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Add support for registering global keyboard shortcut bindingsΒ #1919

@frob

Description

@frob

Describe the project you are working on

Simple Note taking app using the rich text input node.

Describe the problem or limitation you are having in your project

I would like to show/hide the app with a global keyboard shortcut in the vein of iterm for mac or guake for linux.

Describe the feature / enhancement and how it helps to overcome the problem or limitation

My current use-case is to allow my note taking app to be hidden/shown at will. This will allow the taking of notes at will regardless of context.

For the current Godot GUI/Editor it would be nice to be able to press a button while in game and refocus on the editor to manipulate node properties and refocus off the editor at will.

On the games side, I could imagine a scavenger hunt game where one needs to do things outside the game context, such as a google image search or a wikipedia search and return to the game with a quick keyboard command. To pitch this further, imaging a game as a training tool where one needs to accomplish tasks outside of the game to complete the game. They could use something simple like CMD+ESC to return to the game.

Think of a game such as Minecraft or Terriana, where one is constantly referring to out of game resources to know the crafting recipes. Being able to switch to/from the game context would be very handy and help to not break the flow of the game.

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

Allow input maps to be marked as global. I envision this would just be a checkbox on the editor pane for input maps.

If this enhancement will not be used often, can it be worked around with a few lines of script?

I asked this question over at the Godot QA site to see if there was a way to do it in the engine and I was referred here to propose the change.

https://godotengine.org/qa/88821/how-to-create-os-level-hot-key-bindings

Is there a reason why this should be core and not an add-on in the asset library?

I am not failure enough with either to make that call. I don't think this could be done with an add-on. Maybe a module, unless I am mistaken, modules require recompiling the editor to enable.

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