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gui/launcher pause handling changes #1128
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if ch == ' ' then return text:match('%S$') end | ||
-- if game was not initially paused, then allow double-space to toggle pause | ||
if ch == ' ' and not self.parent_view.parent_view.saved_pause_state then | ||
return text:sub(1, self.subviews.editfield.cursor - 1):match('%S$') |
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this is better than before since not being able to unpause when you want to is less bad than unpausing when you don't want to, but I worry that this is still too opaque. I like the ideas in #665 for raising the visibility of (and reducing potential confusion about) this feature. We can look into that as a followup.
In the meantime, could you update the gui/launcher
docs regarding the pause behavior? Also needs a changelog line.
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I'm not sure I understand how #665 would work. Would we conditionally hide/show the "Space: pause/unpause" label if space
is going to have an effect? When it's hidden, it would be just as opaque as it is now, IMO.
I was hoping to gather some testing feedback before going through the docs updates. Will follow up on Discord.
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I'm not sure I understand how #665 would work.
me neither, which is why I never merged it, but something along the proposed lines of "make the current state and potential state changes more visible and accessible" seems like a good idea.
FWIW I'm fine with this change as written, at least until we can find a way to improve the overall UX
Pausing is handled by keybind |
That is true, and we should look at making that logic more robust, but I think changing that is outside the scope of this PR. |
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needs doc update for pause behavior
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