Keymap: custom key modifiers work inconsistently #68621

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opened 2019-08-13 19:59:50 +02:00 by Jean Ayer · 16 comments

System Information
Operating system: Arch Linux, no DE, i3wm
Graphics card: GTX 960

Blender Version
Broken: 2.80
Worked: 2.79

Short description of error
I'm left-handed on the tablet, so I bind my sculpt hotkeys to the numberpad. Binding NumpadEnter+LMB to sculpt inverted (same as holding Ctrl) no longer works in 2.80. However, binding NumpadEnter+MMB to pan the view does work. Not sure where the conflict is. This setup did work in Blender 2.79.

Exact steps for others to reproduce the error
Load factory settings
Import .py keymap provided (or bind manually; sculpt.brush_stroke and view3d.move)
Enter sculpt mode
Attempt to sculpt inverted by holding NumpadEnter+LMB

system-info.txt
custom_modifier_bug.py

Similar bugs from ages ago:
https://developer.blender.org/T44349
https://developer.blender.org/T34822

**System Information** Operating system: Arch Linux, no DE, i3wm Graphics card: GTX 960 **Blender Version** Broken: 2.80 Worked: 2.79 **Short description of error** I'm left-handed on the tablet, so I bind my sculpt hotkeys to the numberpad. Binding NumpadEnter+LMB to sculpt inverted (same as holding Ctrl) no longer works in 2.80. However, binding NumpadEnter+MMB to pan the view does work. Not sure where the conflict is. This setup did work in Blender 2.79. **Exact steps for others to reproduce the error** Load factory settings Import .py keymap provided (or bind manually; sculpt.brush_stroke and view3d.move) Enter sculpt mode Attempt to sculpt inverted by holding NumpadEnter+LMB [system-info.txt](https://archive.blender.org/developer/F7662809/system-info.txt) [custom_modifier_bug.py](https://archive.blender.org/developer/F7662810/custom_modifier_bug.py) Similar bugs from ages ago: https://developer.blender.org/T44349 https://developer.blender.org/T34822
Author

Added subscriber: @vravCodyBurrow

Added subscriber: @vravCodyBurrow

#103191 was marked as duplicate of this issue

#103191 was marked as duplicate of this issue

#85042 was marked as duplicate of this issue

#85042 was marked as duplicate of this issue

#78258 was marked as duplicate of this issue

#78258 was marked as duplicate of this issue

#67929 was marked as duplicate of this issue

#67929 was marked as duplicate of this issue

Added subscriber: @CJ-Ferguson

Added subscriber: @CJ-Ferguson

I also have issues with custom modifier keys. Namely "spacebar". For instance if I have a hotkey assigned to "spacebar R". This doesn't work unless I have deactivated any hotkey that is using "R". The software doesn't register that "spacebar" is putting existing keys into a different modified state.

Offtopic
Another weird quirk is that "shift Right Mouse (view3d.cursor3d)" cannot be reassigned to any other hotkey and maintain its drag function. For instance if I assign view3d.cursor3d to "alt right mouse" I am unable to use the drag cursor functionality. Somewhat strangely, if you disable "shift right mouse for view3d.cursor3d" the hotkey still works no matter what. It's like the blender thinks this hotkey is so essential that there is no way to dispose of it or change it to something else.

I would love if the hotkey editor were completely transparent and didn't hide functionality from the user as I keep running into conflicts where blender acts like it can be completely customizable, but behind the scenes it's holding back.

I also have issues with custom modifier keys. Namely "spacebar". For instance if I have a hotkey assigned to "spacebar R". This doesn't work unless I have deactivated any hotkey that is using "R". The software doesn't register that "spacebar" is putting existing keys into a different modified state. **Offtopic** Another weird quirk is that "shift Right Mouse (view3d.cursor3d)" cannot be reassigned to any other hotkey and maintain its drag function. For instance if I assign view3d.cursor3d to "alt right mouse" I am unable to use the drag cursor functionality. Somewhat strangely, if you disable "shift right mouse for view3d.cursor3d" the hotkey still works no matter what. It's like the blender thinks this hotkey is so essential that there is no way to dispose of it or change it to something else. I would love if the hotkey editor were completely transparent and didn't hide functionality from the user as I keep running into conflicts where blender acts like it can be completely customizable, but behind the scenes it's holding back.

Added subscriber: @mano-wii

Added subscriber: @mano-wii

That's strange, but it seems that is designed to work like this. See:
https://developer.blender.org/diffusion/B/browse/master/source/blender/windowmanager/intern/wm_event_system.c$2050-2052

  /* Only keymap entry with keymodifier is checked,
   * means all keys without modifier get handled too. */
  /* That is currently needed to make overlapping events work (when you press A - G fast or so). */

keymodifiers other than Ctrl, Shift, Alt, OSkey are not checked by keymaps without keymodifiers.
This causes the first keymap in the list (which in this case is the one with Left Mouse and without the Numpad Enter modifier) to be used.

A workaround is to move the keymap without the modifier to the bottom of the list (by deleting the keymap that has only Left Mouse and creating it again).

That's strange, but it seems that is designed to work like this. See: https://developer.blender.org/diffusion/B/browse/master/source/blender/windowmanager/intern/wm_event_system.c$2050-2052 ``` /* Only keymap entry with keymodifier is checked, * means all keys without modifier get handled too. */ /* That is currently needed to make overlapping events work (when you press A - G fast or so). */ ``` keymodifiers other than `Ctrl, Shift, Alt, OSkey` are not checked by keymaps without keymodifiers. This causes the first keymap in the list (which in this case is the one with `Left Mouse` and without the `Numpad Enter` modifier) to be used. A workaround is to move the keymap without the modifier to the bottom of the list (by deleting the keymap that has only `Left Mouse` and creating it again).

Added subscriber: @peroro

Added subscriber: @peroro

Thank you! This information was extremely helpful as I was mourning the loss of my spacebar modifier and though I think hotkey setup in blender should use modo as a template (including an easily comprehendable text file that you can edit hotkeys in) I'm happy to find that part of blender's lack of functionality was just my own lack of knowledge of how its hotkeys work.

Thank you! This information was extremely helpful as I was mourning the loss of my spacebar modifier and though I think hotkey setup in blender should use modo as a template (including an easily comprehendable text file that you can edit hotkeys in) I'm happy to find that part of blender's lack of functionality was just my own lack of knowledge of how its hotkeys work.

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

Added subscriber: @Genomo

Added subscriber: @Genomo

Added subscriber: @Neigh

Added subscriber: @Neigh

In #68621#837961, @mano-wii wrote:
A workaround is to move the keymap without the modifier to the bottom of the list (by deleting the keymap that has only Left Mouse and creating it again).

Hi Germano, hoping you might go into a bit more detail here? My confusion is such: If I create the following keymap Window > New File and I set it to F19 A then this will also trigger the "select all" command. But I can't put the new keymap above Object Mode > (De)select All because they are in separate branches of the keymap tree. Can you help make sense of how to implement the workaround? (is it even possible?)

> In #68621#837961, @mano-wii wrote: > A workaround is to move the keymap without the modifier to the bottom of the list (by deleting the keymap that has only `Left Mouse` and creating it again). Hi Germano, hoping you might go into a bit more detail here? My confusion is such: If I create the following keymap `Window > New File` and I set it to `F19 A` then this will also trigger the "select all" command. But I can't put the new keymap above `Object Mode > (De)select All` because they are in separate branches of the keymap tree. Can you help make sense of how to implement the workaround? (is it even possible?)

Added subscriber: @Rays-Lv

Added subscriber: @Rays-Lv
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Reference: blender/blender#68621
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