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Shortcuts to open/close bottom panel (Output, Debugger, FileSystem, ....) #9050

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viksl opened this issue Feb 7, 2024 · 1 comment
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@viksl
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viksl commented Feb 7, 2024

Describe the project you are working on

Not project specific.

Describe the problem or limitation you are having in your project

Bottom panels have no shortcut to open/close them. This is quite uncomfortable to work with in the long run when you need to toggle these on and off. This is in particular annoying when you turn the Output tab to auto close (editor settings) when the game session closes since you don't want to have it open all the time but sometimes it's necessary for quick checks so you either always do it manually or switch the auto close off and then close it manually with mouse.
All these force you to move from keyboard to mouse and so on and with some quick interative work especially with an external editor this starts getting tedious very quickly.

Apart from this in 4.3 it seems the PR godotengine/godot#86765 (comment) adding FileSystem (FS) to the bottom panel will be landing, FS is used all the time but you don't want to have it open all the time too since it takes away from the viewport, same with shaders, animation and such.

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

The solution to this seems to be rather simple in design (no idea how difficult this owuld be to implement though?), let's add shortcuts to open these bottom panels.

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

Shortcut per every option which can be in the bottom panel (for FileSystem this needs a conditional check if it's docked in the bottom panel or not), unassigned as default not to polute the shortcut map.

(for an example how this work you can check Unreal Engine wherre ctrl+spacebar which opens the panel, it's a very common workflow in UE when working with files, tehcnically in UE after your drag and drop the content browser auto closes but I don't think that's necessary at least unless someone brings it up in the future which could be a separate PR)

tt

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

Not really, it would necessitate a use of a plugin or custom godot build.

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

Considering it's not project or game problem specific tool and since godot doesn't have templates or global plugins which would be always on I'd say it's better to make it part of the core rather than handle externally.

@Calinou
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Calinou commented Feb 7, 2024

Thanks for the report! Consolidating in #380.

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