[QoL] UI Keyboard Input

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MauriceB
Posts: 35
Joined: Thu Nov 07, 2024 6:53 pm

[QoL] UI Keyboard Input

Post by MauriceB »

It would be really useful if the unit/group info panel (on right side of the main form) did not consume the "spacebar event" and, instead, passed it on to the Main Form. So many, many times i pause the game (or a pop-up pauses the game) and i change some speed or depth or sensor info on the unit panel then click space to un-pause. But, the spacebar is consumed by the unit panel (with no effect except for clicking the control that i probably just mouse clicked) and does not un-pause the game. So i have to mouse click somewhere on map (most likely unselecting a unit I wanted to keep selected) then hit space to resume game.

The + and - keys are passed on through the info panel but, boy, would it be nice if the spacebar was too.
mikerohan
Posts: 144
Joined: Wed May 23, 2007 1:23 pm
Location: Western Europe

Re: [QoL] UI Keyboard Input

Post by mikerohan »

MauriceB wrote: Thu Nov 07, 2024 7:02 pm It would be really useful if the unit/group info panel (on right side of the main form) did not consume the "spacebar event" and, instead, passed it on to the Main Form. So many, many times i pause the game (or a pop-up pauses the game) and i change some speed or depth or sensor info on the unit panel then click space to un-pause. But, the spacebar is consumed by the unit panel (with no effect except for clicking the control that i probably just mouse clicked) and does not un-pause the game. So i have to mouse click somewhere on map (most likely unselecting a unit I wanted to keep selected) then hit space to resume game.

The + and - keys are passed on through the info panel but, boy, would it be nice if the spacebar was too.
Yes please! or a global hook that intercepts the "space bar" event and uses it for pause/unpause ONLY.
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