeyHelper.ADJACENCY_MAP.has(physical_keycode)
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