First look at editor's interface iteration

This commit is contained in:
Volkan Gezer
2024-06-28 10:13:17 +02:00
parent e72d8bc3dc
commit b08d7fea84
12 changed files with 133 additions and 72 deletions

View File

@@ -31,10 +31,10 @@ Types of assets
Be aware that there are, broadly, two different types of assets you can post.
* Assets labeled as "Templates", "Projects", or "Demos" appear under
the "Asset Library Projects" tab in the Godot Project Manager. These assets are
the "Asset Library" tab in the Godot Project Manager. These assets are
standalone Godot projects that can run by themselves.
* Other assets show up inside of the Godot editor under the "AssetLib"
* Other assets show up inside of the Godot editor under the "Asset Library"
main screen tab, next to "2D", "3D", and "Script". These assets are
meant to be downloaded and placed into an existing Godot project.

View File

@@ -6,104 +6,122 @@
.. _doc_intro_to_the_editor_interface:
First look at Godot's editor
============================
First look at Godot's interface
===============================
This page will give you a brief overview of Godot's interface. We're going to
look at the different main screens and docks to help you situate yourself.
.. seealso:: For a comprehensive breakdown of the editor's interface and how to
use it, see the :ref:`Editor manual <toc-learn-editor>`.
use it, see the :ref:`Editor manual <doc_editor_introduction>`.
The Project Manager
-------------------
When you launch Godot, the first window you see is the Project Manager. In the
default tab **Local Projects**, you can manage existing projects, import or create new
default tab **Projects**, you can manage existing projects, import or create new
ones, and more.
.. image:: img/editor_intro_project_manager.webp
At the top of the window, there is another tab named "Asset Library Projects". The first
time you go to this tab you'll see a "Go Online" button. For privacy reasons the Godot
At the top of the window, there is another tab named **Asset Library**. The first
time you go to this tab you'll see a "Go Online" button. For privacy reasons, the Godot
project manager does not access the internet by default. To change this click
the "Go Online button", if you want to change your network mode back to "offline" you
can do so from the project manager settings.
the "Go Online" button. You can change this option later in the settings.
Once your network mode is set to "online" you can search for demo projects in the open
source asset library, which includes many projects developed by the community.
Once your network mode is set to "online", you can search for demo projects in the open
source asset library, which includes many projects developed by the community:
.. image:: img/editor_intro_project_templates.webp
The Project Manager's settings can be opened using the **Settings** menu:
.. image:: img/editor_intro_settings.webp
From here, you can change the editor's language (default is the system language), interface theme, display
scale, network mode, and also the directory naming convention.
.. seealso:: To learn the Project Manager's ins and outs, read
:ref:`doc_project_manager`.
.. image:: img/editor_intro_project_templates.webp
You can also change the editor's language by going into the settings menu.
.. image:: img/editor_intro_settings.webp
From here use the language drop down menu to select your language. By default, it is in
English (EN).
.. image:: img/editor_intro_language.webp
First look at Godot's editor
----------------------------
When you open a new or an existing project, the editor's interface appears.
Let's look at its main areas.
Let's look at its main areas:
.. image:: img/editor_intro_editor_empty.webp
By default, it features **menus**, **main screens**, and playtest buttons along
the window's top edge.
By default, along the window's top edge, it features **main menu** on the left, **workspace** switching
buttons in the center (active workspace is highlighted), and **playtest** buttons on the right:
.. image:: img/editor_intro_top_menus.webp
In the center is the **viewport** with its **toolbar** at the top, where you'll
find tools to move, scale, or lock the scene's nodes.
Just below the workspace buttons, the opened :ref:`scenes <doc_key_concepts_overview_scenes>`
as tabs are seen. The plus (+) button right next to the tabs will add a new scene to the project.
With the button on the far right, distraction-free mode can be toggled, which maximizes or restores
the **viewport**'s size by hiding **docks** in the interface:
.. image:: img/editor_intro_scene_selector.webp
In the center, below the scene selector is the **viewport** with its **toolbar** at the top, where you'll
find different tools to move, scale, or lock the scene's nodes (currently the 3D workspace is active):
