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Add a new vector-based default editor theme #7294
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Would be nice if the editor/godot runtime is able to redraw all those vector icons on start or when resolution is changed 😃 |
i would like to help with this (i started to draw the elements some time ago), however @reduz once said that it will be too much work, i dont know if he was talking about the godot internals, but it those problems are solved i would be glad to help with the graphics. |
It looks great, I wonder how we could make it so the theme is generated
from SVG in real-time.
…On Mon, Jan 23, 2017 at 10:58 PM, Daniel Ramirez ***@***.***> wrote:
just another update, and also i think thats all, i have all the ui
elements done in svg, next step might be to polish and improve this, even
if it does not become the new default theme, someone can use the assets to
create a new them or improve this one.
[image: screenshot from 2017-01-23 19-50-01]
<https://cloud.githubusercontent.com/assets/1103897/22230805/59a5eb96-e1a5-11e6-99be-eb98246996bb.png>
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@reduz that would be really cool, but i guess the SVGs must be optimized for that (maybe after the optimizations we can make sure that only a small subset of SVG is used, and then create a mini SVG parser for that subset). |
BTW, the raphael.js SVG library (which I used a long time ago) countered the small-subset issue by converting everything to bezier curves when things like path collisions, lengths and so on had to be calculated. |
damn looks really good and seems to be an amazing approach. It even could be used inside final games. So Godot would support svgs and just converts them to the correct sized png when the they are used in a game. #4826 @djrm the design you are approaching is beautiful. Helps focusing on the actual work (code 2d editor...). I think the green for the selected design is a little too heavy. why did you choose it over s simple grey shade? But thank you a lot! for the effort! What about having all the svgs and the lowest res inside the Godot download. than ppl can choose whatever dpi they want (percentage based). The ui gets scaled but the default icons (pngs) are still used and just scaled (not resolution wise just stretched). so they are really low quality (blurred) but the correct size. than the svgs are getting converted to pngs with the correct size the images replaced. But probably you already have a better idea... (or this approach Is more than obvious) still wanted to share it. |
I made some tests. The conversion to svgs is pretty fast: |
@djrm do you have that theme from the screenshots uploaded somewhere? I'd love to use it, I love the flat design! |
What would compliment the new internals of 3.0? A fresh update to the default theme / UI, and this is in a fantastic direction. The ui concept calinou originally linked is incredibly fresh and would still be a great guide for continuing the progress djrm has made. |
@karroffel no I'm still working on this, but I've been very busy, also it is no a downloadable theme, it has to be merged in order to be used but im still not convinced about it maybe in a few weeks I will give it another try |
that visual graph editor looks so hot :D |
feeel free to PR into 3.0 whenever you want
…On Sat, Mar 25, 2017 at 8:02 PM, Nuno Donato ***@***.***> wrote:
that visual graph editor looks so hot :D
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@djrm i guess you also know the huge thread about the ui concept. |
@toger5 please show me the changes because im not sure what are you talking about. |
@djrm the changes I mean can be seen in this screenshot: there are no borders on the canvas editor (left right) and also for the other UI elements there are no borders: property editor ...I tried that too for some UI approches i made: And i think it looks good |
@djrm I also made the effort now to search for the code of the theme I made. this is the branch: I dont exactly know what i did. but you can go through all the changes and decide what u like. hope that helps |
As i mentioned some time ago, i have cpp code for convertig simple svgs to png. |
I really prefer the colors of the UIConcept. I think I know where you are coming from. the godot editor was using those dark violet like colors for some time now and it makes it stand out from any other editor. But It look kind of washed out for my eyes... |
@toger5 yes i will change the colors, in fact i already changed the colors and lost the old purpleish theme, now, the reason for a lighter color scheme is that when using the editor at daytime it i hard to identify things, but currently im looking for a better color scheme that is not too dark any suggestions are welcome. the current theme looks like this (i dont like it) |
I was thinking of doing some changes to the UI above, we discussed a few
things, but probably after alpha
…On Fri, Mar 31, 2017 at 7:41 PM, Daniel Ramirez ***@***.***> wrote:
@toger5 <https://github.com/toger5> yes i will change the colors, in fact
i already changed the colors and lost the old purpleish theme, now, the
reason for a lighter color scheme is that when using the editor at daytime
it i hard to identify things, but currently im looking for a better color
scheme that is not too dark any suggestions are welcome.
the current theme looks like this (i dont like it)
[image: screenshot from 2017-03-31 15-40-25]
<https://cloud.githubusercontent.com/assets/1103897/24571791/651e7756-1628-11e7-8a0a-4bead7215dd5.png>
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i mean to the top part of the UI (play, options, etc)
…On Fri, Mar 31, 2017 at 7:42 PM, Juan Linietsky ***@***.***> wrote:
I was thinking of doing some changes to the UI above, we discussed a few
things, but probably after alpha
On Fri, Mar 31, 2017 at 7:41 PM, Daniel Ramirez ***@***.***>
wrote:
> @toger5 <https://github.com/toger5> yes i will change the colors, in
> fact i already changed the colors and lost the old purpleish theme, now,
> the reason for a lighter color scheme is that when using the editor at
> daytime it i hard to identify things, but currently im looking for a better
> color scheme that is not too dark any suggestions are welcome.
