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Add a built-in way to load theme resources as editor theme #3310
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I don't understand the difference between this proposal and the custom theme editor setting that's already available. Custom fonts can also be specified in the editor settings already. |
The one that's already available only allow customizing basic stuff like
colors, etc. but not custom styles
…On Fri, Sep 17, 2021, 14:28 Hugo Locurcio ***@***.***> wrote:
I don't understand the difference between this proposal and the custom
theme editor setting that's already available.
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I don't remember this field using a theme resource... Huh...
…On Fri, Sep 17, 2021, 16:43 Yuri Sizov ***@***.***> wrote:
Closed #3310 <#3310>.
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Well, that's what it is for. As of 3.3.3 it requires you to provide a full theme resource for the editor. You can create a copy of the current editor theme and edit it using the old theme editor. Starting 3.4 you can have a partial theme resource, i.e. a resource that only overrides the necessary stuff on top of the base editor theme. And you can also create as granular copy as you want from the editor theme using the new theme editor. |
That's cool. It's unfortunate that the field doesn't seem to be documented,
though.
…On Fri, Sep 17, 2021, 16:47 Yuri Sizov ***@***.***> wrote:
Well, that's what it is for.
[image: image]
<https://user-images.githubusercontent.com/11782833/133762851-8d05586d-d8d3-4d76-9115-35438f06ea3f.png>
As for *3.3.3* it requires you to provide a full theme resource for the
editor. You can create a copy of the current editor theme and edit it using
the old theme editor.
Starting *3.4* you can have a partial theme resource, i.e. a resource
that only overrides the necessary stuff on top of the base editor theme.
And you can also create as granular copy as you want from the editor theme
using the new theme editor.
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I don’t think editor settings are documented in general at the moment? |
Sad |
See #1339 and its implementation godotengine/godot#48548. |
Something to note, 3.3.3 seem to crash if I try to use a partial theme resource. Themes replicated from current editor theme got me a little bit further but also crashes. Potential issue maybe? |
Describe the project you are working on
Nothing in particular.
Describe the problem or limitation you are having in your project
(none)
Describe the feature / enhancement and how it helps to overcome the problem or limitation
I just thought it'd be a nice idea to be able to completely customize the look of Godot's editor and not just a few stuff provided in the settings. This could allow more in-depth customizations such as custom fonts, or even revamping the look of the editor.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
This can already be done from an
EditorPlugin
script by getting the editor's interface(get_editor_interface()
) and from the editor's interface, getting the base control of the editor(get_base_control()
and setting the base control's theme. Althought this kind of works, it is very hacky, can cause visual glitches, and require doing it all over again when loading a new theme.If this is to be implemented into Godot's editor, there have to be a few requirements, such as that when the theme is unset, the editor should reset to the built-in theme.
If this enhancement will not be used often, can it be worked around with a few lines of script?
(Can't find the old script I used to do this, but it can be implemented as explained above)
Is there a reason why this should be core and not an add-on in the asset library?
As I said, while it can be done from an
EditorPlugin
script, it is hacky and can sometimes cause visual glitches.The text was updated successfully, but these errors were encountered: