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RAW mode in ColorPicker #31679

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KoBeWi opened this issue Aug 26, 2019 · 7 comments
Closed

RAW mode in ColorPicker #31679

KoBeWi opened this issue Aug 26, 2019 · 7 comments

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@KoBeWi
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KoBeWi commented Aug 26, 2019

Godot version:
4b53fdb

Issue description:
Right now, the ColorPicker supports 3 modes: RGB, HSV and RAW. The latter two are "exclusive CheckButtons"
image
which makes it hard to add more modes. So the idea is that there should be a dropdown for modes. HOWEVER, should RAW mode be another mode? See, "RAW mode" is just RGB mode with values from 0 to 1 and beyond. Which brought me an idea that RAW would be just a checkubutton separate to mode dropdown, which changes behavior of currently selected mode to use "raw" values. But this means that each new mode we might add (like HSY' or CMYK) would also need to handle the raw values, which makes things slightly more complex.

So, should RAW be separate option or just one of modes? Does it make sense outside RGB and HSV?

@TheDuriel
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TheDuriel commented Aug 26, 2019

RAW makes little sense outside of RGB. It's could work for HSV, but its highly unintuitive to add it to a format that is specifically meant to represent colors as humans see and describe them.

Taking a look at blenders color picker might be a good idea.

image

It has three tabs. (Though i would prefer Hex to always be visible.)

Alpha is constant, and not linked to a specific tab.

By default all sliders go from 0 to 1. If you manually input a higher value, all three color sliders will go from 0 to 1 or your manual value, whichever is higher. (Meaning there is no RAW toggle.)

Maybe the RGB tab could have a toggle for switching between integer and float representations.

@KoBeWi
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KoBeWi commented Aug 26, 2019

Tabs won't work, because they limit space. And the "RGB-only" switch would be awkward without tabs (like, should it hide and appear or get disabled on "incompatible" modes?)

@TheDuriel
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TheDuriel commented Aug 26, 2019

Tabs won't work, because they limit space.

Not sure I understand.

To clarify, I am not talking about the literal TabContainer/Tabs Node. But about the concept of tabs for swapping the behavior and labels. Which we already have with HSV.

@KoBeWi
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KoBeWi commented Aug 26, 2019

Not sure I understand.

image
If it were to be this design or similar, we'd have a lot of buttons if new color modes were added. It just doesn't fit the current ColorPicker. Unless it gets replaced by something completely new.

@Calinou
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Calinou commented Aug 27, 2019

@KoBeWi Will we get new color modes in the near future though? I think it'd be fine to use a tab-based design for now, as it'd be an upgrade over the two CheckButtons we currently have.

@KoBeWi
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KoBeWi commented Aug 27, 2019

Well, if the ColorPicker is going to be refactored (mostly to make stuff less hard-coded), it would be nice if it won't be needed again. At least not in a way that will require scrapping the previous work. And using tabs with different contents and then dropdown doesn't sound compatible.

@KoBeWi
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KoBeWi commented Apr 5, 2022

Superseded by godotengine/godot-proposals#4353

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