Hi, Agreed with Martin, the ergonomics changed because now we can't anymore assume all the vertices are in the same feature. Not being able to sub select a node without loosing previous selection is indeed a pain. Martin is there any solution to keep a node selection, and be able to subselect nodes from the map?
The use case I know is more typing z / m values easily than entering XY. X/Y typing is not so difficult using the advanced editor panel (just type "x" then paste the X, "y" then paste) . It requires less mouse clicks for sure than the node editor panel. We maybe could add the z and m SpinBox with z and m shortcuts too there. Régis 2017-10-05 11:01 GMT+02:00 Martin Dobias <[email protected]>: > Hi Andreas > > On Wed, Oct 4, 2017 at 10:00 AM, Andreas Neumann <[email protected]> > wrote: > > Hi, > > > > In QGIS 3 the node editing on canvas was quite improved (thanks Martin > and > > the sponsors!), however, the vertex editor that allowed to edit > individual > > nodes in a list of exact coordinates suffered a lot. > > > > See https://issues.qgis.org/issues/17243 > > > > Could a developer, during feature freeze, give the vertex editor some > > attention and fix the open issues? > > Yeah I would happy to look into it. The issue is that as soon as node > tool was freed from the requirement of dealing with just one feature > at a time, there is not necessarily 1:1 relationship between what is > active in node tool and the vertex editor. This made me think whether > it would not be more useful to have a separation between node tool and > the vertex editor table. E.g. the vertex editor could be a standalone > dock widget with its own map tool to pick active feature. This could > probably solve all the issues listed in the bug above. I am not sure > what are the common use cases of the vertex editor - do people > commonly use numeric input of vertex coordinates together with visual > editing or are they barely used at the same time? Maybe Andreas if you > could describe your use case for vertex editor, that would help me > understand the workflow. > > > > I know that one can also use the advanced digitizin panel to edit > vertices - > > but to be honest, this panel is so confusing to me - and probably to 90 > % of > > the users out there as well - so I think the separate vertex editor panel > > still makes sense. > > It is a bit difficult to grasp at first, but it is quite powerful - > maybe some tutorial videos would help to get people on board... > > > > For 3.2 I would even suggest to add new features to the vertex editor > panel, > > to allow adding new features or add/delete individual coordinates of > > existing features, e.g. add new points at a given position, or delete > one or > > more nodes. > > I think this would go well together with my proposal above to make the > vertex editor independent from the node tool. > > > > And of course, expose and allow editing z and m values. > > Editing of Z/M values should be already supported - or am I wrong? > > > > @Martin: would you have time fixing the vertex editor during the bug > fixing > > period, or should I ask another dev? > > Yeah I can handle that - of course first we need an agreement how the > vertex editor should behave... > > Cheers > Martin > _______________________________________________ > QGIS-Developer mailing list > [email protected] > List info: https://lists.osgeo.org/mailman/listinfo/qgis-developer > Unsubscribe: https://lists.osgeo.org/mailman/listinfo/qgis-developer >
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