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Highlight context menu items at the top of the 2D/3D viewports #35891
Highlight context menu items at the top of the 2D/3D viewports #35891
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Could be this godotengine/godot-proposals#368 or this godotengine/godot-proposals#14 maybe. |
Is it highlighted all the time? If so, i think blinking several times on change (and then back to usual color) would be better. |
We discussed at the Godot sprint about that. Also, a consensus was to change the way the top bar is organised. It would be split on two, with sticking to the left the whole list of tools, and sticking to the right the menus. This might look weird with color so it should probably be implemented first and we would see what happens. |
See also: godotengine/godot-proposals#14 |
@arkology Blinking would probably be a bit too distracting. I don't remember seeing blinking being often at all in UIs, except to notify the user of a forbidden action (like clicking outside an exclusive modal window on Windows). It'd also complexify the implementation significantly for little gain 🙂 That said, I can make the background color a tad more subtle or even use an underline as @groud said. |
Here are some alternative design proposals, with the current one for comparison: OriginalSubtler backgroundAccent color opacity is set to 24% instead of 30%. OverlineUnderline(The Underline and Overline designs take slightly more space and make text no longer aligned. This is due to a StyleBoxFlat quirk I need to iron out.) |
Underline has potential, but could it be thicker? |
@KoBeWi It could be, but it'd make the spacing problem I mentioned even worse until I find a way to fix it 🙂 I added the underline by calling |
@Calinou I think overline/underline looks much more better. As for me, i prefer overline, because it doesn't make this top panel look "heavy". But underline is also great. |
I like the suggestions of @Calinou since in the light theme of the original suggestion, it looks more like it's being disabled instead of highlighted. |
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You missed |
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So I just discovered something about styleboxes. If you set |
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Rebased and tested again, it works successfully. PS: Some contextual editors such as GPUParticles2D and CPUParticles2D add their own VSeparator at the beginning, but they probably shouldn't since this separator is already added by the CanvasItemEditorPlugin or Node3DEditorPlugin. This can be addressed in a future PR. |
@KoBeWi This works; maybe we can try a mix of both (with the background opacity lowered to 12.5%). What do you think? |
Yeah, a very subtle background is fine. You could even try lowering it to 10%. |
Done, I pushed it. |
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Having the blue line be right next to the other blue line around the viewport does look a bit strange, but I can't think of any definitive ways to improve it. If we put the line at the top it might look confusing to have the same visual design as the dock tabs when this isn't a tab. Having just highlighting and no line is another option, but the line is more modern, so I'm not sure.
Anyway, I'll give this a ✔️, it can always be tweaked later.
EDIT: I suggest merging #48567 first.
#48567 will help with this a bit. |
Needs a rebase. |
This makes it easier to notice that some menu items only appear when specific nodes are selected. This change applies to both 2D and 3D editors, including both plugin-based menus and the hardcoded 2D layout/animation contextual menus.
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Thanks! |
master
version of #51087.This makes it easier to notice that some menu items only appear when specific nodes are selected.
This change applies to both 2D and 3D editors, including both plugin-based menus and the hardcoded 2D layout/animation contextual menus.
This closes #11566 and possibly other issues/proposals.
Preview
Old versions
A blended version of the editor theme's accent color is used for highlighting (25% opacity).
Even older versions
Dark theme
Light theme