#Editor GUI Updated Theme

1 messages · Page 1 of 1 (latest)

frosty raptor
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I have suddenly come to find out a lot of Qt UI things that are definitely worth leaning into.

First. There's a lot of Reflected element options. I had no clue: #1443839782617747536

But secondly, while having a talk on #1450256066351988848

We'd discussed an aesthetic upgrade to modernize and improve the aesthetics of the engine.

I found out there are stylesheets all throughout the O3DEEditor\Code\Framework\AzQtComponents\AzQtComponents\Components\Widgets\ file folder.

  • To start is a base style file: AzQtComponents\AzQtComponents\Components\Widgets\BaseStyleSheet.qss
    • It already starts to define common colours and settings.

Wanted to raise this for discussion. Even beginning to look at colour schemes and style changes around shape and size that reflect modern software aesthetics would be a great start.

  • #1457148819396362362
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@solemn dagger

solemn dagger
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hmm nice

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I'll move the talk there to here

frosty raptor
solemn dagger
frosty raptor
solemn dagger
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It seems for the best thing we could do is:

  • Explore source and experiment with new themes
  • Make a decision
  • Update BlueJay (I particularly really would like to maintain Bluejay canonical to us)
  • Push to development
frosty raptor
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Yup I think so too. Editing the theme and building from source would update the O3DEWidgetGallery.exe as well and allow for evaluation.
Then it'd be about identifying which parts of the engine are not yet upgraded to using Blue Jay elements.

solemn dagger
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I'm on PC now, I'll see if I can change here and test

solemn dagger
# frosty raptor

waiting for compile, I updated my Fedora so it'll take time...

About the colors, I don't like the "gray" of o3de, certainly we can put it more darker, but just a bit. I'll experiment once I have something I can change here

frosty raptor
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Yes, I think it's about making a tone step down. The dark background further darker, the most bright grey, one step deeper.

I actually wonder if it needs to compile to make the style changes, might be that like reflection, they just pull the file up when the app starts. Worth checking just to see if it can be avoided.

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I don't know the implications of sharing other software as references, due to being a mod.
But Unity HUB, Blender, Discord and others do a good job.
IDE's are also a good study.

solemn dagger
frosty raptor
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Actually, @digital plume, this might be a good place to interface with the RedHat design team. We are capable of doing the work, but it would be great to get a modern design palette from actual designers that meets the rigors of the O3DE brand, but also refreshes the interface for the coming years.

If they could make suble adjustment to rounded corners/not, gradient replacemens, or other things that could boost the form of the pieces, any of it would be spectacular to deploy.

solemn dagger
frosty raptor
solemn dagger
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unfortunately it also re-links +200 C++ targets angrylaughcry (I'm with unity build set to on, so that's may be why)

solemn dagger
frosty raptor
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I always have unity on, don't know the value otherwise. Good to know.

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Ah yeah, so you're editing in /Code/ and the output is in Windows/profile or whatever.

solemn dagger
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yep, even if it's an asset, cmake will "recompile" the modules; the same happens when you change the splash screen image, although in this case is just one target, not 200+ :v

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but yeah, now the task would be realizing which CSS rule applies to what

solemn dagger
frosty raptor
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Yeah, I'm sure there are stacking layers on top of each other.

I think that's basically the two targets, identifying the full footprint of the changes needed and then identifying a change profile and colour scheme:

Full bg, other bg, body, highlight colour. That kind of thing. Then we basically need to duplicate all the type-colours to all the duplicate points. All the full bg's, all the mid bg's.

solemn dagger
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yep

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I'll do give a look into that, but my focus for now is on Teal and starting the youtube tutorials (by finishing Asteroids), but nice to know that we can experiment with that.

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I'm wondering now, should we wait for QT 6 first?

frosty raptor
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Yup, no pressure. There's always more to do, no need to worry about it.

We could ask. I imagine that it's just using the same tags and styles, otherwise it wouldn't look like o3de by default.

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I'm away from the comp right now, but I can post there later.

frosty raptor
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You can only view, but I'm poking around with recontextualizing the colour scheme here: https://www.figma.com/design/om9kH7gqiZ9DULpcSpcl6A/Blue-Jay-Design-System--BJDS---Community-?m=auto&t=5Im3r5rdwaVFUH3T-1
I did some study on current gen UI's and have a much different plan I'll poke around with.

Key notes:

  • The UI's seem very highly contrasting from the darkest to the lightest spaces, but infact the moment you pin a general area on the colour graph, you're actually only dancing up and down by a few steps of value. Them all together is what creates the feeling of contrast.
  • Different saturations create very different moods, trying to match the O3DE branding colours means I need to be very gentle to the touch.
fleet peak
frosty raptor
paper patio
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Not sure how far we went with picking colours. But if possible can we have options for ui that are sensitive to strained eyes.

I run almost all my themes now mimicking blue light filter. Blues feel good with bright designs, pastels hurt eyes least on dark backgrounds

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Need to find more proper jnfo, but essentially the charts I use for trying to make ui experiences go beyond just looking professional, might as well accommodate to blind, one disability most of us will experience in one way or other

frosty raptor
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That link I shared actually covers a lot of that stuff. Even with "contrast ratios" to explain it and stuff.

paper patio
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I was thinking about how fl solved this issue by providing modern ui. Some preset themes, and user picks rest

frosty raptor
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Yeah, it really seems like it'd be good to expose the theming, but right now it's all hard coded (as far as I can tell)

Really this is a brute force kind of upgrade to at least get it feeling more modern. From there maybe it'd provoke some contributors to make a theme settings window or something.

paper patio
# frosty raptor Yeah, it really seems like it'd be good to expose the theming, but right now it'...

I think it's fair trade off for now. We can always update code later once we get a good idea what the o3de design language is as a whole.

We the only engine out there who can ship a game that doesn't have the catalog to show off engine worth trying regardless. And with how poor support is from other solutions, at this point eveey drastic change we can do now before we get a lot of users the better

fleet peak
paper patio
# fleet peak it has been proven that these filters dont have a meaningful effects in some pap...

Don't wanna fight men in lab coats again but autism and sensitivity to light is a very well documented phenomenon.

For me perosnallly, the more oberstimulated I get the more my vision goes. Unless I'm in daylight, I live in red lights.

Haven't found what it is yet and it's bit off topic but something to do with oberstimulation of blue cones and don't know how quantify it better.

One thing I know I use filters cus it's easier to limit display from blue light, surely can't be only one who can document this phenomenon

fleet peak
paper patio
vapid coral
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I think looking at Godot’s adopting of a user theme as their default is a good lesson as well. They created a very nice theme that I quite like. Unreal Engine also has a deliciously dark but clear theme that I find quite easy to work on at night.

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That is Godot, for reference now.

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We’ve got a much lighter palette which I find to be more straining after some time.

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Obviously the scene you’re working on makes a difference too.

frosty raptor
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I do plan to go far darker. It softens the UI, and it makes the colours pop. Pleasing all around.

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And work out the colour hierarchy much more to focus the priority of windows and tools.

solemn dagger
vapid coral
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It definitely is a step in the right direction.

paper patio
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Love both of these so far. Atm the saturated parts of GUI stick out most, especially highlight. For lack of better word, feels atm like diff parts of ui fighting with you for attention.

Probably for later update, but intuitively the panels that are highlighted or use colours for values (the xyz being colour with rest of GUI being pretty monochrome) make you wanna "pop" the panels out to hover over main display, I think godot reallt nailed the clean sleak look.
All the accents in Screenshots above feel like they sitting around main viewport, not fighting with it

solemn dagger
frosty raptor
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Next goals are:

  • integrating O3DE Branding Blues into the mix. The site I linked has a colour generator to base off your brand colours.
  • Could probably pull the Far BG even further down in value, and then even the rest out.
fleet peak
frosty raptor
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It was a really rough start, but somehow i broke through and I think I put together a pretty nice Mock.

What d'yall think?

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  • Blue Grey Palette
    • Much darker base tones.
    • Blue to match Bluetone O3DE branding.
  • Merged the Files Bar with Tool Launch + Playmode
  • Application bar has O3DE logo, and solidblack. (The only solid black used.)
  • Rounded windows/Tabs
    • 4px rounded
  • Slightly more generous margins.
    • Margins at the bottom of the window. (Rounded corners)
  • Asset Editor now has a stepping hierarchy from bright, to mid, to dark for the editor body.
    • Used to be Bright, to dark, to mid. at the "Asset Location" bar.
  • Bottom status bar matches the deepest BG tone that the file bar has.
  • Viewport no longer has Title/Frame bar (It's not draggable, can't add tabs to it.)
  • Console text field area has margins.
vapid coral
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Looks super good. I’d love to see what it looks like with all of the light fields as pure black with white text though

frosty raptor
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I can give it a try quickly. I definitely understand the aesthetic choice.
Gimme a sec.

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  • Darkest BG Blue body.
  • Solid Black Frame
vapid coral
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Ooh that’s pretty lol

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Thanks for trying it!

frosty raptor
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Happy to! I definitely think it's a solid proof. I honestly was not thinking I would make anything like this when I started.

vapid coral
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I’m super impressed with how much you’ve been able to accomplish. This change will be really impactful

frosty raptor
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I would love to bring it forward as something to actually consider, that's for sure.

paper patio
frosty raptor
# paper patio I was thinking, how does our mascot fit into the colour scheme. That orange woul...

