godotengine / godot-proposals

Godot Improvement Proposals (GIPs)
MIT License
1.12k stars 69 forks source link

Move font shadow settings to FontVariation for consistency with font outlines #4909

Open Calinou opened 2 years ago

Calinou commented 2 years ago

Related to https://github.com/godotengine/godot-proposals/issues/1963 and https://github.com/godotengine/godot-proposals/issues/2564.

Describe the project you are working on

The Godot editor :slightly_smiling_face:

Describe the problem or limitation you are having in your project

Describe the feature / enhancement and how it helps to overcome the problem or limitation

Moving font shadow settings to FontVariation allows using font shadows on more nodes than just Label (and perhaps RichTextLabel), such as Button or ItemList.

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

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?

This is about fixing an inconsistency in the UI design workflow.

Shadowblitz16 commented 9 months ago

wait what about ui state does this mean we need diffrent fonts for things like pressed, hovered, disabled, focused?

Also... if this gets implimented and this gets implimented... https://github.com/godotengine/godot-proposals/issues/2498

It would be really nice to have font settings for each state

Shadowblitz16 commented 9 months ago

https://github.com/godotengine/godot-proposals/issues/2498

Shadowblitz16 commented 4 months ago

Is this getting added soon? I find it a very big limitation.

Calinou commented 4 months ago

Is this getting added soon? I find it a very big limitation.

This proposal breaks compatibility, so it can't be implemented until Godot 5.0 unless we find a way to do it in a 100% backwards-compatible manner.

Shadowblitz16 commented 4 months ago

Is this getting added soon? I find it a very big limitation.

This proposal breaks compatibility, so it can't be implemented until Godot 5.0 unless we find a way to do it in a 100% backwards-compatible manner.

Why not just add the extra options to font's? I don't see why it breaks compatability

Zireael07 commented 4 months ago

@Shadowblitz16 this proposal is about moving stuff not just adding