Sorry if this was already suggested somewhere, didn't find it using search.
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Pi-C wrote: Tue Dec 18, 2018 12:50 pm Well, sometimes the cat (pet) gets comfy on my lap and obstructs movement of the one hand, while the other one is occupied with the mouse (device).
Ah, there it is. Missed it. Thanks for the merge!
Almost everything has already been ^^ I don't see genuine new suggestions often.provet wrote: Tue Mar 05, 2019 9:26 pm 1+
Was just about to suggest it myself. Been thinking of suggesting it for a long time just to find out that it has already been![]()
Why not just add an extra keybind to cycle between available text boxes and "no text box". Players can then easily bind this to tab or whatever other (non-typing) key they want.JohnyDL wrote: Tue Oct 03, 2017 9:32 pmit's not a required field, it's not in a form, tab changes weapon. But if it was a web doc not a game I would agree on all 3 pointsnljr wrote:Automatically selecting the first required field is just good UI form design. This is basic stuff.
At worst, a Tab should take you to that field.
I don't actually see a benefit to this over just having the field highlighted by default. There's no other text boxes in that form. Everything else is best controlled by the mouse. "Open select signal gui, type number, press enter to confirm" is the fastest workflow for setting a constant and utilizing this workflow wouldn't be any kind of a hindrance to any other game activities.ikarikeiji wrote: Wed Mar 06, 2019 6:51 amWhy not just add an extra keybind to cycle between available text boxes and "no text box". Players can then easily bind this to tab or whatever other (non-typing) key they want.JohnyDL wrote: Tue Oct 03, 2017 9:32 pmit's not a required field, it's not in a form, tab changes weapon. But if it was a web doc not a game I would agree on all 3 pointsnljr wrote:Automatically selecting the first required field is just good UI form design. This is basic stuff.
At worst, a Tab should take you to that field.
Then it's a case of, click somewhere to open the "select signal" gui, press tab (or whatever), then type the number. And has the additional advantage that if you need to "de-focus" some text box you can tab away from it back to having no text box in focus.
The rebuttal to this was already posted:Darinth wrote: Wed Mar 06, 2019 1:53 pmI don't actually see a benefit to this over just having the field highlighted by default. There's no other text boxes in that form. Everything else is best controlled by the mouse. "Open select signal gui, type number, press enter to confirm" is the fastest workflow for setting a constant and utilizing this workflow wouldn't be any kind of a hindrance to any other game activities.ikarikeiji wrote: Wed Mar 06, 2019 6:51 amWhy not just add an extra keybind to cycle between available text boxes and "no text box". Players can then easily bind this to tab or whatever other (non-typing) key they want.JohnyDL wrote: Tue Oct 03, 2017 9:32 pmit's not a required field, it's not in a form, tab changes weapon. But if it was a web doc not a game I would agree on all 3 pointsnljr wrote:Automatically selecting the first required field is just good UI form design. This is basic stuff.
At worst, a Tab should take you to that field.
Then it's a case of, click somewhere to open the "select signal" gui, press tab (or whatever), then type the number. And has the additional advantage that if you need to "de-focus" some text box you can tab away from it back to having no text box in focus.
The game *cannot* justify auto focusing a field that disables most of the game's controls. Focusing has to be an explicit action by the user. And it is only one extra key press, you would quickly get used to typing it before your number.JohnyDL wrote: Sat Sep 30, 2017 9:08 pm when you click on an entity be it a chest or combinator you can continue to use your WSAD and hot keys if you want by snapping to a text box E to Exit the inventory space or the selector wouldn't work, you're also putting in the input of an item's quantity before selecting the item in your ordering.
1. In this particular instance I actually can and would justify disabling the game's other controls. By clicking the selector, you'd be acknowledging that the other controls will be disabled while you select a signal or input a constant, an action that would take tiny amounts of time if this change were implemented. However...ikarikeiji wrote: Thu Mar 07, 2019 1:00 pmThe rebuttal to this was already posted:
The game *cannot* justify auto focusing a field that disables most of the game's controls. Focusing has to be an explicit action by the user. And it is only one extra key press, you would quickly get used to typing it before your number.JohnyDL wrote: Sat Sep 30, 2017 9:08 pm when you click on an entity be it a chest or combinator you can continue to use your WSAD and hot keys if you want by snapping to a text box E to Exit the inventory space or the selector wouldn't work, you're also putting in the input of an item's quantity before selecting the item in your ordering.
