cyclopsLevelBuilder
cyclopsLevelBuilder copied to clipboard
Add icons for each tool
Icons would make the tools easier to spot. I can provide SVG files if you'd like.
Agreed and this should be easy as it's just a matter of dropping icons on the Buttons. I'd be happy to do this - if you have those SVGs could you drop them somewhere I could access?
Sure. That would be helpful. If you could attach the icons to this issue, I can get them from here. The next release will also have tools for drawing cylinders and staircases, so I'd need icons for that too.
Just drew tool icons. They try to follow Godot's style, just note that there are no strict coloring or shape guidelines for Godot's icons. Just the grey used below does get automatically remapped by the Godot editor when switching between light and dark themes, so it's one of the colors we want to use for this reason.
Feel free to directly make or request changes. Here's a preview:
The source Inkscape file with all icons (right click, save as, and open in inkscape to see every icon):
And individual plain SVG files for use in Godot:
Thanks. Would you know how to set up a TextureButton so that they look like the other buttons in the editor toolbar? Also, they might need a second image for their pressed state, unless TextureButton handles that automatically for you.
You can use regular Button nodes, they have an icon property for this, and unlike TextureButton, it'll automatically handle the pressed state on the same model as other Godot buttons. Will PR this in a second
Thanks. Will close as I don't think I need more icons for now.
Hi Nathan. I've added some new icons, but they're not displaying squarely in their buttons like your icons do. They're also shrink down. Do you know how I can get my new icons to display like yours?
I cloned the latest version, however in Godot 4.2.1 I'm getting errors with the plugin, in particular it's missing/not registering the CyclopsAutoload (autoload I suppose).
So, I checked in the toolbar scene and couldn't see what might be causing stretching there. Could you please help me make the addon load without errors, so I can check what's happening in the context of the Godot editor?
What errors are you getting? There is a bug in Godot where you need to open the project twice to have it compile properly. If you close Godot and reopen it, does the error go away?
That wasn't the issue of the addon code running and loading non-Godot resources before they're imported by Godot (which is what causes you to need to open a second time).
When first cloning the repo, the CyclopsAutoload is not registered in the project, but the CyclopsAutoload symbol is referenced in the addon codebase. This caused Godot to give a parse error at startup that the symbol doesn't exist, and also when trying to enable the addon.
So, I closed all scenes, manually added the CyclopsGlobalScene as an autoload named CyclopsAutoload, and then I was able to activate the addon.
Regarding the new icons you added, their resolution after import is just a little small. Godot generates a raster image from SVG files on import. You can select/double click an svg file and in the import dock, change the Scale property.
To have 24x24 px icons, I set the scale to 1.5 then click Reimport.
Thanks. I've updated the icons. I'll look into the autoload issue you mentioned.