.. image:: img/editor_intro_3d_viewport.webp
This toolbar changes based on the context and selected node. Here is the 2D toolbar:
.. image:: img/editor_intro_toolbar_2d.webp
Below is the 3D one:
.. image:: img/editor_intro_toolbar_3d.webp
.. seealso:: To learn more on workspaces, read :ref:`doc_intro_to_the_editor_interface_four_screens`.
.. seealso:: To learn more on the 3D viewport and 3D in general, read :ref:`doc_introduction_to_3d`.
On either side of the viewport sit the **docks**. And at the bottom of the
window lies the **bottom panel**.
The toolbar changes based on the context and selected node. Here is the 2D toolbar.
.. image:: img/editor_intro_toolbar_2d.webp
Below is the 3D one.
.. image:: img/editor_intro_toolbar_3d.webp
Let's look at the docks. The **FileSystem** dock lists your project files, including
scripts, images, audio samples, and more.
scripts, images, audio samples, and more:
.. image:: img/editor_intro_filesystem_dock.webp
The **Scene** dock lists the active scene's nodes.
The **Scene** dock lists the active scene's nodes:
.. image:: img/editor_intro_scene_dock.webp
The **Inspector** allows you to edit the properties of a selected node.
The **Inspector** allows you to edit the properties of a selected node:
.. image:: img/editor_intro_inspector_dock.webp
.. seealso:: To read more on inspector, see :ref:`doc_editor_inspector_dock`.
.. seealso:: Docks can be customized. Read more on :ref:`doc_customizing_editor_moving_docks`.
The **bottom panel**, situated below the viewport, is the host for the debug
console, the animation editor, the audio mixer, and more. They can take precious
space, that's why they're folded by default.
space, that's why they're folded by default:
.. image:: img/editor_intro_bottom_panels.webp
When you click on one, it expands vertically. Below, you can see the animation editor opened.
When you click on one, it expands vertically. Below, you can see the animation editor opened:
.. image:: img/editor_intro_bottom_panel_animation.webp
Bottom panels can also be shown or hidden using the shortcuts defined in
**Editor Settings > Shortcuts**, under the **Bottom Panels** category.
.. _doc_intro_to_the_editor_interface_four_screens:
The four main screens
---------------------
There are four main screen buttons centered at the top of the editor:
2D, 3D, Script, and AssetLib.
2D, 3D, Script, and Asset Library.
You'll use the **2D screen** for all types of games. In addition to 2D games,
the 2D screen is where you'll build your interfaces.
@@ -115,11 +133,6 @@ In the **3D screen**, you can work with meshes, lights, and design levels for
.. image:: img/editor_intro_workspace_3d.webp
Notice the perspective button under the toolbar. Clicking on it opens a list of
options related to the 3D view.
.. image:: img/editor_intro_3d_viewport_perspective.webp
.. note:: Read :ref:`doc_introduction_to_3d` for more detail about the **3D
main screen**.
@@ -128,7 +141,7 @@ auto-completion, and built-in code reference.
.. image:: img/editor_intro_workspace_script.webp
Finally, the **AssetLib** is a library of free and open source add-ons, scripts,
Finally, the **Asset Library** is a library of free and open source add-ons, scripts,
and assets to use in your projects.
.. image:: img/editor_intro_workspace_assetlib.webp
@@ -144,11 +157,12 @@ Godot comes with a built-in class reference.
You can search for information about a class, method, property, constant, or
signal by any one of the following methods:
* Pressing :kbd:`F1` (or :kbd:`Opt + Space` on macOS, or :kbd:`fn + F1` for laptops with a :kbd:`fn` key) anywhere in the editor.
* Pressing :kbd:`F1` (or :kbd:`Opt + Space` on macOS, or :kbd:`Fn + F1` for laptops
with a :kbd:`Fn` key) anywhere in the editor.
* Clicking the "Search Help" button in the top-right of the Script main screen.
* Clicking on the Help menu and Search Help.
* :kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on macOS) on a class name, function name, or built-in variable in the script editor.
* :kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on macOS) on a class name, function name,
or built-in variable in the script editor.
.. image:: img/editor_intro_search_help_button.webp
@@ -160,3 +174,11 @@ also use it to browse available objects and methods.
Double-click on an item to open the corresponding page in the script main screen.
.. image:: img/editor_intro_help_class_animated_sprite.webp
Alternatively,
* Clicking while pressing the :kbd:`Ctrl` key on a class name, function name,
or built-in variable in the script editor.
* Right-clicking on nodes and choosing **Open Documentation** or choosing **Lookup Symbol**
for elements in script editor will directly open their documentation.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 115 KiB

After

Width:  |  Height:  |  Size: 23 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 13 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 696 B

View File

@@ -16,6 +16,8 @@ These are the four concepts you will learn here. We're going to look at them
briefly to give you a sense of how the engine works. In the getting started
series, you will get to use them in practice.
.. _doc_key_concepts_overview_scenes:
Scenes
------

View File

@@ -7,6 +7,8 @@ Godot's interface lives in a single window by default. Since Godot 4.0, you can
split several elements to separate windows to better make use of multi-monitor
setups.
.. _doc_customizing_editor_moving_docks:
Moving and resizing docks
-------------------------

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.7 KiB

After

Width:  |  Height:  |  Size: 10 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 9.5 KiB

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4.5 KiB

After

Width:  |  Height:  |  Size: 10 KiB

View File

@@ -4,16 +4,24 @@ Using the Project Manager
=========================
When you launch Godot, the first window you see is the Project Manager. It lets
you create, remove, import, or play game projects.
you create, remove, import, or play game projects:
.. image:: img/editor_ui_intro_project_manager_01.webp
To change the editors language click on the "Settings" Button in the top right
corner.
To change the editors language click on the **Settings** Button in the top right
corner:
.. image:: img/editor_ui_intro_project_manager_02.webp
Then on the settings page select the language you want from the dropdown menu.
In Project Manager Settings, you can change the interface **language** from the language
dropdown menu, which is the system default language by default.
You can also change the **theme** of the editor, the **display scale** for different interface
element sizes, and the availability of online functionality using **network mode**.
If network mode is online, Godot will also check and inform you about new versions of Godot.
The **directory naming convention** can also be changed to replace spaces according to the chosen format
when creating folders automatically.
.. image:: img/editor_ui_intro_project_manager_10.webp
@@ -24,25 +32,43 @@ Creating and importing projects
To create a new project:
1. Click the **New** button on the top-left of the window.
1. Click the **Create** button on the top-left of the window.
2. Give the project a name, choose an empty folder on your computer to save the
files, and select a rendering backend.
3. Click the **Create & Edit** button to create the project folder and open it in the editor.
files. Alternatively, you can enable **Create Folder** option to automatically create
a new sub-folder with the project name, following the directory naming convention
set in the settings. An empty folder will show a green tick on the right.
3. Select one of the rendering backends (this can also be changed later).
4. Click the **Create & Edit** button to create the project folder and open it in the editor.
.. image:: img/editor_ui_intro_project_manager_04.webp
.. note:: You can optionally choose a version control system. Currently, only
`git <https://git-scm.com>`__ is supported and it needs the Godot Git Plugin to be installed,
either manually or using the :ref:`Asset Library <doc_using_assetlib>`. To learn more about the Godot Git Plugin, see its `wiki <https://github.com/godotengine/godot-git-plugin/wiki>`__.
Using the file browser
~~~~~~~~~~~~~~~~~~~~~~
Click the **Browse** button to open Godot's file browser and pick a location or type
the folder's path in the Project Path field.
Click the **Browse** button to open Godot's file browser.
You can pick a location or type the folder's path in the **Path** field, after choosing a drive.
Left of the path field on the top row contains arrows to navigate backward and forward through the last
visited locations.
The up arrow navigates to parent folder.
On the right side of the path field, there are buttons to refresh the current folder's contents,
favorite/unfavorite the current folder, and show/hide hidden folders.
Next, the buttons to switch the display type of the folders and files between grid view and list view
are seen.
The last button on the right will create a new folder.
Favorited folders will be displayed on the left side under the **Favorites** section. You can sort the
favorites using the up and down buttons in this section.
Last chosen folders will be listed under the **Recent** list.
.. image:: img/editor_ui_intro_project_manager_05.webp
When you see the green tick on the right, it means the engine detects an empty
folder. You can also click the **Create Folder** button to create an empty
folder based on your project's name.
Opening and importing projects
------------------------------
@@ -57,6 +83,8 @@ edit it.
.. image:: img/editor_ui_intro_project_manager_08.webp
Alternatively, it is possible to choose a zip file to be automatically extracted by Godot.
When the folder path is correct, you'll see a green checkmark.
.. image:: img/editor_ui_intro_project_manager_09.webp
@@ -66,15 +94,15 @@ When the folder path is correct, you'll see a green checkmark.
Downloading demos and templates
-------------------------------
From the **Asset Library Projects** tab you can download open source project
templates and demos from the :ref:`Asset Library <doc_what_is_assetlib>` to help
From the **Asset Library** tab you can download open source project
templates and demos from the :ref:`Asset Library <toc-learn-features-assetlib>` to help
you get started faster.
The first time you open this tab you'll notice that it's asking you to go online.
For privacy reasons the project manager, and Godot editor, can't access the internet
by default. To enable accessing the internet click the "Go Online" button. This will
by default. To enable accessing the internet click the **Go Online** button. This will
also allow project manager to notify you about updates. If you wish to turn this off
in the future go into project manager settings and change "Network Mode" to "Offline"
in the future go into project manager settings and change **Network Mode** to "Offline"
Now that Godot is connected to the internet you can download a demo or template, to
do this:
@@ -91,7 +119,7 @@ Managing projects with tags
For users with a lot of projects on one PC it can be a lot to keep track of. To aid
in this Godot allows you to create project tags. To add a tag to a project click on the
project in the project manager, then click on the "Manage Tags" button
project in the project manager, then click on the **Manage Tags** button
.. image:: img/editor_ui_intro_project_manager_11.webp
@@ -99,10 +127,17 @@ This will open up the manage project tags window. To add a tag click the plus bu
.. image:: img/editor_ui_intro_project_manager_12.webp
Type out the tag name, and click "ok". Your project will now have a tag added to it.
These tags can be used for any other project in your project manager. In addition tags
will stay with projects. So if you tag your project, send it to another machine and
import it into the project manager you will see the tags you created.
Type out the tag name, and click **OK**. Your project will now have a tag added to it.
These tags can be used for any other project in your project manager.
To show projects with a specific tag only, you can click on the tags or write ``tag:``
and type the tag you would like to search for in the filter bar. To limit the results
using multiple tags, you can click on another tag or add ``tag:`` after
a space and type another tag in the filter bar.
In addition, tags will stay with projects. So if you tag your project, send it to
another machine, and import it into the project manager you will see the tags
you created.
To remove a tag from your project manager it must be removed from all the projects it's
used by. Once that's done close the project manager, open it up again, and the tag should