-
-
Notifications
You must be signed in to change notification settings - Fork 22k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Better small screen support #84114
Draft
caimantilla
wants to merge
6
commits into
godotengine:master
Choose a base branch
from
caimantilla:better-small-screen-support
base: master
Could not load branches
Branch not found: {{ refName }}
Loading
Could not load tags
Nothing to show
Loading
Are you sure you want to change the base?
Some commits from the old base branch may be removed from the timeline,
and old review comments may become outdated.
Draft
Better small screen support #84114
caimantilla
wants to merge
6
commits into
godotengine:master
from
caimantilla:better-small-screen-support
+123
−93
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
(just saying , the changes need to be done to the 2d editor as well, but without a consensus on how to approach this problem there's not much point doing that yet) |
This closes godotengine/godot-proposals#7156 |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
When using a smaller screen, especially one which isn't widescreen, the Godot editor isn't entirely usable. This is especially relevant for people developing their apps on older monitors, tablets, or side-by-side with other apps on the same screen. With UI plugins enabled, there are issues even at 1280x1024, and 1024x768 is unusable at 100% scale no matter what.




This mainly stems from the use of box containers in the UI, which force a minimum size. Lowering the editor scale to 75% helps, but makes things very ugly, causes difficulties with pixel-perfect 2D editing, and still doesn't always offer enough room. This is especially true when using plugins which add new menus, making these containers even wider than they already were.
By using flow containers, however, this can be solved. It shouldn't make any difference if the screen is wide enough, but frees up space when the window isn't wide enough, enabling development on lower-resolution displays.
Current form is a little iffy, though. When changing the nodes used for the spatial viewport menu, I ended up with this monstrosity:
Well, I tried using a VBoxContainer instead, but then the different menus would be forced to stack, even if there's ample space:
I think this is a fair tradeoff for supporting more users, but I understand this might be divisive. I'd like input on this change, or a better solution if that's doable.
A comparison of the master branch vs edited on a 1024x768 screen at 100% scale: