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Describe the problem or limitation you are having in your project
On macOS the default shortcut to close a window is Command+W (not to be confused with Command+Q which is a shortcut to close the app, like Alt+F4 on windows. Those are two different things on mac). Pressing Command+W allows you for example to close the editor settings window in Unity and Blender. But not in Godot
As a long-time macOS user, Command+W is pretty much engraved in my muscle memory. When I see a popup window I expect to be able to close it with Command+W
In Godot dialog windows use the ui_cancel shortcut for closing, which isn't something you would want rebind to Command+W as it's more generic and handles all sorts of things in the UI, not just closing dialog windows
This proposal is about dialog windows only. It's unrelated to closing opened scene tabs, which currently works on Command+W in the main window as one would expect. It should behave differently depending on whether or not a dialog window is active
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Make it possible to close AcceptDialog by pressing Command+W
Keep the same behavior for the main window to close scenes
Note: in Unity pressing Command+W on the main window has no effect
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
I see 2 ways to solve this:
Hardcode Command+W into AcceptDialog::_input_from_window
Add a ui_close_dialog specifically for handling closing dialogs. It will be bound to Command+W on mac and Escape on other OSes. The AcceptDialog will keep the close_on_escape bool name and related method names to keep compatibility. Strictly speaking close_on_escape is already misnamed (ui_cancel can be bound to another key), so nothing will change in that regard
The second option keeps the _input_from_window clean and allows rebinding
In both cases we'll need to prevent the "Close Scene" shortcut from happening, because the "Close Scene" shortcut doesn't care if any dialog window is active, it will execute anyway
If this enhancement will not be used often, can it be worked around with a few lines of script?
N/A
Is there a reason why this should be core and not an add-on in the asset library?
N/A
The text was updated successfully, but these errors were encountered:
Describe the project you are working on
Any project
Describe the problem or limitation you are having in your project
On macOS the default shortcut to close a window is
Command+W
(not to be confused withCommand+Q
which is a shortcut to close the app, likeAlt+F4
on windows. Those are two different things on mac). PressingCommand+W
allows you for example to close the editor settings window in Unity and Blender. But not in GodotAs a long-time macOS user,
Command+W
is pretty much engraved in my muscle memory. When I see a popup window I expect to be able to close it withCommand+W
In Godot dialog windows use the
ui_cancel
shortcut for closing, which isn't something you would want rebind toCommand+W
as it's more generic and handles all sorts of things in the UI, not just closing dialog windowsThis proposal is about dialog windows only. It's unrelated to closing opened scene tabs, which currently works on
Command+W
in the main window as one would expect. It should behave differently depending on whether or not a dialog window is activeDescribe the feature / enhancement and how it helps to overcome the problem or limitation
Make it possible to close
AcceptDialog
by pressingCommand+W
Keep the same behavior for the main window to close scenes
Note: in Unity pressing
Command+W
on the main window has no effectDescribe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
I see 2 ways to solve this:
Hardcode
Command+W
intoAcceptDialog::_input_from_window
Add a
ui_close_dialog
specifically for handling closing dialogs. It will be bound toCommand+W
on mac andEscape
on other OSes. TheAcceptDialog
will keep theclose_on_escape
bool name and related method names to keep compatibility. Strictly speakingclose_on_escape
is already misnamed (ui_cancel
can be bound to another key), so nothing will change in that regardThe second option keeps the
_input_from_window
clean and allows rebindingIn both cases we'll need to prevent the "Close Scene" shortcut from happening, because the "Close Scene" shortcut doesn't care if any dialog window is active, it will execute anyway
If this enhancement will not be used often, can it be worked around with a few lines of script?
N/A
Is there a reason why this should be core and not an add-on in the asset library?
N/A
The text was updated successfully, but these errors were encountered: