Comments (7)
You also have alphabetical sort, move to top, and you can double-click to pick on an item (instead of right-click to extract), then choose replace selected ... to edit it while keeping the order.
But yes, list sorting is quite basic, overall.
I guess we need to at least add move up and move down functions (maybe with PgUp/Dn shortcuts).
Drag and drop would be nice, but I should check how good it's going to work. Godot does not offer such things by default so we should make them ourselves.
I'd put it in my to-do list. This would be a UX priority.
from arrow.
I haven't looked at how you're storing Actions in the Interaction list, but if it's a list or array, you can just resort them based on the order the user places them in. Still a bit of a hack, but I think it'd work fine. If you're going the keyboard shortcut route, I'd recommend using a modifier key plus an arrow key instead of the Page Up or Page Down keys, as not every keyboard has those easily available. My personal keyboard doesn't have them at all, for example, and I've seen some laptops drop them too. It isn't usual, but I wouldn't call it particularly rare either, so something to keep in mind.
from arrow.
I haven't looked at how you're storing Actions in the Interaction list, but if it's a list or array, you can just resort them based on the order the user places them in.
Newly added choices are always appended at the end of the underlying list/array.
No sorting happens automatically, because the order of choices (i.e. order of slots) would change branching, which shall always be avoided unless the author deliberately decides to do so.
I'd recommend using a modifier key plus an arrow key instead of the Page Up or Page Down keys, as not every keyboard has those easily available.
Yes, sounds rational.
from arrow.
Of course, but in the event that sorting is necessary or desired, I think it's safe to assume that the end-user is inspecting the node because it isn't an automatic feature and thus keeping track of such things on their own. Adding Actions do still mess up branching when you manually sort anyhow, so it doesn't really make much of a difference, it just makes it less cumbersome to do so.
from arrow.
We only keep the choices (pieces of text) themselves, so few sorting functions come to the mind.
Aside from current ones (such as alphabetical sort, and move to the top), and moving them up and down manually which we've agreed upon, do you have any other sorting mechanism in mind?
from arrow.
Hmm, no, I do think that's enough to cover most bases if we're being optimistic. There are probably ways to make it better, but I can't think of any myself, at least. Drag-and-drop, if implemented, should cover all use-cases though, if only because it makes sorting quicker.
from arrow.
Lists now offer more sorting mechanisms and new shortcuts.
Thanks for your suggestion
from arrow.
Related Issues (20)
- Enhancement: Allow updating several Variables / Character-tag-values in one node HOT 1
- New feature: `Event Emitter` node HOT 3
- Enhancement: Optionally reset/unset key after checking the value in `Tag Pass` HOT 3
- Enhancement: Support parsing Variables and Character-tag-values HOT 1
- Enhancement: Dialog with Monolog option HOT 1
- Spellcheck HOT 1
- Enhancement: Allow Frames to be put behind other nodes HOT 4
- Feature: Node that displays an image HOT 1
- Feature: Node that plays audio HOT 1
- Feature: Scene-specific variables (or a better way to organize resources per scene) HOT 1
- Feature: Array variable type HOT 3
- Let floating panels (Inspector & Console) keep their user-defined size and position between runs HOT 2
- Bug: Selecting and unselecting a frame causes a change to the scene HOT 1
- Enhancement: Allow usage of variables in Interactible node Actions HOT 3
- Enhance or replace drop-down lists (specially in the inspectors) for better filtering and sorting HOT 4
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from arrow.