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Rework scene creation dialog #61954

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merged 1 commit into from
Jun 27, 2022
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KoBeWi
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@KoBeWi KoBeWi commented Jun 12, 2022

Replaces this thing
image

With this 馃槑
godot windows tools 64_GMh3E1bbRs

Closes #34524

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@fire-forge fire-forge left a comment

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I think it could use a bit of padding here, maybe 4px:

image

Also instead of always using the regular Node icon for custom type, it could change to the icon of whatever node is selected.

Aside from that, the new design is pretty good!

editor/scene_create_dialog.cpp Outdated Show resolved Hide resolved
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Ansraer commented Jun 12, 2022

Hmm, the indentation of the radio buttons feels wrong to me when compared to scene name and root name fields. Maybe some padding between the last radio option and scene name could help?
Or maybe try moving the radio buttons below the root name field. Having the top fields look less indented than the bottom ones will probably look better.

Also, I think you should remove the dot in the root name placeholder text. Most UIs I can think of don't use punctuation in input hints.

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KoBeWi commented Jun 12, 2022

Ok seems finished:

godot.windows.tools.64_GYo2MVWjXR.mp4

Doing code cleanup rn.

@KoBeWi KoBeWi marked this pull request as ready for review June 12, 2022 18:33
@KoBeWi KoBeWi requested a review from a team as a code owner June 12, 2022 18:33
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What do you think about using a dropdown list/OptionButton for the scene file extension? I noticed it only allows .tscn and .scn and not any arbitrary extensions, so that would make it easier to know what extensions are allowed and would remove the need for the invalid extension warning message.

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Ansraer commented Jun 14, 2022

I really think this would look better if you moved scene name and root name above root type.

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KoBeWi commented Jun 21, 2022

What do you think about using a dropdown list/OptionButton for the scene file extension?

Done:
image

I really think this would look better if you moved scene name and root name above root type.

Not really:
image

@akien-mga akien-mga merged commit c41e4b1 into godotengine:master Jun 27, 2022
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Thanks!

@KoBeWi KoBeWi deleted the scene_factory馃彮 branch June 27, 2022 13:02
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Sslaxx commented Jun 27, 2022

Any chance of this being cherrypicked?

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djrain commented Jul 7, 2022

Very nice improvement. Overall it feels a bit cramped though, could there be a bit more separation between categories? And on the other hand, the vertical spacing between the radio options seems maybe a bit much, though we do want them to be easily clickable so maybe not... but the spacing between error text lines could be condensed.

IMO it would be better if the "root type" showed the actual node names. Node2D / Control etc. would be more immediately recognizable to any non-beginner. Also the cancel/confirm buttons should be swapped.

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IMO it would be better if the "root type" showed the actual node names. Node2D / Control etc. would be more immediately recognizable to any non-beginner.

I personally think the buttons are fine the way they are now. It describes the intent of the scene (2D, 3D, or UI) instead of the actual node type used.

Also the cancel/confirm buttons should be swapped.

The cancel and ok buttons order is different depending on the platform. So whichever platform you're on must use a different order than the platform KoBeWi took the screenshots on. See this quote from #59382:

The position (left/right) of the Cancel and OK buttons in AcceptDialog
are DisplayServer specific, as Windows uses OK/Cancel and macOS uses Cancel/OK.

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FileSystem -> Create Scene has different behaviour than Scene -> New Scene
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