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Make GridMap shortcuts editable and not conflict with other plugins #79529
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When using editor shortcuts, we notice that most of the shortcuts of the gridmap are inaccessible because they are conflicting with the 3D Editor shortcuts:
However, I found a way to prevent forwarding the shortcuts events to the node_3d_editor_plugin by iterating on all the menu item shortcuts in I wonder if it's the right way to do it. Looking forward (no pun intended) for a review. |
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The implementation looks alright, but the physical shortcuts are questionable. We don't use physical keys for shortcuts (see godotengine/godot-proposals#7303). Also your choice of physical keys is rather arbitrary; at best it only helps users with a specific layout (I assume AZERTY or similar).
I don't remember seeing menu shortcuts iterated like this before, but it looks correct. |
Physicals are used because I'm assuming theses keys are meant to be in close physical proximity. QWE (floors and clear rotation) Are clearly meant to be grouped together. I agree that making all of them (rather than cherry-picked ones) physical would make more sense. You're right I'm using azerty! |
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The implementation looks alright.
I still think that physical keys shouldn't be used. CC @Calinou
@KoBeWi Here is what the keyboard shortcuts look like on a QWERTY keyboard: Notice how they are nicely laid out.
Here it what it looks like in AZERTY: It's super confusing! I agree with you that physical keycodes should be avoided most of the time but I think this feature, just like the FreeCam, justify their use. What do you think? |
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I borrowed your idea to open another PR (#80317) and actually discovered a bug that also exists in your code. You can use Ref<InputEventKey> k = p_event;
if (k.is_valid() && k->is_pressed() && !k->is_echo()) { You should do the same. |
Co-authored-by: Tomek <[email protected]>
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I think physical keys make sense here. The criterion is simple:
So here the shortcuts seem to be positioned as an equivalent to the NumPad and they should stay there, not move around arbitrarily based on the keyboard layout (AZERTY is a common issue, but test DVORAK...). |
Thanks! |
This allows users to change shortcuts for the gridmap and also makes them more discoverable.
It now uses physical keycodes, where appropriate, to make the tool more accessible to non-qwerty keyboard users.
This also prevents shortcut events to be forwarded to the 3D editor plugin, avoiding conflicts.
fixes: #67497.
supersedes: #79377
supersedes: #75243
Closes: godotengine/godot-proposals#3839