Godot: FileDialog minor UI inconveniences

Created on 8 Feb 2020  路  4Comments  路  Source: godotengine/godot

Godot version: 3.2-stable
OS/device including version: Debian Buster amd64

Issue description:
Currently, FileDialog behaves very differently from what you would expect in any other system file dialog. With a few minor changes, it would be much more "pleasant to use". Those don't deserve separate issues because it's all one thing - "Fix FileDialog design".

  • "Open" button state (enabled/disabed) is determined by selection only, not by what's typed.

This is pretty confusing. Currently, the "Open" button is disabled when nothing is selected, and enabled when you select something. This leads to a lot of confusion when coupled with typing things manually. I can type the file name in the bottom LineEdit, but "Open" is still disabled. But I can press "Enter", and it will work. Or I can select a file and then type a nonexistent filename - the button is enabled, but clicking it does nothing. My suggestion is: either disable the button "properly" (when nothing is selected AND there is no text in LineEdit), or don't disable it at all (error checking is already there, so it won't be any worse).

  • Entering a full path/name manually (instead of navigating to it) should work.

For example, the dialog is asking you to locate a certain file on your filesystem. Typing "/usr/bin/myfile" is MUCH faster than navigating to that file, especially with folders containing a lot of files. Currently, typing a filename is possible, but typing a full path+name does not work.

  • Typing a path and hitting "Enter" should navigate to this path.

Currently, it is possible to type the path in the top LineEdit to navigate there, but not in the bottom one. So we have to click the top one, delete everything there (no "Clear" button!), enter the path, then click the bottom one, enter the file name, wonder why "Open" is still not active, and hit "Enter" hoping for the best.

Some of those may be tricky to implement considering various modes of the same FileDialog, but we can have a discussion here about it. Maybe there are other "usually present" features I have missed.

I've tried to tackle such a "cosmetic polish" myself, but no, I can't handle C++ in an unfamiliar project...

enhancement gui usability

Most helpful comment

im currently working on making the file dialog much better, expect to have last modified, size, and sort by it
Currently having problems with cell selected on SELECT_MODE_ROW currently trying to figure it out

All 4 comments

im currently working on making the file dialog much better, expect to have last modified, size, and sort by it
Currently having problems with cell selected on SELECT_MODE_ROW currently trying to figure it out

Oh, cool! Usability enhancements! :)

If you are interested in pimping up the dialogs in general, there is one more idea in proposals:
https://github.com/godotengine/godot-proposals/issues/455
But that is more than just one-component overhaul, and probably requires a discussion about core UI design. On the other hand, FileDialog seems to have a "hard-coded" minimal size already, so maybe it wouldn't be much of a problem to just increase it to a more reasonable value.

im currently working on making the file dialog much better, expect to have last modified, size, and sort by it

do you need help with that? i would like to participate in making the FileDialog better

@Grosskopf ShlomiRex opened a pull request here: #36053

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