ExceptDarinth wrote: Thu Mar 07, 2019 1:50 pm 1. In this particular instance I actually can and would justify disabling the game's other controls. By clicking the selector, you'd be acknowledging that the other controls will be disabled while you select a signal or input a constant, an action that would take tiny amounts of time if this change were implemented. However...
2. Since the field is strictly a numeric field there's no reason to disable most of the game's controls. The text box needs to intercept numeric keypresses, everything else should ideally remain usable.
JohnyDL wrote: Sun Oct 01, 2017 4:24 pm I think maybe I need to explain it in a better way
Snapping even a limited number of keys away from their default uses without warning or explanation or an obvious way to undo it in a panic is bad UI design. Since all the keys can be remapped you don't know that everyone uses the number keys the same way you do, someone using the numpad for their primary controls to me seems an obvious, and valid, alternative to WSAD and E you don't but it doesn't mean nobody does.
In UI design consistency is important so as not to disorientate new users and screw up their User Experience, if you snap to a box in one place then you should snap to a box in all places that have similar apearances. In this case snapping to a slider with a number attached would be applicable in requester chests as well but the hot bar keys already have uses there, and the snapping there is ambiguous, if there are 8 items being requested which one gets the benefit of the snapping feature, and what does that mean if there are no items being requested?
In your own inventory there is a slider for trash slots and requesting while the hot bar keys can be used to assign items to the toolbar.
In trains there are sliders and numbers attached too, but not in all cases how do you provide a consistent and pleasant UI in that example?
But if you're snapping to text boxes why not the names of blueprints? or search functions?
The first time they interact with the thing, they'd learn. Especially since most of their controls are still perfectly functional, it's a trade-off, and one that I think in excess of 99% of players come away on top. Standard keys to escape from dialogs still function perfectly fine. This dialog is in fact a special case, in that the only reason to pull up the dialog is to either enter a constant or select a signal. The dialog is up for a very short period of time, and this change reduces the amount of time the dialog is up even further.JohnyDL wrote: Thu Mar 07, 2019 2:17 pm 1: How do new users know this the first time they interact with the thing? opt in is only opt in so long as you know, if they don't know then they think that their controls being taken away is a bug
The obvious ways to close the dialog still work for the vast majority of people. It's unfortunate that a reasonable keybind concept (swapping the WASD + E over to the numpad) would develop a minor issue with this, but even then it's only a minor issue. They swap E over to the "+", "-", "*", "/", ".", or the numpad enter key and the UI becomes more functional for them.JohnyDL wrote: Sun Oct 01, 2017 4:24 pm Snapping even a limited number of keys away from their default uses without warning or explanation or an obvious way to undo it in a panic is bad UI design. Since all the keys can be remapped you don't know that everyone uses the number keys the same way you do, someone using the numpad for their primary controls to me seems an obvious, and valid, alternative to WSAD and E you don't but it doesn't mean nobody does.
You've answered your own questions in a lot of these circumstances. Requester chests? You're frequently moving from chest to chest looking at things. It would be a regular disruption to take away user controls every time they open them and of minimal value. If you're adjusting values in one, you almost always have to move your mouse over there anyways to select items. Though I could make an argument that upon selecting an item, it might be beneficial to highlight the item selection field under the same set of rules as above. Being able to select the item, type 10, and then press a key (E by default) to unbind my input from that field makes a lot of sense.JohnyDL wrote: Sun Oct 01, 2017 4:24 pm In UI design consistency is important so as not to disorientate new users and screw up their User Experience, if you snap to a box in one place then you should snap to a box in all places that have similar apearances. In this case snapping to a slider with a number attached would be applicable in requester chests as well but the hot bar keys already have uses there, and the snapping there is ambiguous, if there are 8 items being requested which one gets the benefit of the snapping feature, and what does that mean if there are no items being requested?
In your own inventory there is a slider for trash slots and requesting while the hot bar keys can be used to assign items to the toolbar.
In trains there are sliders and numbers attached too, but not in all cases how do you provide a consistent and pleasant UI in that example?
But if you're snapping to text boxes why not the names of blueprints? or search functions?