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Fix BottomPanel
excessive width.
#97878
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WhalesState
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Oct 6, 2024
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- Fixes: Too many plugins on the bottom panel make it impossible to resize side panels #95681
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Tested locally. With a typical use case, this allows the bottom bar to stay as narrow as it currently does in 4.3. However, this PR does truncate names unnecessarily by forcing each button to have an equal-length name. Subjectively, forcing equal spacing also looks slightly worse at wide widths. With the second MRP in the issue (#95681 (comment)). On a 1080 screen (I use windows with the taskbar on the side, so the width is a bit less than 1080), that MRP still produces a broken UI with this PR. The right side of the inspector is cut off, and the left and right panels still can't be dragged to rescale. I suspect one of the other proposed solutions mentioned in the issue, using a TabBar or HFlowContainer, is a more robust solution. |
Maybe |
We could add text customization to TabBar (see godotengine/godot-proposals#9161 and #88709). We could also add the ability to change tabs when dragging, as it would be useful for regular docks (added in #86765). But the real problem with changing it to a TabBar is the method |
We can consider creating a custom |
Another try. BottomPanel2.mp4 |
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Reviewing functionality, not code:
Tested the new version with the arrows. It works great for both typical editor usage and the pathological MRP. I like this solution, it feels very natural.
The arrows should be either disabled (grayed out and non-interactive) or completely hidden when all the buttons fit horizontally (which is most of the time, in typical editor usage). I would personally prefer being hidden entirely, since in typical editor usage you should never need to use these arrows. But you can find a precedent for either hiding or disabling within the BottomPanel
itself (toast notifications are disabled/enabled, but the expand vertically button hides and unhides).
Thank You! Disabling buttons is safer than hiding them to prevent accidental selection. Additionally, connecting the I'm just laying the groundwork, and it's open to future changes and improvements. |
I would prefer these buttons to be hidden, which is typical editor usage 99.999999% of the time. |
To avoid accidental selection we can only hide them when they aren't needed, and then we can show both and disable each one separately when there are many editor plugins. |
Hiding was so easy, the issue was disabling the buttons which have required a lot of code and to be deferred to work properly, hiding the buttons when not needed and disabling each one when it reaches it's own limit makes it more usable.
I have tried to make it deferred and also have tried to adjust the
Should i also check for |
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For updating disable status, maybe connecting |
It's enough for the left button, but for the right button it should update when resized or when the |
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There are some inefficient calls (see comments), but functionally it's ok.
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Please rebase to fix a CI problem |
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Why close? |
I want to start by expressing my sincere respect for all Godot developers. I have learned so much from you all, and I am genuinely grateful for the many times you've helped me correct my mistakes and deepen my understanding of Godot. Thank you for your support and guidance. I apologize if my decision to close my PRs seemed abrupt. I know many developers are currently occupied with GodotCon and the holiday season. One reason for closing my PRs is that I am working on another Godot fork, and I need to consolidate everything under my main GitHub account. I also felt that my PRs weren’t receiving attention, even those that were already approved and had been pending for over 20 days. However, there was a deeper issue: several of my merged PRs in the Blazium fork were cherry-picked by the Redot project before these changes were integrated into Godot 4.x. I had applied these changes specifically to the Blazium engine, yet Redot copied my commits, divided them into multiple PRs, and presented them as if they were original contributions without any acknowledgment. This experience was frustrating and discouraging. Another concern I have is related to the approach toward blocking on GitHub. I'm concerned about the possibility of being blocked if my personal opinions or beliefs don’t align with certain community politics or principles. This has made me cautious, as I deeply value the freedom that open-source projects stand for. |
@WhalesState I am sorry to hear that. However the only people that were blocked from Github were people opening spam issues on our bug tracker. The people who claimed they were blocked because of something they said on Twitter were lying, they had posted spam to the Github. |
Godot didn't say anything about this, they didn't correct it and thank you for making it clear, we are left to hear from one side and i didn't care about being blocked anywhere except on github, I always try to stay away from politics and to focus on learning and writing code. |