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Description
Describe the project you are working on
This applied to all projects as it was an editor interface.
Describe the problem or limitation you are having in your project
The current dialog in Godot works, but it’s missing some polish and feels out of step with other software. Here are a few things that could be better:
- No primary-color button makes it feel less consistent with common UI patterns.
- No fixed min/max size sometimes it shrinks too much and becomes hard to use.
- Unnecessary big gap between buttons because they’re center‑aligned instead of left‑aligned.
- Warning title shows up at the bottom instead of the top pretty unusual design choice compared to typical modern desktop applications or other big game engine.
- Warning symbol (Optional)
With this proposal, I hope it will make it easier for more people to navigate within the Redot editor and mak gam. If this feature is implemented correctly, there should be a preview toggle to control the transition, allowing users to switch smoothly.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Redesign the confirmation dialog with:
- A clear primary‑color button for the main action.
- Fixed sensible min/max dimensions.
- Left‑aligned button row to remove excess space.
- Warning/title placed at the top for consistency with other software for better learning curve and adoptions.
- The symbol will help in visualizing the differences between warnings, confirmations, errors, and messages within the dialog.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Since I couldn't find any UI guidelines, I created a mockup based on the available UI, specifically the Redot website's style. The concept focuses on handling three common button configurations: one button, two buttons, and three buttons, as typically seen in dialog designs and some big software.
One button confirmation dialog:


Two button confirmation dialogs with one primary button:


Three button confirmation dialogs with one primary button:


Two button confirmation dialogs with one primary button with focus mode:


Details:
- Title text — Inter font, SemiBold weight by default.
- Title icon — Positioned to the left of the title, indicating the active application or process.
- Title bar — Draggable area, allowing the dialog to be repositioned easily.
- No window controls — No minimize, maximize, or close buttons; intended to keep focus on the confirmation action.
- Description text — Inter font, regular weight for the main message.
- Highlighted text — Greyed style used to emphasize file paths or actions currently in progress.
- Button colors:
- Primary button — Accent color, set as the default/recommended action.
- Normal button — Neutral (no color) for secondary actions.
- Button alignment — Left‑aligned, matching common dialog patterns when there are one or two buttons, even in wider windows.
Note
This is just a concept, so I’d really appreciate your feedback!
If this enhancement will not be used often, can it be worked around with a few lines of script?
While it’s possible to recreate parts of this behavior with an editor plugin or custom theme edits, it’s not straightforward and would lead to inconsistent dialogs across different projects. Having it built‑in ensures the UI stays consistent for all users without extra setup.
Is there a reason why this should be core and not an add-on in the asset library?
This is an improvement to Redot’s built‑in editor UI, so Confirmation dialogs are a core part of the user experience. and consistency here benefits everyone out‑of‑the‑box. Making it an add‑on would leave most users with the current sub‑optimal layout, which hurts usability and polished UI.
I already tried to submit the bug to Godot for the point two on godotengine/godot#109461. But it was closed as "Not planned" so I hope in Redot we can work on it instead. and bring better interface for everyone.
Note
- Since it’s a concept, it hasn’t been developed into a finished work yet. So, I’d really appreciate your feedback! We might not address every single need, but we can get much closer by working to improve it together.
- I still have limited knowledge of the Redot/Godot UI systems, as most of my experience is with Windows UI frameworks like WPF and WinUI 3. I probably can’t help with implementation right now, but I will try to learn and give it a try in the future.