Is your feature request related to a problem?
No
Describe the solution you'd like
You know how you can press option to release the cursor whenever you want? Well what if there was a way to map certain keys to also do this cursor release behavior? The user benefit is that it would save you a press of the option key when you are interacting with certain in-game menus where you will end up pressing option after anyways. While this seems insignificant and trivial, one less key you need to press will add up over time and reduces redundant interactions.
Examples (Genshin):
- pressing
J to open the quest menu, you're going to press option after opening this anyways to select a quest or choose navigation
- pressing
M to open the world map, you're going to press option after to choose a teleporter or add a marker
- pressing
C to open the character menu, you're going to press option after anyways to click on a character or weapon, artifacts, etc.
- pressing any of the keys mapped to the following menus: Events, BP, wishes, adventurer's handbook, bag/inventory
- you get the idea
Anything else?
How this might work in terms of UI/logic:
- imagine it as a new circle with a new icon added to the radial 'add keymap' menu in keymap editor, instead of 4 circles/options to choose from there's now 5
- like the other options, choosing it will allow you to map any key (except option, cmd, LMB, RMB, etc.)
- if the cursor is not currently released and any of the mapped cursor toggle keys are pressed, the cursor will be released
- press option to lock the cursor again as you normally would
Issue Language
Is your feature request related to a problem?
No
Describe the solution you'd like
You know how you can press
optionto release the cursor whenever you want? Well what if there was a way to map certain keys to also do this cursor release behavior? The user benefit is that it would save you a press of theoptionkey when you are interacting with certain in-game menus where you will end up pressingoptionafter anyways. While this seems insignificant and trivial, one less key you need to press will add up over time and reduces redundant interactions.Examples (Genshin):
Jto open the quest menu, you're going to pressoptionafter opening this anyways to select a quest or choose navigationMto open the world map, you're going to pressoptionafter to choose a teleporter or add a markerCto open the character menu, you're going to pressoptionafter anyways to click on a character or weapon, artifacts, etc.Anything else?
How this might work in terms of UI/logic:
Issue Language