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Allow detaching the bottom panel to a separate window #7984

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Dahrasz opened this issue Oct 4, 2023 · 5 comments
Open

Allow detaching the bottom panel to a separate window #7984

Dahrasz opened this issue Oct 4, 2023 · 5 comments

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@Dahrasz
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Dahrasz commented Oct 4, 2023

Describe the project you are working on

A 2D pixel-art turn-based RPG.

Describe the problem or limitation you are having in your project

The bottom panel takes up too much screen space when using some of the contextual editors. For instance, while mapping with the TileMap editor, I can either increase the size of the TileMap editor enough to see the available tiles, or increase the size of the visible map I am working in, but not both simultaneously. This issue also occurs when working with other editors, such as the Animation editor.

Describe the feature / enhancement and how it helps to overcome the problem or limitation

Add the ability to detach the entire bottom dock editor into a separate window, similar to how the Shader Editor may be undocked. This would allow me to move contextual editors such as the Animation and TileMap editors to another screen, allowing those tools to be larger while maintaining the size of the visible scene.

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

Here is where the undock button could be placed:
UndockButton

And here is what the undocked panel would look like:
Undocked

Obviously, in real use, the undocked bottom panel would probably be on a 2nd monitor.

If this enhancement will not be used often, can it be worked around with a few lines of script?

This enhancement would be used often by people with multiple monitors. It cannot currently be worked around with script.

Is there a reason why this should be core and not an add-on in the asset library?

This would improve core multi-monitor support and customizability of the engine.

@Calinou
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Calinou commented Oct 4, 2023

@Calinou Calinou changed the title Allow Bottom Panel Contextual Editor to be a Dock Allow detaching the bottom panel to a separate window Oct 4, 2023
@SpectralCascade
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SpectralCascade commented Dec 7, 2023

I'm currently looking into using Godot for a new project at the moment - and the fact you can't realign stuff like the output view with other docks and tabs is frustrating. Coming from a lot of other software that has dockable windows where you can actually mix and match editor windows arbitrarily to your heart's content, my workflow isn't as optimal as it could be. For instance in Unity I have typically had the console (equivalent of the "output" view) alongside the searchable file browser with asset previews so I can easily log file paths to the output and get to them in editor rather than opening up a native file explorer window. I can still do that in Godot but I lose precious hierarchy or inspector space - the main view being fixed, with this bottom view stuck to it, is a hindrance. Frankly I think the docking system needs an overhaul as mentioned in issue #1508 with priority, as it would resolve this issue at the same time

@amberlandeveloper

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@Calinou
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Calinou commented Dec 11, 2023

@amberlandeveloper Please don't bump issues without contributing significant new information. Use the 👍 reaction button on the first post instead.

@jjolmo
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jjolmo commented Feb 5, 2024

I can see another interesting motivation to include floating windows. The tilemap editor could be more usable in wide screens allowing you to have more space to draw tiles and have a better big picture of what is being drawn on screen. I did some cheap mockup of how it could look with the detachable window in the bottom side:
image

We can already make the scene, import, inspector, node, and history tabs as floating. You could create some kind of "Creative View" with this proposal

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