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Add Key::CTRL_OR_CMD
and use it to fix shortcut for tilemap painting tools on macOS
#64021
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akien-mga
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godotengine:master
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ajreckof:change-shortcut-for-rect-tool-tilemap
Jan 16, 2023
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Should it be CTRL or CMD_OR_CTRL here?
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ctrl works fine here as you are already dragging when pushing the control button. I just changed it to the event key modifier as it was more in sync with the other declaration just above and there was no reason to call the Input Singleton.
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It works, but is it what makes sense semantically? Usually Ctrl being used as modifier on Windows/Linux is intended to be Command on macOS, no?
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Most of the time tes but not always more over something have been Cyril for a long time on Godot so people might have already learned it is Godot so I think for now if it is not causing a bug we should not address it right and open an issue to discuss we want to get rid and of all of them / most of them but keep some edge case.
I think also we might want to discuss wether we would like to add a warning when
is_ctrl_pressed
is used for people not on a mac to understand it is most likely not what they want to use (if there is a way to disable warning for a line)I think I will be opening an issue that details everything that I found when I'm done looking through all the
is_ctrl_pressed
. There are around 50 of them so it might take me a week or so. As I can see it most use cases can be summarised in a few groups. I think those groups should be moved out from ctrl to command but some edge case might better to keep on ctrl.