It's a bit complicated, because the official O3DE branding is as such: https://docs.o3de.org/docs/tools-ui/branding-guidelines/
There is no odie-refletive branching scheme.

That being said, if you look at the "Theme Colours" guidance here: https://m2.material.io/design/color/dark-theme.html#ui-application
There is the viability of creating a Primary, and Secondary scheme, where primary would be the bright blue, while the secondary could be red or yellow from odie.

paper patio
# frosty raptor It was a really rough start, but somehow i broke through and I think I put toget...

Very sleak, my constant "piss" filter on my devices seems to go well with it, them colours on right still stick out to me, but it might be cause I'm used to location of cordiantes and don't need as much colour guidance.

Not sure if it's too far of scope, but if there was some option to chose between desaturated/monochrome variants to be a toggle somewhere

This is coming from pov of stating at screen for hours at a time in diff suites, reserving colour space and focus for main view and colour picker, rest of ui when placing objects when in contrast to main view makes it easier to navigate (but this is a tiny nit pick, I ussually collapse bars in tjose instances where possible)

paper patio
paper patio
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In like ease of use way not hospital if that makes sens e

fleet peak
fleet peak
frosty raptor
fleet peak
solemn dagger
solemn dagger
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but in general, yeah I do liked the blue dark theme ✨

solemn dagger
frosty raptor
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UI Mock Source

For your more granular use.

solemn dagger
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thanks! will play with it today, just not now

Also, I think I'll take the opportunity to learn penpot xD, we can mock UX there, even creating interactive screens that will simulate the end program

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also it's collaborative IIRC, like excalidraw, but I'm not sure

stoic barn
frosty raptor
stoic barn
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Oh in that case then it's perfect

fleet peak
solemn dagger
frosty raptor
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Yeah I was seeing that too, I was thinking making them more similar to the main tab but less saturated might be a way.
Also, I free handed all the values so they coud definitely use some balancing in general.

solemn dagger
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Started to port the BJDS figma to Penpot while learning it.

solemn dagger
frosty raptor
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No problem. I was barely able to use it, was going to after I did the psd mock, even to just expose the final colours chosen (they aren't 1:1 what's on the figma)

But I ran out of steam.

solemn dagger
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All I have currently, now I'm going to UI components

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(penpot and Figma is mostly the same from what I could tell, with some specific differences, like line height being a scalar on penpot, and pixels on figma)

frosty raptor
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I am fine with anything, as long as it can consolidate the current "pitch" for what we think is a valid way forward.

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There's also the angle of:
Can we identify every style contact point in the source code, put it into a list, then implement references instead of hardcoded styles, and consolidate the entire styling structure to a data class and editor.

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If we can make a .theme file, and an edit window, we can implement this theme as the new core, but then expose the ability to change things by preference.
#sig-ui-ux message

frosty raptor
solemn dagger
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I'm fine with both too, the penpot was my personal decision to learn ui design

frosty raptor
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That's pretty sick. Does it have user limit or other restrictions when self hosted?

solemn dagger
# frosty raptor There's also the angle of: Can we identify every style contact point in the sour...

This came to my mind when I was looking on design tokens:
https://help.penpot.app/user-guide/design-systems/design-tokens/

Basically, it's how themes works on Penpot, and it's standardized (it's a draft I think) on W3C. I don't think we necessarily need to use design tokens literally, but seems a very good base to work on a theme system.

frosty raptor
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We can break out into a new feature thread: Custom Theming System

solemn dagger
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I wonder if it's a CLA though.., let me check

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It's DCO, as O3DE :), which AFAIK that means it cannot go like Redis did.

frosty raptor
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#1457148819396362362 message

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Editor GUI Updated Theme

frosty raptor
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Here's the working Palette, with the problematic colours marked.

elfin coral
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Love this effort. I had started working on a more streamlined theming architecture ages ago, the big issue is that a lot of our theming is hardcoded in C++ so we would want a way to abstract that to just a bunch of qss/json files and allow for true customizable themes as much as possible.

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I also remember Lee created mocks for new light/dark themes that I really liked but they probably are lost somewhere on one of my hard drives lol

frosty raptor
elfin coral
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changing the structure of some of the top menu bar.

finite dirge
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This is great. Will be ready for 26.10?

frosty raptor
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Yeah I am trying very hard to get a large amount of the ongoing features into Fall release.

finite dirge
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Yeah I'm reading lot of things here and I seeing you working in lot of stuff. Keep going!