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Prevent off-screen controls in editor #73646

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merged 1 commit into from
Apr 3, 2023
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KoBeWi
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@KoBeWi KoBeWi commented Feb 20, 2023

Fixes #31133

Everyone was occupied with lack of space, while the original issue was about the fact that making the window too small would cover part of the interface:

Code_6wwxhMJIV8.mp4

The solution was to enable wrap_controls on the main window 🤷‍♂️

godot.windows.editor.dev.x86_64_HqaG6W71dW.mp4

Half of the rightmost scrollbar is still cut for some reason, but this prevents making the window too small.

@KoBeWi KoBeWi added this to the 4.1 milestone Feb 20, 2023
@KoBeWi KoBeWi requested a review from a team as a code owner February 20, 2023 19:28
@akien-mga akien-mga requested a review from YuriSizov April 3, 2023 10:37
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Makes sense to me. Curious to see what kind of side effects this may have.

@YuriSizov
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YuriSizov commented Apr 3, 2023

Fixes #31133

I'm not sure what's the relation here. The issues with the editor going off screen are not about restricting its minimum size. Your change is useful if you try to resize the window below its minimum size, but if your display doesn't fit the window already, this won't help. Like the editor help buttons in French are just too long and won't wrap by themselves.

So this is a nice change, but it doesn't close the linked issue.

The solution was to enable wrap_controls on the main window

I don't think we had that in Godot 3 👀

@KoBeWi
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KoBeWi commented Apr 3, 2023

Well the user mostly complains that controls go outside the viewport. It's easy to replicate even in 3.5

godot.windows.opt.tools.64_JQ41pn2Iui.mp4

As for the editor not fitting into small screens, I think we resolved most of it already. If not, each remaining case should be separate issue I think. This PR fixes the general issue of window hiding parts of the editor.

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YuriSizov commented Apr 3, 2023

Well the user mostly complains that controls go outside the viewport.

Yes, but in most reports it happens in situations where users need the window/viewport to be smaller. And this PR simply makes that impossible. So the UX for those people is not solved here. I agree that it'd be nice to have a more comprehensive list of issues that cause the overflow, and on that premise alone I'd close the linked issue long time ago. So ¯\_(ツ)_/¯

@KoBeWi
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KoBeWi commented Apr 3, 2023

I checked all issues closed as duplicate and these are kind of issues that this PR fixes:
#35428
#20331
#12687
#31948
#27974
#59502
#63851
#29495

And these are resolved after rework of the problematic UIs:
#35398 (this one is vague, but I didn't see similar report)
#35356
#35660
godotengine/godot-proposals#872
#41392
#41755
#45253
#45710
#46523
#51236
#54767
#57483
#58052
#60064
#4685
Lots of them were about the old tile editor.

There is also #63247, which I think solved the remaining issues I haven't linked here. We didn't get any new reports after that.

So at this point that issue can be safely closed IMO.

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Alright, agreed.

@akien-mga akien-mga merged commit b85fc4a into godotengine:master Apr 3, 2023
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Thanks!

@KoBeWi KoBeWi deleted the squish branch April 3, 2023 15:25
@YuriSizov
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Cherry-picked for 4.0.3.

@sosasees
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sosasees commented Apr 27, 2023

when i found this bug, it disturbed me a little bit but not enough to open an issue about it. it's good that it's fixed now.

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Editor interface slides off screen, too long button names in some main screen plugins
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