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Name the Node deleting #59

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golddotasksquestions opened this issue Sep 11, 2019 · 6 comments
Closed

Name the Node deleting #59

golddotasksquestions opened this issue Sep 11, 2019 · 6 comments
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@golddotasksquestions
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golddotasksquestions commented Sep 11, 2019

Describe the project you are working on:
I have been using Godot for about a year and a month, and started many small minimal test projects, and working at two long term projects.

Describe how this feature / enhancement will help your project:
When learning and testing out the engine I add nodes all the times to my projects to learn about them, see if they have something I need, to test ect. Because I create many create many nodes to learn about them, I also delete many nodes.

Whenever I delete a node, using RMB > Delete Node in the Scene Panel, I am prompted with a popup asking if I am sure I want to delete the node. This is fine and a standard in many applications.
However because Godot dims everything but the prompt (which is good, because so my attention is on the only permissive action I can take: either accept or cancel the prompt), it's hard to confirm I actually right-clicked on the correct node before.
The prompt does not say what node I am about to confirm deleting.

Proposal:
Add the name of the node and it's symbol in the prompt popup and if the node has children, also add "and it's children?"
If more than one node was selected before RMB > Delete Node, it should say: "Delete X Nodes?" no brackets around the (s). X is the number of nodes
If one of these nodes has children: "Delete X Nodes and their children?"

Show a mock up screenshots/video or a flow diagram explaining how your proposal will work:

delete_node_proposal

Describe implementation detail for your proposal (in code), if possible:
I'm not familiar with C++

If this enhancement will not be used often, can it be worked around with a few lines of script?:
It's an editor UI/UX improvement, so no.

Is there a reason why this should be core and not an add-on in the asset library?:
I believe it's too small of an improvement to actually make anyone download any addons, yet it would improve general UI/UX for everyone if it were present.

@Xrayez
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Xrayez commented Sep 11, 2019

Whenever I delete a node, using RMB > Delete Node in the Scene Panel,

For me it was more like when I hit Delete button on keyboard, I wasn't completely sure what node I'm deleting exactly at times.

But personally I just turned off delete confirmation at all, one can go back in history to restore a deleted node anyway: godotengine/godot#30816.

Can be configured in editor settings by overriding a shortcut:
delete-no-confirm

@golddotasksquestions
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golddotasksquestions commented Sep 11, 2019

I do think confirm to delete in general is good UX though. Imagine someone accidentally miss-clicking or accidentally touching the Delete button and maybe not realizing the damage until much later.

It's great you can disable it though for those who rather not have confirmation dialogs at all. I did not know that.

@KoBeWi
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KoBeWi commented Sep 11, 2019

Would be cool to have this for files too.

@Calinou
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Calinou commented Sep 11, 2019

This was implemented in godotengine/godot#31942. It could likely be cherry-picked in the 3.1 branch.

We can further improve the dialog by adding "and its children" to the confirmation message if the node has any children. We could also display the type icon as well.

@girng
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girng commented Sep 16, 2019

the (s) implies the children are going to be deleted :P

@Calinou
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Calinou commented Nov 23, 2019

I'll close this as godotengine/godot#31942 was merged in the master branch. However, it won't be cherry-picked to the 3.1 branch due to godotengine/godot#31942 (comment). (Sorry for the inconvenience.)

@Calinou Calinou closed this as completed Nov 23, 2019
@aaronfranke aaronfranke added this to the 3.2 milestone Aug 5, 2020
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