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Sticky modifier keys in scenario editor #423

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CelticMinstrel opened this issue Aug 31, 2024 · 4 comments
Open

Sticky modifier keys in scenario editor #423

CelticMinstrel opened this issue Aug 31, 2024 · 4 comments
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bug charedit Affects the character editor core Affects core systems other than dialogs dialogxml Affects the dialog system game Affects the game, as opposed to the editors scenedit Affects the scenario editor

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@CelticMinstrel
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Sometimes the game seems to miss an "option/alt" key release, which results in deleting the entity (item, etc) that you intended to edit.

@CelticMinstrel CelticMinstrel added bug core Affects core systems other than dialogs scenedit Affects the scenario editor labels Aug 31, 2024
@CelticMinstrel
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I've now experienced this in the game as well, after using Command-click to create a party and then trying to cast a spell after the scenario starts – instead of selecting a spell, click was opening the info dialog for the spell.

@CelticMinstrel CelticMinstrel added dialogxml Affects the dialog system charedit Affects the character editor game Affects the game, as opposed to the editors labels Sep 7, 2024
@NQNStudios
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What are the cases where someone would want to keep a modifier held down for a duration including multiple modified clicks?

Because, if there are not many or only a few, maybe we could have modified clicks clear the modifiers in lieu of the release event. (Hacky, weird, like the arrow key diagonals workaround.)

@CelticMinstrel
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The alt key is used to delete items from lists, so it would make sense to want to hold it down and click to delete several items. In other words, I don't think that works.

@NQNStudios
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NQNStudios commented Sep 25, 2024

I think for debugging these input-event related issues that can't be unit tested, it would be nice to add a simple debug overlay -- maybe it just shows an icon whenever a modifier key is pressed, and hides it when the release event happens. Then we can see if the visual feedback matches the behavior -- if it does, and we're sure we're only using event polling, we know we have an underlying SFML bug. If the visual doesn't match the behavior, then we're processing the events wrong.

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Labels
bug charedit Affects the character editor core Affects core systems other than dialogs dialogxml Affects the dialog system game Affects the game, as opposed to the editors scenedit Affects the scenario editor
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