I checked out the Blender source code and made sure I can compile it.
Could someone give me a kickstart where to look for those keyboard shortcuts?
I would like to have a look whether that is something that would be doable for me as a first peak into the Blender source code.
Hm, I figured some things out myself. Most of the text handling can be configured in the Keymap.
However, this only applies for the Text Editor and the 3D Font object, not for text input widgets.
However I kinda doubt anybody has noticed it. It‘s ok, if there’s no dev time to review such a minor thing. I just wonder whether there‘s anything I need to do get it reviewed.
@Harleya two years later, I find some to time to re-visit this long lasting itch of mine, just to discover, that @ideasman42 has already implemented this. You have then disabled it:
/* TODO: Do not enable these Apple-specific modifiers until we also support them in
* text objects, console, and text editor to keep everything consistent - Harley. */
#if defined(__APPLE__) && 0
...
May I ask why this is so important? I understand the desire to wait for consistency but would argue that step by step is better then never.
I agree, of course, text objects and the text editor would be nice follow-ups, though. The console, I could live without. The Terminal App Apple ships with Mac OS doesn’t even implement these modifiers btw.
However, if you insist, it’s better to wait until all those other editors have implemented the correct modifier keys as well, how can I help to make it happen? Is there a low hanging fruit for someone with little knowledge of the Blender codebase?
@volstock - that @ideasman42 has already implemented this. You have then disabled it…
It does look like that, but not really. In a nutshell I merged a PR that was mostly as you wrote it, adding those Mac-specific keys. Then Campbell made an improvement to it, which is what you reference. Then he and I talked about it and he really wasn’t happy with adding these while having such wildly different keyboard support between text editor, console, and text objects.
We want people to be able to move between the areas of Blender and rely on being able to use the same keys between them. So it rankled adding even more differences rather than closing the gulf.
So I reverted that change with a note that it was only until “we can add support for same for text
objects, console, and text editor. Keeping consistent between areas.”
And since that time I have done so and improved keyboard support in text objects and Console. I had hoped to revisit adding those Mac-specific keys soon, but now we are in a bit of a “Winter of Quality” project now where we are concentrating on bug fixing rather than features. So my hope is to revisit this this and get it in before February 5th so it can be part of 4.4. But possible I will miss that, depending on what else is going on.
Understood, hope you don’t feel offended or pushed
If anything comes to your mind that I might help at, let me know. Maybe a quick hint where to look?
From a first glance, the text editor seems to be mostly changes to the default keymap which would I can insert some platform, switches, I think. If it’s ok for you, I could give it a go.
@Harleya theres a key conflict when applying these shortcuts to the 3D text object.
(Alt + Arrows = change spacing). Various applications deal differently with this same conflict (e. g. Adobe and Affinity).
What’s the best way to discuss this before implementing it? Here, in a design issue or in a pull request?
Thanks and sorry I am not very experienced when working with Git with a large amount of people.