Game Development Community

A couple of keyboard shortcut change requests

by Benjamin Schneider · in Artist Corner · 11/02/2006 (10:18 pm) · 1 replies

First, the preamble to eliminate any ambiguity. I know that most users of Constructor are on Windows so when I request a keyboard shortcut for a menuitem, I'll be using Control-somekeycombination. On the Mac, Control would be replaced by Command (which is the Apple key).

There seem to be two (semi) standards for redo. One is what Constructor uses now, which is Control-Y. The other is Control-Shift-Z. I think the latter makes for an easier workflow. You can test between an undo and a redo with the movement of one finger. Y requires much more work. I looked through all of Constructor's menus and couldn't find any conflicts (no current use of Control-Shift-Z). Does the rest of the community agree this is preferred or am I alone here?

The other request would be to implement Control-Shift-S for Save As... There are many times when I'll want to save a few different versions of my scene and it'd be great to not have to go to the menu everytime I wish to do so.

I'm using Mac beta 13.

#1
11/03/2006 (1:58 am)
Ctrl+Y is standard on Windows. Cmd+Shift+Z is mainly a Mac thing, though some Windows apps use it. Personally, I much prefer Ctrl+Y. Actually, things that use Ctrl+Shift+Z for redo annoy the hell out of me, mostly because they tend to use Ctrl+Y for something else so when I go to press it it screws everything up and I can't redo anymore.

What this comes down to is simply that regardless of what we choose for keyboard shortcuts, somebody is going to get annoyed. This is compounded by the fact that Constructor is a cross platform app. The ideal solution would be to allow the end user to change the shortcuts. I am not sure if there's going to be time to get an easy way to do that into 1.0.

However, you can change all keyboard shortcuts by modifying KeyboardTable in the config.db using whatever sqlite database tool you prefer. I realise this is not an ideal solution, but it's one that exists in the current beta.