IDEAS FOR RYZOM


Drag & drop

Majority still stands.

If most of drag&drops are with whole stack as target then that needs to be recognised as default action and thus assigned least amount of user intervention. It's GUI design 101 and you can go read books about it if you don't believe me. I also don't care that it has been like this for the past 20 odd years. That is justification for absolutely nothing. We, humans, have had been eaten in droves by predators for far, far longer. Despite occasional Darwin award contender winning we aren't anymore.

Second, modifier is hard coded? There is nothing in 'Keys' and at a quick glance, neither in keys.xml. Refer to any of the aforementioned books.

Thirdly, let's say that at some point, *gasp*, we get multiple selection. You'll be holding Ctrl (as an example of multiple selection modifier) *and* Shift when trying to move few stacks around? It is unlikely one would want to split-d&d multiple stacks, is it?

Not asking for a world here; second and third when and if. But first is literally swapping key listener. And nobody will be in danger of losing anything.
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