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Rename Project Settings, Display, Window width and height, and test_width and test_height settings to match their function #3769
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Thanks for opening a proposal. As discussed in godotengine/godot#47522 indeed, we want to take the opportunity to make sure that we rename those in a way that makes both sense from a technical point of view but also that makes things clear for users (and especially new users, as configuring window/viewport settings are among the most important settings for all projects). Would be interesting to have input from people used to documenting and teaching Godot. CC @godotengine/documentation This is for 4.0+ and we can break compatibility if it makes the overall set of settings easier to understand and use. |
I have a simple question thought proposal - what normal, non-Godot, or even non-game dev would call those and instantly have an idea what it is or what for it is? |
@nezvers The problem with "resolution" is that the published game's actual resolution (including the height to width ratio) depends on the device that it's played on, and that is outside of your control. It's only on desktop platforms, when the game is not run at |
+1 for window_size/viewport_size or separating display/window parameters and display/viewport parameters. |
cc @cbscribe @NathanLovato as Akien outlined, maybe you have input for this from experience with teaching Godot :) |
Fixed by godotengine/godot#47522. But feel free to continue discussion if there are ideas to improve this further. |
Frankly, the new names are much more debatable than the old ones. As a newbie, I had no problems with the old names. As an expert I have mixed feelings with the new names: I appreciate the original wish for improvement and the effort @madmiraal has put into it and the fact that this proposal has gone through the process But after reading all of the opinions expressed, I am very much in favor of @reduz comment to just rename the
So why not KISS? I hereby propose to revert the first set to |
Describe the project you are working on
Godot Editor UI design
Describe the problem or limitation you are having in your project
As originally identified by @leonkrause here, the Project Settings
display/window/size/test_width
andtest_height
should be renamed towindow_width
andwindow_height
to reflect their function. To avoid confusion, it was further suggested to rename thedisplay/window/size/width
andheight
to reflect their function too.The
display/window/size/width
andheight
parameters affect the root viewport size. On desktop platforms, by default, the viewport size also defines the initial window size. On iOS, Android and HTML5 platforms, the window size is specified by the device or the browser. How the viewport is displayed on a device or a window with a different size to the viewport size depends on thedisplay/window/stretch
settings.The
display/window/size/test_width
andtest_height
parameters only affect desktop platforms. It is ignored on iOS, Android, and HTML5. By default, a desktop's initial window size is the viewport size. These parameters can be used to set the game's initial window width and height to be different from the viewport size. Note: On desktop platforms, unless theresizable
property is disabled, the window size can still be changed by the user. These parameters are normally used to test what the viewport and stretch settings will look like on different screen resolutions -- especially pixel art -- and I assume this is why it was called "test" initially, but ultimately it's the initial desktop window size.Some historical context for this proposal
A PR (godotengine/godot#47522) was created to rename:
display/window/size/test_width
->display/window/size/window_width
display/window/size/test_height
->display/window/size/window_height
display/window/size/width
->display/window/size/viewport_width
display/window/size/height
->display/window/size/viewport_height
However
window_width
andwindow_height
were considered ambiguous. To reflect the order of importance, it was agreed to rename:display/window/size/test_width
->display/window/size/window_width_override
display/window/size/test_height
->display/window/size/window_height_override
However, although renaming
display/window/size/width
andheight
todisplay/window/size/viewport_width
andheight
had merit from a technical point of view, there was doubt that it would be a good change from a UX point of view. Furthermore, it was considered worth looking into separatingdisplay/window
parameters anddisplay/viewport
parameters.So, it was suggested that a proposal be opened to discuss it further and include more users in the discussion, including tutorial makers, to use the opportunity to figure out the most natural structure for these settings.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Rename:
display/window/size/test_width
,display/window/size/test_height
,display/window/size/width
anddisplay/window/size/height
to better reflect their function and make it easier for new users to understand their purpose.Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
See PR godotengine/godot#47522.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No.
Is there a reason why this should be core and not an add-on in the asset library?
It affects the editor's display of project settings.
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