>
> the current theme looks like this (i dont like it)
>
> [image: screenshot from 2017-03-31 15-40-25]
> <https://cloud.githubusercontent.com/assets/1103897/24571791/651e7756-1628-11e7-8a0a-4bead7215dd5.png>
>
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@djrm I really like the new highlight with green only at the bottom. Although I see the point of making it easier to see it at daylight I'm missing the contrast. maybe you can at least make the background almost completely black |
@djrm this should be really easy to do with just making a transparent style box. And changing the font of the active style. |
The logo was refreshed. It's basically the same goofy robot thing. Just looks a bit slimmer. |
@MakeGodotGreatAgain It sounds like you have some valid concerns. Your first post should have had more things like this:
Which start a dialogue and are much more actionable than comments like:
Which are mean spirited and disrespectful of the hard work of the people in this thread. |
Speaking of the old theme. Is it possible to get it back with the Custom Theme option? Or are there still some parts hard-coded in the code? |
@MakeGodotGreatAgain That PR is old. The logo will not change but only the slight refresh it was given. The buttons won't stick out that much in the updated theme. I'm sure the new theme manager will give everyone what they want. |
@MakeGodotGreatAgain: You are right in saying that I called out one other community member for something similar. Tone is extremely important both for both the health of the community as a whole and for you to get your point across. I could have completely ignored your comment (as I'm assuming most would, again due to its tone), but I think there should be a minimum bar for courtesy and I'm pretty sure most people would agree that you crossed it. You have voiced some valid feedback and I'm sure the people working on the theme appreciate that you took the time to voice it. But it is seriously in your best interest to be diplomatic if you want your voice to be heard. |
Ok, so since this thread is turning into a bit of a drama, let me chime in. I'm not the kind of person that will hold back on giving shit to someone just because they got badge or whatever (you can ask almost anyone here, I got serious problems with respecting authority) but, sir, it seems like you got personal problem. I personally like the new theme. A bit on androidish side but I can appreciate that. If you don't like default theme, just go and change it (or wait until I release my sweet creation). If you're the only one not liking it and you don't want to do anything about it, you can go sodomize yourself with a baton. Also, isn't it's a bit too soon to judge theme by pre alpha state? |
What, the fact that buttons are drawing attention? Well, I have a couple ideas about that.
I'm not sure where you live but if you've EVER interacted with ANY UI in past I dunno 3-4 years you should've noticed that. For fuck's sake, even github comment field background tabs don't have anything behind them. I don't see you complaining about that.
Please do that on camera and post on youtube. I'm into some kinky stuff.
Yes. Look at the reply to see why your complaint is extremely stupid. |
And that's why you got a personal problem. Choosing between you (considering your avatar with stale memes you do seem like a person from 2011) and everyone who actually moves with time and wants a slick theme is kinda simple. Spock taught us that much. And if you want more examples here are a couple: Apple products, google products, everything windows, a good part of linux desktop environments and a crap ton of proprietary programs. Theme just follows actual 2017 trends. I'm not sure if you got android 6> in 2011 but you can look at screenshots and see where the inspiration came from. |
I would never shun you. |
Have fun being out there. And while you there you might look at some actual design docs https://material.io/guidelines/material-design/introduction.html That will bring you back to 2017. |
@MakeGodotGreatAgain First of all thank you for bringing up concerns. That is indeed appreciated. It cost you some energy me and a lot of others some time and your points where still not appropriately evaluated. And another point: READ BEFORE COMMENT. I see that I'm asking for A LOT considering the thread length... But it is fair to spend this extra amount of time. To sum up: Always evaluate how your comment will affect the behaviour of the community and evaluate if that effect helps you in succeeding whatever you are aiming for! I know society seems to be extremely backwards but humans are just not objective enough to play the simple game :) so you need to put in some effort to achieve whatever you want to achieve. back to topic: @mcanders I think the approach of a dedicated team for the theme is good but not executable. It is hard to give open source contributors that amount of responsibility. ppl get not payed or similar. so they just do things which they enjoy working on (also answers the @MakeGodotGreatAgain why things which are working get changed) and don't like in the current version soo much that they were willing to spend time on and everybody should be thankful about it ;) djrm recently made the decision to not spend that much time anymore. And this kind of freedom is important to keep motivation up. |
@riirii theme manager? I was thinking something like that could be achieved without too much work, are you working on it? @toger5 I'm not a fan of the blue nor of the weird green stuff. I've been messing around with the theme but one issue I'm having is that changing the pngs has no effect, I'm having to replace texture styles with flat styles which isn't ideal. Any idea where I'm going wrong? |
@Zephilinox The pngs have no effect because the paths need to be correct, otherwise they point to the res:// folder which is relative to the current opend project (at least thats the way I understand it) to get a deeper understanding checkou this install script |
