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Consider adjusting the key bind for Place/Remove Knots #368

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Naros opened this issue May 19, 2024 · 4 comments · May be fixed by #376
Open

Consider adjusting the key bind for Place/Remove Knots #368

Naros opened this issue May 19, 2024 · 4 comments · May be fixed by #376
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kind/enhancement New feature or request
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@Naros
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Naros commented May 19, 2024

Description

Placing and removing many knots on the graph using the same key binding is likely not ideal. We should consider using SHIFT+LMB and CTRL+LMB and decide which of the two bindings refers to placement versus removal.

This could go in parallel with #367 so that users have full control over such bindings in the end.

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@Naros Naros added the kind/enhancement New feature or request label May 19, 2024
@Naros
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Naros commented May 27, 2024

So it seems to industry trends toward SHIFT for adding whereas CTRL is used for mutating existing elements.

Naros added a commit to Naros/godot-orchestrator that referenced this issue May 27, 2024
@Naros Naros linked a pull request May 27, 2024 that will close this issue
@Naros Naros added this to the 2.1 milestone May 27, 2024
@Naros Naros modified the milestones: 2.1, 2.2 Jul 13, 2024
@Naros
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Naros commented Aug 1, 2024

We should avoid the use of CTRL entirely, specifically because CTRL+LMB allows for multi-node selection. We should retain this behavior to allow users to multi-select reroute/knot nodes.

@austinrdennis
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I have a good practical reason for this change: This key bind (Control + LMB) is straight up impossible on MacOS because the OS is hard coded to produce a secondary mouse click event (right click) whenever Control + LMB is pressed. You cannot change this in the OS anywhere, it's just how it works. I currently cannot add knots to my node graphs.

@Half-and-Xat
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I was looking here if an issue exists for "implementing reroute nodes" and found out that it's already implemented. So why I thought it's not build in? The method is not very intuitive. I'm usually working with Unreal Engine and there you have 2 methods that do not exist here, but are very straight forward: double click on LMB on graph to create a knot or drag and drop a line and write "knot" - it pops up as node inside the list (if I remember correctly, it's also pinned in that box). I think both methods could be implemented in additional here, too. Ctrl+LMB can stay as it is in my opinion. Nothing wrong in giving multiple ways for such an important feature.

The way with drag and drop (or right click to search for) is something playing together with #758 very well and is very beginner friendly. Double click on LMB reduces the hurdle a lot for people coming from Unreal to Godot.

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