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Gridmap spatial gizmo is not responding #19860

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Zylann opened this issue Jun 30, 2018 · 9 comments · Fixed by #96922
Closed

Gridmap spatial gizmo is not responding #19860

Zylann opened this issue Jun 30, 2018 · 9 comments · Fixed by #96922

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@Zylann
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Zylann commented Jun 30, 2018

Godot 3.0.4

With a Gridmap node, the spatial gizmo cannot be moved, rotated or scaled. It places tiles instead.
The gizmo should be able to receive and handle input before the gridmap plugin.

Note: when I first open the scene, the gizmo responds, but it doesn't anymore as soon as any tile in the right panel is selected.

Similar to #17499

@KoBeWi
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KoBeWi commented Jun 15, 2020

Still reproductible in 77990b8

@KoBeWi
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KoBeWi commented Jun 17, 2020

Sooo after some investigation, editor plugins will receive the input first, which makes it impossible to filter them out by gizmo. Maybe the gizmo should just be hidden for some plugins (e.g. the Gridmap).

@Zylann
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Zylann commented Jun 17, 2020

Problem is, it makes sense for my plugin to have that gizmo... and probably GridMap too. At least I wouldn't consider this a solution, it only hides the problem.

@KoBeWi
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KoBeWi commented Jun 17, 2020

Not really. In 2D you can edit the TileMap only when select tool is active. Move, scale and rotate tools will affect the actual node.

We could do something similar in 3D. Disable the gizmo when select tool is active and enable it on move/rotate/scale tools, but also prevent interacting with the GridMap with these tools.

@Zylann
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Zylann commented Jun 17, 2020

Disable the gizmo when select tool is active and enable it on move/rotate/scale tools

Oh no... I never use these modes, never needed to really... it was so handy to have everything at hand with the default tool... :(
It just feels to me the way input works here has a flawed design. If something (a gizmo) is in front of my mouse, that thing should get the input, that's about it... the code determining that should take a a different path than other spatial input such as selecting other nodes. For example, it could be made to emit input as a signal to be handled by the spatial plugin, instead of being handled from inside somewhere inside the main plugin input function. Gizmos should work more like GUI in that sense.
At least my plugin should be able to make the gizmo check to forward input to that gizmo, even though it would still be less than ideal.

In 2D you can edit the TileMap only when select tool is active

That's TileMap's problem though, maybe it was a choice for it to not have a gizmo I guess... these nodes aside, I'd be sad to be forced to switch to a different mode to move things just because gizmos can't be made to react in proper hit order.

@KoBeWi
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KoBeWi commented Jun 17, 2020

Oh no... I never use these modes, never needed to really... it was so handy to have everything at hand with the default tool... :(

I mean it would be disabled only for the editor plugins (and optionally), so it doesn't interfere with them. Is moving the node around that important operation in your terrain plugin? Painting should be the more common operation, and if you need to move the whole terrain, switching to move tool for a moment shouldn't be a problem (especially because we have shortcuts for that). Although I never used your plugin, so maybe I'm missing something.

@Zylann
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Zylann commented Jun 17, 2020

Is moving the node around that important operation in your terrain plugin?

It's not a frequent thing to do, but it does happen (one reason is it has a finite size, contrary to tilemaps and gridmaps). I had users report that they can't move the terrain, and I had to tell them explicitely to do that through the inspector.

@KoBeWi
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KoBeWi commented Jun 17, 2020

Then requiring to switch tools wouldn't hurt probably. Making gizmo work like you described wouldn't be ideal either, because it would be easy to accidentally move or rotate your nodes while editing.

@akien-mga
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Fixed by #96922.

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