Thanks that explains a lot. |
@toger5: There are definitely benefits to both approaches. The community driven approach is more organic, encourages more participation, and allows for competition (the good kind), but it is also less focused and competition (the bad kind) could result in some people getting hurt or having their work "thrown out". Like what if someone else spun up another design thread and spent just as much work as you, @djrm, and @alelepd implementing their own proposal? (sorry if i forgot to mention someone in this thread) Only one design can be chosen and someone will get burned. Who has the final say? Is it @reduz or do the "core developers" vote? A formalized hierarchy and organization structure actually protects contributors and reduces redundant efforts. Apologies for derailing things, this is well in the realm of off topic. If anyone is interested in continuing this conversation elsewhere, I'm often around on the discord channel under this handle. |
@mcanders this is why godot should have several selectable themes instead of just one |
@Zephilinox we still need one as the default without choosing. One of godots core advantages is the small size so there I doubt ppl will appreciate it being shipped with multiple themes. And installing one requires downloading... point being a lot of ppl will still use default theme @mcanders I hope that anybody who works on it mentions it to the community (other than me at the beginning ;) ) |
Default theme matters a lot less than having some choice. I don't think a megabyte of images per theme is going to make anyone stop using godot, there only really needs to be 3 anyway |
Two or three themes are highly unlikely to increase Godot's download size enough for it to matter for people downloading. |
Wow. I just came back from trip and new theme in master! :D NICE! Looks great. @djrm Do you plan to change HTML5 icon? It looks a bit weird being so much orange among white icons :D |
@toger5 about the pngs, I'm not understanding how paths are related to this. I'm not using a custom .tres theme, I'm editing the engine source. Am I supposed to place the pngs that are in /scene/resources/default_theme somewhere else? |
Oh i see. This is how it works: there is a header with all the images as variables in hex (i think). |
@Zireael07 so you want multiple thems build into godot. Thats interesting. I alsways had the attitude that the ppl who care enough would also go and download one. But maybe that is indeed wanted. |
@toger5: They could also be available as (optional) assets but they'd have to be artificially kept in one place to not get lost in the list. Basically I have no strong feelings regarding either a light or a dark theme, I think there should be a basic theme thing that's then tinted light or dark and made available to end users, so that's two (or maybe) three options for end users. |
@toger5 ah I see, thanks, I think I figured it out: Edit svg to whatever you want |
@Zireael07 @toger5 as I mentioned before, maybe the (blue) tinted as default and neutral (gray) dark and light as optional, most desktop environments come with light and dark grays as defaults nowadays and could be good to have them too. |
Alright, this issue is going out of hand, time to stop that derailing train. I'm glad to see many new names here of people getting involved in discussions, but you all need to know what your place is. As many free and open source projects, Godot is a meritocracy, and the decision goes to those who do the work. If you're never contributed to the project, you can't really burst in and tell every contributor that they're wrong and that you know better - you won't be heard, even if some of your concerns are valid. Several contributors have been working on a new theme for months, namely @djrm, @toger5, @volzhs, @alelepd and a few others. Godot's core developers liked the WIP and decided that it will be the new visual branding for Godot 3.0, as it's modern and refreshing. Design changes will never please everyone, so it's normal that some prefer the 2.x theme and are annoyed at the change - but don't waste your breath, @djrm's work was a great base for what we want to have as default theme in 3.0, and we'll build upon that, not go backwards. As I mentioned, what was merged is a work in progress, so it will still be improved. @volzhs already addressed some issues, I see on IRC that @n-pigeon is working on some improvements too - those are the kind of contributors that bring us somewhere. People just ranting about what they don't like aren't, and are likely to be ignored. Instead, implement the changes you have in mind, and make a PR showing how it looked before and how it looks after (especially for all the nit-picking on color choices, we don't really to start doing name calling for something so trivial...). So if you genuinely want to help, please respect the work that has been done by existing contributors, and try to bring constructive feedback. Make mockups of what you have in mind, or best, implement it and show us the results. It will never be possible to please everyone, but we can find something most of us will be happy with. I'll close this issue which has become unreadable. Please open specific issues for the various problems that still need to be addressed in the current editor theme (color palette, margins and borders, buttons, etc.), and also of course potential issues that might have been introduced in the default theme used when prototyping games. And thanks a lot to all those who have worked on the current theme, you did an awesome job :) |
A new, vector-based theme for the editor is required for good-looking hiDPI support. It should probably be drawn using Inkscape and be exportable to PNG with a script, just like the current icons.
Related issue: UI Concept for Godot
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