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The autocomplete prompt in the editor closes if I press a modifier button. This is an issue for me because I bound Cmd+H,J,K,L to their vim equivalents (left, down, up, right). In every other editor I use, I can type to start autocomplete, then use Cmd+.. to navigate the autocomplete dialog that pops up. I can't do this in godot bc of (I think) this line. I am not sure why the allow_unicode_handling boolean matters when determining of code completion should cancel, but it will definitely be false since the boolean is
This will most certainly be false, bc the meta key is pressed when I used Cmd. I have compiled locally and removed the line linked above and all works well, so I am not sure what it is for. I am hoping @Paulb23 who wrote this code will know if this is something that can be addressed, or if I am way off base here. Thanks!
Steps to reproduce
Open any project (pref on Mac), start typing to get auto-complete, and then hit and hold the Cmd button. The auto-complete fails.
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered:
You are experiencing the bug on the 3.3 version, but are looking at code for 4.0 (current master). I cannot reproduce the issue on current master - triggering autocomplete and then pressing control does not close the autocomplete. I am on WIndows but I don't think it matters.
allow_unicode_handling matters because we don't want to insert text when the user is pressing a shortcut, like Ctrl+A to select all. This matters for code completion, because you can type text while the autocomplete window is showing, and it will update the results.
Calinou
changed the title
Auto-complete prompt closes if a modifier button is pressed
Auto-complete prompt closes if a modifier button is pressed when using custom navigation keys
Jul 2, 2021
Godot version
3.3
System information
MacOS BigSur 11.4
Issue description
The autocomplete prompt in the editor closes if I press a modifier button. This is an issue for me because I bound
Cmd+H,J,K,L
to their vim equivalents (left, down, up, right). In every other editor I use, I can type to start autocomplete, then useCmd+..
to navigate the autocomplete dialog that pops up. I can't do this in godot bc of (I think) this line. I am not sure why theallow_unicode_handling
boolean matters when determining of code completion should cancel, but it will definitely be false since the boolean isThis will most certainly be false, bc the meta key is pressed when I used
Cmd
. I have compiled locally and removed the line linked above and all works well, so I am not sure what it is for. I am hoping @Paulb23 who wrote this code will know if this is something that can be addressed, or if I am way off base here. Thanks!Steps to reproduce
Open any project (pref on Mac), start typing to get auto-complete, and then hit and hold the
Cmd
button. The auto-complete fails.Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered: