[0.17.2] Mod UI arrow navigation issues

We are aware of them, but do not have solutions that don't cause other issues. They go here in order not to take space in the main bug thread list.
Kirona
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[0.17.2] Mod UI arrow navigation issues

Post by Kirona »

I've found a number of issues with the Mods panel, which are somewhat annoying to deal with. I know that the guidelines say to stick to one bug per post, so please let me know if these are "separate" enough to warrant their own posts. For now though, I'm sticking to one post since I feel like these are all connected.

First, navigating with the arrow keys doesn't work in the Manage tab unless I've clicked on a mod's name. If I haven't clicked anything, it doesn't work. If I click a checkbox, it doesn't work. I can only navigate using the arrow keys if I've clicked the name of a mod. This also happens in the Install tab - until I actually click on a mod, the arrow navigation doesn't work.

Next, when I use arrow navigation in the Manage tab, the window doesn't scroll to keep up with the highlighted mod, and I have to manually scroll down instead. This does work in the Install tab, however.

Finally, unless I click on a mod checkbox in the Manage tab, using spacebar does not enable or disable the mod in question. Further, even if I select a different mod, the spacebar only affects the last checkbox that I had clicked. And then, it only works if I haven't used the arrow keys to navigate to another mod. As an example, if I click the checkbox for mod A, then click on mod B, the spacebar will continue to toggle mod A. If I use the arrow keys to navigate to mod C, the spacebar no longer has any effect. Oddly enough, I've also found that if I click a checkbox, then hit tab X number of times and hit the spacebar again, it affects a checkbox X number of spaces below the last clicked one. However, tab doesn't highlight the next mod in the list, making this an unreliable way to navigate the mod list. The tab+spacebar behavior also can't get past the Base mod, in case that's helpful.

All of this feels like each column is being treated separately enough that only one column is 'active,' keyboard navigation is being directed only toward the active column, and keyboard input is made only to affect a specific column, doing nothing if the 'wrong' column is active.
Rseding91
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Re: [0.17.2] Mod UI arrow navigation issues

Post by Rseding91 »

Thanks for the report. In general we don't do keyboard navigation of GUIs so it's no surprise that it doesn't work in this GUI.

I don't consider it worth the time to implement keyboard navigation right now (if ever).
If you want to get ahold of me I'm almost always on Discord.
Kirona
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Re: [0.17.2] Mod UI arrow navigation issues

Post by Kirona »

No worries, I just noticed it because previous versions of this interface didn't have keyboard functionality at all, so even what I can do via keyboard now is a new feature. Though I must admit that keyboard navigation for some of the potentially larger lists like this would be nice, I also understand that it's not exactly "critical" :)
Twinsen
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Re: [0.17.2] Mod UI arrow navigation issues

Post by Twinsen »

Rseding91 wrote: Thu Feb 28, 2019 4:03 am Thanks for the report. In general we don't do keyboard navigation of GUIs so it's no surprise that it doesn't work in this GUI.

I don't consider it worth the time to implement keyboard navigation right now (if ever).
We do support keyboard navigation in lists where it makes sense? See Load/Save game guis
Rseding91
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Re: [0.17.2] Mod UI arrow navigation issues

Post by Rseding91 »

Twinsen wrote: Tue Apr 02, 2019 9:39 am
Rseding91 wrote: Thu Feb 28, 2019 4:03 am Thanks for the report. In general we don't do keyboard navigation of GUIs so it's no surprise that it doesn't work in this GUI.

I don't consider it worth the time to implement keyboard navigation right now (if ever).
We do support keyboard navigation in lists where it makes sense? See Load/Save game guis
We don't "support" keyboard navigation anywhere. If it happens to work - sure - but nobody is actively making sure it works or making it part of requirements that it works. If that changes - that's fine - but as it is now keyboard navigation isn't part of any GUI requirements that I've ever seen.
If you want to get ahold of me I'm almost always on Discord.
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