Alex Schultz wrote: > -If you try to make a keybinding over a key that is already bound > something, it shouldn't just append to the list, it should warn you and > if you choose to continue, remove the old binding first.
Yes - that is a valid point - overbinding a key doesn't make sense. But it gets a little odd with modifiers. > -One idea that might be good, is while it is waiting for you to press a > key to bind to, it should come up with a graphical display of the keys > on the keyboard, and with color coding showing which keys are already > bound. Tooltips when hovering over a key show what is bound there and > clicking a key counts as if you pressed that key. I don't know if there is a widget for that or not. That is not something I'd want to have to write ourselves. We just can have a universal looking keyboard - after all, laptops, different keyboards, etc, can have different layouts. >> Inventory control via keyboard: I'd be interested in how people think that >> should work - I really can't envision much any reasonable way to control the >> inventory only by keyboard, whether we use gtk2 widget or write our own. >> I'd >> personally consider this to be a pretty low thing to do. > Personally I think this would make a big improvement if it could be > pulled off in a reasonable manner. The best I've seen for keyboard > inventory control in large inventories, would be how nethack does it > even in it's gtk interface. That keyboard interface might work well if > we used popups, however see the popup issues above. One could do > something though with giving focus the inventory list and allowing > keyboard scrolling of it and pressing keys to apply from it or drop etc. > however one would need to make it VERY obvious to the player when they > have focus on that, and also would have to make it very difficult to > accidentally trigger while easy to trigger manually (and for fairly > obvious reason I don't think focus on click would work well for it...) A valid question may be whether the inventory interface should be completely redone. The mouse buttons I believe kept what was used in the old X11 client. I don't think the current button presses conform to what people would expect from a GTK application. I'd say that a single button press being the expected behavior is not standard. What comes to mind could be something like this: Left click selects an item. A double click applies the item (most common operation). Double middle click drops item (second most common operation?) Right clicking on a selected item brings up a little pop up menu on additional item actions (drop, lock, apply, examine, mark, etc). I think that is better than having these odd shift and control combos. _______________________________________________ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire