Controlยถ
Inherits: CanvasItem < Node < Object
Inherited By: BaseButton, ColorRect, Container, GraphEdit, ItemList, Label, LineEdit, NinePatchRect, Panel, Popup, Range, ReferenceRect, RichTextLabel, Separator, Tabs, TextEdit, TextureRect, Tree, VideoPlayer
All user interface nodes inherit from Control. A control's anchors and margins adapt its position and size relative to its parent.
Descriptionยถ
Base class for all UI-related nodes. Control features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and margins that represent an offset to the anchor. The margins update automatically when the node, any of its parents, or the screen size change.
For more information on Godot's UI system, anchors, margins, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from Control and Container nodes.
User Interface nodes and input
Godot sends input events to the scene's root node first, by calling Node._input. Node._input forwards the event down the node tree to the nodes under the mouse cursor, or in focus. To do so, it calls MainLoop._input_event. Call accept_event so no other node receives the event. Once you accept an input, it becomes handled so Node._unhandled_input will not process it.
Only one Control node can be in focus. Only the node in focus will receive events. To get the focus, call grab_focus. Control nodes lose focus when another node grabs it, or if you hide the node in focus.
Sets mouse_filter to MOUSE_FILTER_IGNORE to tell a Control node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
Theme resources change the Control's appearance. If you change the Theme on a Control node, it affects all of its children. To override some of the theme's parameters, call one of the add_*_override
methods, like add_font_override. You can override the theme with the inspector.
Note: Theme items are not Object properties. This means you can't access their values using Object.get and Object.set. Instead, use get_color, get_constant, get_font, get_icon, get_stylebox, and the add_*_override
methods provided by this class.
Tutorialsยถ
Propertiesยถ
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Methodsยถ
Signalsยถ
focus_entered ( )
Emitted when the node gains focus.
focus_exited ( )
Emitted when the node loses focus.
gui_input ( InputEvent event )
Emitted when the node receives an InputEvent.
minimum_size_changed ( )
Emitted when the node's minimum size changes.
modal_closed ( )
Emitted when a modal Control is closed. See show_modal.
mouse_entered ( )
Emitted when the mouse enters the control's Rect
area, provided its mouse_filter lets the event reach it.
Note: mouse_entered will not be emitted if the mouse enters a child Control node before entering the parent's Rect
area, at least until the mouse is moved to reach the parent's Rect
area.
mouse_exited ( )
Emitted when the mouse leaves the control's Rect
area, provided its mouse_filter lets the event reach it.
Note: mouse_exited will be emitted if the mouse enters a child Control node, even if the mouse cursor is still inside the parent's Rect
area.
If you want to check whether the mouse truly left the area, ignoring any top nodes, you can use code like this:
func _on_mouse_exited():
if not Rect2(Vector2(), rect_size).has_point(get_local_mouse_position()):
# Not hovering over area.
resized ( )
Emitted when the control changes size.
size_flags_changed ( )
Emitted when one of the size flags changes. See size_flags_horizontal and size_flags_vertical.
Enumerationsยถ
enum FocusMode:
FocusMode FOCUS_NONE = 0
The node cannot grab focus. Use with focus_mode.
FocusMode FOCUS_CLICK = 1
The node can only grab focus on mouse clicks. Use with focus_mode.
FocusMode FOCUS_ALL = 2
The node can grab focus on mouse click, using the arrows and the Tab keys on the keyboard, or using the D-pad buttons on a gamepad. Use with focus_mode.
enum CursorShape:
CursorShape CURSOR_ARROW = 0
Show the system's arrow mouse cursor when the user hovers the node. Use with mouse_default_cursor_shape.
CursorShape CURSOR_IBEAM = 1
Show the system's I-beam mouse cursor when the user hovers the node. The I-beam pointer has a shape similar to "I". It tells the user they can highlight or insert text.
CursorShape CURSOR_POINTING_HAND = 2
Show the system's pointing hand mouse cursor when the user hovers the node.
CursorShape CURSOR_CROSS = 3
Show the system's cross mouse cursor when the user hovers the node.
CursorShape CURSOR_WAIT = 4
Show the system's wait mouse cursor when the user hovers the node. Often an hourglass.
CursorShape CURSOR_BUSY = 5
Show the system's busy mouse cursor when the user hovers the node. Often an arrow with a small hourglass.
CursorShape CURSOR_DRAG = 6
Show the system's drag mouse cursor, often a closed fist or a cross symbol, when the user hovers the node. It tells the user they're currently dragging an item, like a node in the Scene dock.
CursorShape CURSOR_CAN_DROP = 7
Show the system's drop mouse cursor when the user hovers the node. It can be an open hand. It tells the user they can drop an item they're currently grabbing, like a node in the Scene dock.
CursorShape CURSOR_FORBIDDEN = 8
Show the system's forbidden mouse cursor when the user hovers the node. Often a crossed circle.
CursorShape CURSOR_VSIZE = 9
Show the system's vertical resize mouse cursor when the user hovers the node. A double-headed vertical arrow. It tells the user they can resize the window or the panel vertically.
CursorShape CURSOR_HSIZE = 10
Show the system's horizontal resize mouse cursor when the user hovers the node. A double-headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.
CursorShape CURSOR_BDIAGSIZE = 11
Show the system's window resize mouse cursor when the user hovers the node. The cursor is a double-headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.
CursorShape CURSOR_FDIAGSIZE = 12
Show the system's window resize mouse cursor when the user hovers the node. The cursor is a double-headed arrow that goes from the top left to the bottom right, the opposite of CURSOR_BDIAGSIZE. It tells the user they can resize the window or the panel both horizontally and vertically.
CursorShape CURSOR_MOVE = 13
Show the system's move mouse cursor when the user hovers the node. It shows 2 double-headed arrows at a 90 degree angle. It tells the user they can move a UI element freely.
CursorShape CURSOR_VSPLIT = 14
Show the system's vertical split mouse cursor when the user hovers the node. On Windows, it's the same as CURSOR_VSIZE.
CursorShape CURSOR_HSPLIT = 15
Show the system's horizontal split mouse cursor when the user hovers the node. On Windows, it's the same as CURSOR_HSIZE.
CursorShape CURSOR_HELP = 16
Show the system's help mouse cursor when the user hovers the node, a question mark.
enum LayoutPreset:
LayoutPreset PRESET_TOP_LEFT = 0
Snap all 4 anchors to the top-left of the parent control's bounds. Use with set_anchors_preset.
LayoutPreset PRESET_TOP_RIGHT = 1
Snap all 4 anchors to the top-right of the parent control's bounds. Use with set_anchors_preset.
LayoutPreset PRESET_BOTTOM_LEFT = 2
Snap all 4 anchors to the bottom-left of the parent control's bounds. Use with set_anchors_preset.
LayoutPreset PRESET_BOTTOM_RIGHT = 3
Snap all 4 anchors to the bottom-right of the parent control's bounds. Use with set_anchors_preset.
LayoutPreset PRESET_CENTER_LEFT = 4
Snap all 4 anchors to the center of the left edge of the parent control's bounds. Use with set_anchors_preset.
LayoutPreset PRESET_CENTER_TOP = 5
Snap all 4 anchors to the center of the top edge of the parent control's bounds. Use with set_anchors_preset.
LayoutPreset PRESET_CENTER_RIGHT = 6
Snap all 4 anchors to the center of the right edge of the parent control's bounds. Use with set_anchors_preset.
LayoutPreset PRESET_CENTER_BOTTOM = 7
Snap all 4 anchors to the center of the bottom edge of the parent control's bounds. Use with set_anchors_preset.
LayoutPreset PRESET_CENTER = 8
Snap all 4 anchors to the center of the parent control's bounds. Use with set_anchors_preset.
LayoutPreset PRESET_LEFT_WIDE = 9
Snap all 4 anchors to the left edge of the parent control. The left margin becomes relative to the left edge and the top margin relative to the top left corner of the node's parent. Use with set_anchors_preset.
LayoutPreset PRESET_TOP_WIDE = 10
Snap all 4 anchors to the top edge of the parent control. The left margin becomes relative to the top left corner, the top margin relative to the top edge, and the right margin relative to the top right corner of the node's parent. Use with set_anchors_preset.
LayoutPreset PRESET_RIGHT_WIDE = 11
Snap all 4 anchors to the right edge of the parent control. The right margin becomes relative to the right edge and the top margin relative to the top right corner of the node's parent. Use with set_anchors_preset.
LayoutPreset PRESET_BOTTOM_WIDE = 12
Snap all 4 anchors to the bottom edge of the parent control. The left margin becomes relative to the bottom left corner, the bottom margin relative to the bottom edge, and the right margin relative to the bottom right corner of the node's parent. Use with set_anchors_preset.
LayoutPreset PRESET_VCENTER_WIDE = 13
Snap all 4 anchors to a vertical line that cuts the parent control in half. Use with set_anchors_preset.
LayoutPreset PRESET_HCENTER_WIDE = 14
Snap all 4 anchors to a horizontal line that cuts the parent control in half. Use with set_anchors_preset.
LayoutPreset PRESET_WIDE = 15
Snap all 4 anchors to the respective corners of the parent control. Set all 4 margins to 0 after you applied this preset and the Control will fit its parent control. This is equivalent to the "Full Rect" layout option in the editor. Use with set_anchors_preset.
enum LayoutPresetMode:
LayoutPresetMode PRESET_MODE_MINSIZE = 0
The control will be resized to its minimum size.
LayoutPresetMode PRESET_MODE_KEEP_WIDTH = 1
The control's width will not change.
LayoutPresetMode PRESET_MODE_KEEP_HEIGHT = 2
The control's height will not change.
LayoutPresetMode PRESET_MODE_KEEP_SIZE = 3
The control's size will not change.
enum SizeFlags:
SizeFlags SIZE_FILL = 1
Tells the parent Container to expand the bounds of this node to fill all the available space without pushing any other node. Use with size_flags_horizontal and size_flags_vertical.
SizeFlags SIZE_EXPAND = 2
Tells the parent Container to let this node take all the available space on the axis you flag. If multiple neighboring nodes are set to expand, they'll share the space based on their stretch ratio. See size_flags_stretch_ratio. Use with size_flags_horizontal and size_flags_vertical.
SizeFlags SIZE_EXPAND_FILL = 3
Sets the node's size flags to both fill and expand. See the 2 constants above for more information.
SizeFlags SIZE_SHRINK_CENTER = 4
Tells the parent Container to center the node in itself. It centers the control based on its bounding box, so it doesn't work with the fill or expand size flags. Use with size_flags_horizontal and size_flags_vertical.
SizeFlags SIZE_SHRINK_END = 8
Tells the parent Container to align the node with its end, either the bottom or the right edge. It doesn't work with the fill or expand size flags. Use with size_flags_horizontal and size_flags_vertical.
enum MouseFilter:
MouseFilter MOUSE_FILTER_STOP = 0
The control will receive mouse button input events through _gui_input if clicked on. And the control will receive the mouse_entered and mouse_exited signals. These events are automatically marked as handled, and they will not propagate further to other controls. This also results in blocking signals in other controls.
MouseFilter MOUSE_FILTER_PASS = 1
The control will receive mouse button input events through _gui_input if clicked on. And the control will receive the mouse_entered and mouse_exited signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. Even if no control handled it at all, the event will still be handled automatically, so unhandled input will not be fired.
MouseFilter MOUSE_FILTER_IGNORE = 2
The control will not receive mouse button input events through _gui_input. The control will also not receive the mouse_entered nor mouse_exited signals. This will not block other controls from receiving these events or firing the signals. Ignored events will not be handled automatically.
enum GrowDirection:
GrowDirection GROW_DIRECTION_BEGIN = 0
The control will grow to the left or top to make up if its minimum size is changed to be greater than its current size on the respective axis.
GrowDirection GROW_DIRECTION_END = 1
The control will grow to the right or bottom to make up if its minimum size is changed to be greater than its current size on the respective axis.
GrowDirection GROW_DIRECTION_BOTH = 2
The control will grow in both directions equally to make up if its minimum size is changed to be greater than its current size.
enum Anchor:
Anchor ANCHOR_BEGIN = 0
Snaps one of the 4 anchor's sides to the origin of the node's Rect
, in the top left. Use it with one of the anchor_*
member variables, like anchor_left. To change all 4 anchors at once, use set_anchors_preset.
Anchor ANCHOR_END = 1
Snaps one of the 4 anchor's sides to the end of the node's Rect
, in the bottom right. Use it with one of the anchor_*
member variables, like anchor_left. To change all 4 anchors at once, use set_anchors_preset.
Constantsยถ
NOTIFICATION_RESIZED = 40
Sent when the node changes size. Use rect_size to get the new size.
NOTIFICATION_MOUSE_ENTER = 41
Sent when the mouse pointer enters the node.
NOTIFICATION_MOUSE_EXIT = 42
Sent when the mouse pointer exits the node.
NOTIFICATION_FOCUS_ENTER = 43
Sent when the node grabs focus.
NOTIFICATION_FOCUS_EXIT = 44
Sent when the node loses focus.
NOTIFICATION_THEME_CHANGED = 45
Sent when the node's theme changes, right before Godot redraws the control. Happens when you call one of the add_*_override
methods.
NOTIFICATION_MODAL_CLOSE = 46
Sent when an open modal dialog closes. See show_modal.
NOTIFICATION_SCROLL_BEGIN = 47
Sent when this node is inside a ScrollContainer which has begun being scrolled.
NOTIFICATION_SCROLL_END = 48
Sent when this node is inside a ScrollContainer which has stopped being scrolled.
Property Descriptionsยถ
float anchor_bottom = 0.0
Anchors the bottom edge of the node to the origin, the center, or the end of its parent control. It changes how the bottom margin updates when the node moves or changes size. You can use one of the Anchor constants for convenience.
float anchor_left = 0.0
Anchors the left edge of the node to the origin, the center or the end of its parent control. It changes how the left margin updates when the node moves or changes size. You can use one of the Anchor constants for convenience.
float anchor_right = 0.0
Anchors the right edge of the node to the origin, the center or the end of its parent control. It changes how the right margin updates when the node moves or changes size. You can use one of the Anchor constants for convenience.
float anchor_top = 0.0
Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top margin updates when the node moves or changes size. You can use one of the Anchor constants for convenience.
FocusMode focus_mode = 0
The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard, gamepad, and mouse signals.
NodePath focus_neighbour_bottom = NodePath("")
Tells Godot which node it should give focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the ui_down
input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the bottom of this one.
NodePath focus_neighbour_left = NodePath("")
Tells Godot which node it should give focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the ui_left
input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the left of this one.
NodePath focus_neighbour_right = NodePath("")
Tells Godot which node it should give focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the ui_right
input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the bottom of this one.
NodePath focus_neighbour_top = NodePath("")
Tells Godot which node it should give focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the ui_top
input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the bottom of this one.
NodePath focus_next = NodePath("")
Tells Godot which node it should give focus to if the user presses Tab on a keyboard by default. You can change the key by editing the ui_focus_next
input action.
If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.
NodePath focus_previous = NodePath("")
Tells Godot which node it should give focus to if the user presses Shift + Tab on a keyboard by default. You can change the key by editing the ui_focus_prev
input action.
If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.
GrowDirection grow_horizontal = 1
void set_h_grow_direction ( GrowDirection value )
GrowDirection get_h_grow_direction ( )
Controls the direction on the horizontal axis in which the control should grow if its horizontal minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.
GrowDirection grow_vertical = 1
void set_v_grow_direction ( GrowDirection value )
GrowDirection get_v_grow_direction ( )
Controls the direction on the vertical axis in which the control should grow if its vertical minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.
String hint_tooltip = ""
void set_tooltip ( String value )
Changes the tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the mouse_filter property is not MOUSE_FILTER_IGNORE. You can change the time required for the tooltip to appear with gui/timers/tooltip_delay_sec
option in Project Settings.
The tooltip popup will use either a default implementation, or a custom one that you can provide by overriding _make_custom_tooltip. The default tooltip includes a PopupPanel and Label whose theme properties can be customized using Theme methods with the "TooltipPanel"
and "TooltipLabel"
respectively. For example:
var style_box = StyleBoxFlat.new()
style_box.set_bg_color(Color(1, 1, 0))
style_box.set_border_width_all(2)
# We assume here that the `theme` property has been assigned a custom Theme beforehand.
theme.set_stylebox("panel", "TooltipPanel", style_box)
theme.set_color("font_color", "TooltipLabel", Color(0, 1, 1))
bool input_pass_on_modal_close_click = true
Enables whether input should propagate when you close the control as modal.
If false
, stops event handling at the viewport input event handling. The viewport first hides the modal and after marks the input as handled.
float margin_bottom = 0.0
Distance between the node's bottom edge and its parent control, based on anchor_bottom.
Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node.
float margin_left = 0.0
Distance between the node's left edge and its parent control, based on anchor_left.
Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node.
float margin_right = 0.0
Distance between the node's right edge and its parent control, based on anchor_right.
Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node.
float margin_top = 0.0
Distance between the node's top edge and its parent control, based on anchor_top.
Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node.
CursorShape mouse_default_cursor_shape = 0
void set_default_cursor_shape ( CursorShape value )
CursorShape get_default_cursor_shape ( )
The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors.
Note: On Linux, shapes may vary depending on the cursor theme of the system.
MouseFilter mouse_filter = 0
void set_mouse_filter ( MouseFilter value )
MouseFilter get_mouse_filter ( )
Controls whether the control will be able to receive mouse button input events through _gui_input and how these events should be handled. Also controls whether the control can receive the mouse_entered, and mouse_exited signals. See the constants to learn what each does.
bool rect_clip_content = false
Enables whether rendering of CanvasItem based children should be clipped to this control's rectangle. If true
, parts of a child which would be visibly outside of this control's rectangle will not be rendered.
Vector2 rect_global_position
Vector2 get_global_position ( )
The node's global position, relative to the world (usually to the top-left corner of the window).
Vector2 rect_min_size = Vector2( 0, 0 )
The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.
Vector2 rect_pivot_offset = Vector2( 0, 0 )
By default, the node's pivot is its top-left corner. When you change its rect_rotation or rect_scale, it will rotate or scale around this pivot. Set this property to rect_size / 2 to pivot around the Control's center.
Vector2 rect_position = Vector2( 0, 0 )
Vector2 get_position ( )
The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by rect_pivot_offset.
float rect_rotation = 0.0
The node's rotation around its pivot, in degrees. See rect_pivot_offset to change the pivot's position.
Vector2 rect_scale = Vector2( 1, 1 )
The node's scale, relative to its rect_size. Change this property to scale the node around its rect_pivot_offset. The Control's hint_tooltip will also scale according to this value.
Note: This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the documentation instead of scaling Controls individually.
Note: If the Control node is a child of a Container node, the scale will be reset to Vector2(1, 1)
when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using yield(get_tree(), "idle_frame")
then set its rect_scale property.
Vector2 rect_size = Vector2( 0, 0 )
Vector2 get_size ( )
The size of the node's bounding rectangle, in pixels. Container nodes update this property automatically.
int size_flags_horizontal = 1
Tells the parent Container nodes how they should resize and place the node on the X axis. Use one of the SizeFlags constants to change the flags. See the constants to learn what each does.
float size_flags_stretch_ratio = 1.0
If the node and at least one of its neighbours uses the SIZE_EXPAND size flag, the parent Container will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space.
int size_flags_vertical = 1
Tells the parent Container nodes how they should resize and place the node on the Y axis. Use one of the SizeFlags constants to change the flags. See the constants to learn what each does.
Theme theme
Changing this property replaces the current Theme resource this node and all its Control children use.
String theme_type_variation = ""
The name of a theme type variation used by this Control to look up its own theme items. When empty, the class name of the node is used (e.g. Button
for the Button control), as well as the class names of all parent classes (in order of inheritance).
When set, this property gives the highest priority to the type of the specified name. This type can in turn extend another type, forming a dependency chain. See Theme.set_type_variation. If the theme item cannot be found using this type or its base types, lookup falls back on the class names.
Note: To look up Control's own items use various get_*
methods without specifying theme_type
.
Note: Theme items are looked for in the tree order, from branch to root, where each Control node is checked for its theme property. The earliest match against any type/class name is returned. The project-level Theme and the default Theme are checked last.
Method Descriptionsยถ
bool _clips_input ( ) virtual
Virtual method to be implemented by the user. Returns whether _gui_input should not be called for children controls outside this control's rectangle. Input will be clipped to the Rect of this Control. Similar to rect_clip_content, but doesn't affect visibility.
If not overridden, defaults to false
.
Vector2 _get_minimum_size ( ) virtual
Virtual method to be implemented by the user. Returns the minimum size for this control. Alternative to rect_min_size for controlling minimum size via code. The actual minimum size will be the max value of these two (in each axis separately).
If not overridden, defaults to Vector2.ZERO.
Note: This method will not be called when the script is attached to a Control node that already overrides its minimum size (e.g. Label, Button, PanelContainer etc.). It can only be used with most basic GUI nodes, like Control, Container, Panel etc.
void _gui_input ( InputEvent event ) virtual
Virtual method to be implemented by the user. Use this method to process and accept inputs on UI elements. See accept_event.
Example: clicking a control.
func _gui_input(event):
if event is InputEventMouseButton:
if event.button_index == BUTTON_LEFT and event.pressed:
print("I've been clicked D:")
The event won't trigger if:
* clicking outside the control (see has_point);
* control has mouse_filter set to MOUSE_FILTER_IGNORE;
* control is obstructed by another Control on top of it, which doesn't have mouse_filter set to MOUSE_FILTER_IGNORE;
* control's parent has mouse_filter set to MOUSE_FILTER_STOP or has accepted the event;
* it happens outside the parent's rectangle and the parent has either rect_clip_content or _clips_input enabled.
Note: Event position is relative to the control origin.
Control _make_custom_tooltip ( String for_text ) virtual
Virtual method to be implemented by the user. Returns a Control node that should be used as a tooltip instead of the default one. The for_text
includes the contents of the hint_tooltip property.
The returned node must be of type Control or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance). When null
or a non-Control node is returned, the default tooltip will be used instead.
The returned node will be added as child to a PopupPanel, so you should only provide the contents of that panel. That PopupPanel can be themed using Theme.set_stylebox for the type "TooltipPanel"
(see hint_tooltip for an example).
Note: The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its rect_min_size to some non-zero value.
Example of usage with a custom-constructed node:
func _make_custom_tooltip(for_text):
var label = Label.new()
label.text = for_text
return label
Example of usage with a custom scene instance:
func _make_custom_tooltip(for_text):
var tooltip = preload("res://SomeTooltipScene.tscn").instance()
tooltip.get_node("Label").text = for_text
return tooltip
void accept_event ( )
Marks an input event as handled. Once you accept an input event, it stops propagating, even to nodes listening to Node._unhandled_input or Node._unhandled_key_input.
void add_color_override ( String name, Color color )
Creates a local override for a theme Color with the specified name
. Local overrides always take precedence when fetching theme items for the control.
See also get_color, remove_color_override.
Example of overriding a label's color and resetting it later:
# Given the child Label node "MyLabel", override its font color with a custom value.
$MyLabel.add_color_override("font_color", Color(1, 0.5, 0))
# Reset the font color of the child label.
$MyLabel.add_color_override("font_color", get_color("font_color", "Label"))
void add_constant_override ( String name, int constant )
Creates a local override for a theme constant with the specified name
. Local overrides always take precedence when fetching theme items for the control.
