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The "Inspector" dock resizes itself when selecting a node with a long name #33741

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Torguen opened this issue Nov 19, 2019 · 6 comments · Fixed by #35369
Closed

The "Inspector" dock resizes itself when selecting a node with a long name #33741

Torguen opened this issue Nov 19, 2019 · 6 comments · Fixed by #35369

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@Torguen
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Torguen commented Nov 19, 2019

Godot version:
3.2 beta 1 mono

OS/device including version:
win10 64 home

Issue description:
Selecting some nodes causes the editor (the inspector doc) to resize windows called "docs" by itself.
I think that should not happen, simply if there is not enough space all the editors draw what fits in the space.

Size resizing occurs in the "Inspector" and "Node" right zone.

Steps to reproduce:
Simply select the "AnimationPlayer" node and then the "CollisionShape2D" node.

In the gif you can see that I allocated a lot of space and still, the editor is still resizing.
This cannot happen even if there is not enough space, the buttons and all panels must maintain their fixed position as long as the user does not change it.

GIF

This cannot be a problem of space because there is enough room to draw everything.

GIF

Minimal reproduction project:
testEditor.zip

@groud groud changed the title The "Inspector" doc resizes itself The "Inspector" dock resizes itself Nov 19, 2019
@vitorbalbio
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I think this is based on name size. If the name is short it do not happen.

@Calinou Calinou changed the title The "Inspector" dock resizes itself The "Inspector" dock resizes itself when selecting a node with a long name Jan 2, 2020
@Jiaming00
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Jiaming00 commented Jan 3, 2020

(base on 3.2 beta 4)
After many attempts, I think the real problem is:
When adjusting the window size, if the scene window reaches the minimum width and affects the tree window, then when you click on a node with a relatively short name (assuming there is a threshold here), the tree window width will automatically adjust (the purpose is not clear, it may be Is it for the full display of node names? But there is a problem with the logic.) When you click on a node with a relatively long name, the tree window width will not be adjusted automatically.

Case 1:When adjusting the width of the godot editor, the scene window does not reach the minimum width, so the tree window is not affected, the problem will not occur:

Case 2:First select a node with a shorter name. When adjusting the width of the godot editor, the scene window reaches the minimum width and the tree window is affected.When selecting a node with a longer name, the tree window width is automatically adjusted to the minimum size

Case 3First select a node with a longer name. When adjusting the width of the godot editor, the scene window reaches the minimum width and the tree window is affected.(1)When selecting a node with a longer name(But not the node that was selected first), the tree window width is automatically adjusted to the minimum size(Same with case 2). (2)When selecting a node with a shorter name, the tree window width automatically increases

@ghost
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ghost commented Jan 20, 2020

Seems to go back quite a bit, bisected it to f275de2

@YeldhamDev Not sure though why, or if it runs deeper still.

@Torguen
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Torguen commented Jan 29, 2020

Hi, this is still happening in 3.2 stable.
I think it's the same problem or am I wrong?
It happens with the "Remote" mode
GIF

@YeldhamDev
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@Torguen Does this only happens when clicking nodes in the remote tree? If so, it means that the warning needs to have it's text clipped as well.

@Torguen
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Torguen commented Jan 29, 2020

It seems so, it only happens in the case you mention.

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5 participants