refactor: 拆分 claude-dev-stack 为 windows-dev-stack 和 wsl-dev-stack
将原 claude-dev-stack 目录拆分为独立的 Windows 和 WSL 部署栈,便于分别维护和使用。 Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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import { z } from "zod";
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import { formatErrorForMcp } from "../utils/errors.js";
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export function registerInputMapTools(server, godot) {
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server.tool("get_input_actions", "Get all input actions defined in the project's Input Map with their key/button bindings", {
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filter: z.string().optional().describe("Filter action names containing this substring"),
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include_builtin: z.boolean().optional().describe("Include built-in ui_* actions (default: false)"),
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}, async (params) => {
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try {
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const result = await godot.sendCommand("get_input_actions", params);
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return { content: [{ type: "text", text: JSON.stringify(result, null, 2) }] };
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}
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catch (e) {
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return { content: [{ type: "text", text: formatErrorForMcp(e) }], isError: true };
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}
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});
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server.tool("set_input_action", "Create or update an input action with key/mouse/joypad bindings. Saves to project.godot and updates the runtime InputMap.", {
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action: z.string().describe("Action name (e.g. 'move_left', 'jump', 'attack')"),
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events: z.array(z.object({
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type: z.enum(["key", "mouse_button", "joypad_button", "joypad_motion"]).describe("Event type"),
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keycode: z.string().optional().describe("Key name for 'key' type (e.g. 'W', 'Space', 'Escape', 'Shift')"),
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physical_keycode: z.string().optional().describe("Physical key name for 'key' type"),
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ctrl: z.boolean().optional().describe("Ctrl modifier for 'key' type"),
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shift: z.boolean().optional().describe("Shift modifier for 'key' type"),
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alt: z.boolean().optional().describe("Alt modifier for 'key' type"),
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meta: z.boolean().optional().describe("Meta/Cmd modifier for 'key' type"),
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button_index: z.number().optional().describe("Button index for mouse/joypad button types"),
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axis: z.number().optional().describe("Axis index for joypad_motion type"),
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axis_value: z.number().optional().describe("Axis value (-1.0 or 1.0) for joypad_motion type"),
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})).describe("Array of input event bindings"),
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deadzone: z.number().optional().describe("Deadzone for analog inputs (default: 0.5)"),
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}, async (params) => {
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try {
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const result = await godot.sendCommand("set_input_action", params);
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return { content: [{ type: "text", text: JSON.stringify(result, null, 2) }] };
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}
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catch (e) {
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return { content: [{ type: "text", text: formatErrorForMcp(e) }], isError: true };
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}
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});
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}
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//# sourceMappingURL=input-map-tools.js.map
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