@judeswae @polymorphcool not sure why, just that i already have a quite complex structure and handles on the gradient are smaller than the hitbox, so it was faster to go this way, i guess... the rest of the ui is done with std godot widgets - just to give u an idea, here is the workbench (gradient is the thin white line on the right and correspond to g_ui_tmpl in the tree)
@frankiezafe @polymorphcool Well, that's why I'm asking. I understand that for a question of speed, you went this way. And that's fine for a first release. But in order to not confuse users, ideally, it would be better to stay within the UI patterns set by Godot. If every dev makes their own UI for their plugin, it will soon be unmanageable. Also, if the user can change the general UI setings in Godot to adapt to their use, how will your plugin behave in those cases? Will it follow the changes?
@frankiezafe @polymorphcool From a UX point of view, it's really bad. :) It's unreadable. It breaks the pattern. It does not consider my personal preferences as a user of Godot. I sets a bad example for other developers. There are probably other accessibility issues... but that might be a larger problem in Godot.
@frankiezafe @polymorphcool If you were designing a game, then you can make all the UI choices that you want. But you are designing an addon for an application with a well defined UI pattern. Those are 2 different things. I really like your font and UI for this. It looks awesome... for a game. It does not look good for an addon for Godot. See the difference?
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