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Update the Drag and Drop demo and the Tween demo #570
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The Tween Demo changes you've made look pritty nice, but i don't see the point of this PR
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Yes, I see what you're trying to do, but this doesn't fit with ower main issue ( Issue #390 ) which is making Demos more polished |
That's not what I meant in #390. A consistent visual language is not so much about using a theme resource for UI as it is about writing a style guide and loosely following it. You can't strictly share resources and apply the same theme resource everywhere, it may look inconsistent and off in some demos. It depends on the context. To me, it's fine if all tool-like UI in the demos uses default UI styles, like in this example. It looks fine, it's clear where buttons are, what you can click, and it's visually clear the demo's a tool to test engine features. When it comes to code style and structure, I think that:
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Now i want to Improve this Repo, Because i really like the idea of Showcasing Godot Features and ideas in simple Project So far it's really good Well done @aaronfranke , I recommend putting a Random int genrator for Drage and Drop Demo func _ready():
var c = []
randomize()
for i in range(3):
c.append(randi(0, 1))
set_pick_color(c[0], c[1], c[2]) |
This PR was inspired by #548, which raises some very good points, even if I don't think it's good as a whole.
This doesn't close 548 just yet, I haven't looked at the Tween script changes, a lot of which is probably useful.EDIT: See 3rd commit.Drag and Drop:
ColorPickerButton
nodes be children of aGridContainer
.Tween:
Icon before/after:
Screenshot before (note: the demo did not look exactly like this before, but still fairly similar, the background color is different):
Screenshot after: