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Allow splitting the script editor into several panes #414
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Implementing a splittable code editor is still a lot of work. I don't think it's something that can be done in a few days, especially if you want features like autocompletion to keep working correctly 🙂 |
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@intervolver Please don't bump issues without contributing significant new information. Use the 👍 reaction button on the first post instead. |
A first step on this journey seems to be done by the Script-IDE Godot Extension. This actually implies that perhaps this could be, in part, a plugin. https://godotengine.org/asset-library/asset/2206 However, it's still missing vertical and horizontal splits. This is required for a healthy code editing DX because often you work on 2 or 3 scripts/classes/shaders/includes at once. It also doesn't help with the shader editor. (Shader editor should be normal editor tabs) |
Describe the project you are working on:
Applicable in any project.
Describe the problem or limitation you are having in your project:
As described in #28 Editor can get cramped at times and requires a lot of clicking suggested 4.0 undocable windows would be a huge improvement. While waiting for 4.0 intermediate step could be just allowing for script editor split that should be significantly easier to code and would just require couple of control nodes in a right places to support it.
Describe how this feature / enhancement will help you overcome this problem or limitation:
My proposed feature is to do this the way atom does it. By dragging code name we could split text editor into 2 and edit 2 or more scripts next to each other.
Show a mock up screenshots/video or a flow diagram explaining how your proposal will work:
https://streamable.com/yyaqq
Describe implementation detail for your proposal (in code), if possible:
It would require adding couple of instances of
SplitContainers
in appropriate places and it could be done fairly easily. For example we could right click on script name and select something like "Add Split view" and it would open 2nd code window next to a main code window in editor.If this enhancement will not be used often, can it be worked around with a few lines of script?:
Would be used a lot can be worked around by opening multiple Godot projects but it's not ideal and can cause untended behaviour.
Is there a reason why this should be core and not an add-on in the asset library?:
It's a part of core behaviour of engine and great User Experience enhancement
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