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Use EditorZoomWidget consistently in editor #8294

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aXu-AP opened this issue Oct 29, 2023 · 2 comments
Open

Use EditorZoomWidget consistently in editor #8294

aXu-AP opened this issue Oct 29, 2023 · 2 comments

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@aXu-AP
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aXu-AP commented Oct 29, 2023

Describe the project you are working on

Godot engine

Describe the problem or limitation you are having in your project

There's a lot of zoomable views throughout the editor, but they have different controls for zooming in and out. Pop quiz time! Do you recognize all of these?
kuva
kuva
kuva
Inconsistent look and behavior of UI elements take unnecessary attention from the work.

Describe the feature / enhancement and how it helps to overcome the problem or limitation

The first of above images is from canvas item editor (ie. 2D editor). Buttons in there are from EditorZoomWidget. Aside from that editor, tileset editor also uses the widget. All the other views in Godot implement various different zooming controls, but they could be changed to use EditorZoomWidget for more consistent and professonial look.

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

Change the zoom controls to EditorZoomWidget in following editors:

Tell me if I missed something.
Usually the widget should locate in top-left corner (animation editor being exception to this).

If this enhancement will not be used often, can it be worked around with a few lines of script?

N/A

Is there a reason why this should be core and not an add-on in the asset library?

General editor usability improvement.

@Calinou
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Calinou commented Oct 30, 2023

In the 2nd case, I agree with replacing the good old 1 with the actual editor zoom widget.

In the 3rd case, it's not part of a viewport-style control, so I don't think it should be changed for EditorZoomWidget (it also has a slider which we want to keep).

@aXu-AP
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aXu-AP commented Oct 30, 2023

Yeah animation editor being different makes sense, I do agree.

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