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Rethink close action, close commands, close requirements and also the ability to close menus in general #8

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BlitzOffline opened this issue Dec 23, 2023 · 3 comments
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deprecation Deprecate or remove a feature enhancement New feature or request

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@BlitzOffline
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Right now, there's 2 ways to close a menu:

  • Press escape (or any other key or action that usually lets you close an inventory in Minecraft)
  • Press an item inside the menu that will execute the [close] action.

These 2 ways of closing a menu work very differently at the moment:

  • If you close the menu using the escape button, it can't be cancelled. Also, close_commands don't get executed.
  • If you close the menu using the [close] action, menu designers can chose when the menus can be closed, and also they can execute extra actions when the menu is closed.

I am proposing a few things:

  • We add close requirements. These would let menu designer more easily decide when menus can be closed. These would only work with the [close] action just like the close requirements.
  • We add a new per menu option that would let menu designer chose if players should be able to close menus using only the [close] action or if they should also be able to use escape.
@Starmism Starmism added the enhancement New feature or request label Dec 30, 2023
@cj89898
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cj89898 commented Jan 24, 2024

I know it would be counter-intuitive, but if we added a menu option for configurations to disable the escape key, should we add anything like if the user tries to press escape 5 times, it closes the menu? Maybe re-opens the menu when the user comes back from the pause menu? (If possible)

Really it should come down to the configurator, hopefully knowing the problems it could cause for users, and also being able to make a very visible [close] button.

Maybe it's required that one of the items a user can click needs to have a [close] action? But then that adds complications to which items the user can actually view... then which items they can actually click... (which would be impossible because you'd have to check requirements before they click it)

Just some thoughts 🤷

@BlitzOffline
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I know it would be counter-intuitive, but if we added a menu option for configurations to disable the escape key, should we add anything like if the user tries to press escape 5 times, it closes the menu? Maybe re-opens the menu when the user comes back from the pause menu? (If possible)

Really it should come down to the configurator, hopefully knowing the problems it could cause for users, and also being able to make a very visible [close] button.

Maybe it's required that one of the items a user can click needs to have a [close] action? But then that adds complications to which items the user can actually view... then which items they can actually click... (which would be impossible because you'd have to check requirements before they click it)

Just some thoughts 🤷

I think that if menu designers want players to never close menus, it should be their decision to make not ours. After all, there is always an app close button.

Somehow letting "close" requirements and actions know if they're being triggered by a [close] action or by other means might be good for menu customizability but this isn't easy to implement and would require having separate close actions and close requirements for each closing type which might become annoying to most people who probably don't want the feature and will have to duplicate a lot of actions and requirements.

@cj89898
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cj89898 commented Jan 26, 2024

I think that if menu designers want players to never close menus, it should be their decision to make not ours. After all, there is always an app close button.

Understandable, the only case I was thinking of was: A user is in fullscreen and doesn't really know how to escape fullscreen with F11, close their game with Alt+F4, etc.

@BlitzOffline BlitzOffline added the deprecation Deprecate or remove a feature label May 25, 2024
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