See also get_constant, remove_constant_override.
void add_font_override ( String name, Font font )
Creates a local override for a theme Font with the specified name
. Local overrides always take precedence when fetching theme items for the control.
Note: An override can be removed by assigning it a null
value. This behavior is deprecated and will be removed in 4.0, use remove_font_override instead.
See also get_font.
void add_icon_override ( String name, Texture texture )
Creates a local override for a theme icon with the specified name
. Local overrides always take precedence when fetching theme items for the control.
Note: An override can be removed by assigning it a null
value. This behavior is deprecated and will be removed in 4.0, use remove_icon_override instead.
See also get_icon.
void add_shader_override ( String name, Shader shader )
Creates a local override for a theme shader with the specified name
. Local overrides always take precedence when fetching theme items for the control.
Note: An override can be removed by assigning it a null
value. This behavior is deprecated and will be removed in 4.0, use remove_shader_override instead.
void add_stylebox_override ( String name, StyleBox stylebox )
Creates a local override for a theme StyleBox with the specified name
. Local overrides always take precedence when fetching theme items for the control.
Note: An override can be removed by assigning it a null
value. This behavior is deprecated and will be removed in 4.0, use remove_stylebox_override instead.
See also get_stylebox.
Example of modifying a property in a StyleBox by duplicating it:
# The snippet below assumes the child node MyButton has a StyleBoxFlat assigned.
# Resources are shared across instances, so we need to duplicate it
# to avoid modifying the appearance of all other buttons.
var new_stylebox_normal = $MyButton.get_stylebox("normal").duplicate()
new_stylebox_normal.border_width_top = 3
new_stylebox_normal.border_color = Color(0, 1, 0.5)
$MyButton.add_stylebox_override("normal", new_stylebox_normal)
# Remove the stylebox override.
$MyButton.add_stylebox_override("normal", null)
bool can_drop_data ( Vector2 position, Variant data ) virtual
Godot calls this method to test if data
from a control's get_drag_data can be dropped at position
. position
is local to this control.
This method should only be used to test the data. Process the data in drop_data.
func can_drop_data(position, data):
# Check position if it is relevant to you
# Otherwise, just check data
return typeof(data) == TYPE_DICTIONARY and data.has("expected")
void drop_data ( Vector2 position, Variant data ) virtual
Godot calls this method to pass you the data
from a control's get_drag_data result. Godot first calls can_drop_data to test if data
is allowed to drop at position
where position
is local to this control.
func can_drop_data(position, data):
return typeof(data) == TYPE_DICTIONARY and data.has("color")
func drop_data(position, data):
color = data["color"]
Control find_next_valid_focus ( ) const
Finds the next (below in the tree) Control that can receive the focus.
Control find_prev_valid_focus ( ) const
Finds the previous (above in the tree) Control that can receive the focus.
void force_drag ( Variant data, Control preview )
Forces drag and bypasses get_drag_data and set_drag_preview by passing data
and preview
. Drag will start even if the mouse is neither over nor pressed on this control.
The methods can_drop_data and drop_data must be implemented on controls that want to receive drop data.
float get_anchor ( Margin margin ) const
Returns the anchor identified by margin
constant from Margin enum. A getter method for anchor_bottom, anchor_left, anchor_right and anchor_top.
Vector2 get_begin ( ) const
Returns margin_left and margin_top. See also rect_position.
Color get_color ( String name, String theme_type="" ) const
Returns a Color from the first matching Theme in the tree if that Theme has a color item with the specified name
and theme_type
. If theme_type
is omitted the class name of the current control is used as the type, or theme_type_variation if it is defined. If the type is a class name its parent classes are also checked, in order of inheritance.
For the current control its local overrides are considered first (see add_color_override), then its assigned theme. After the current control, each parent control and its assigned theme are considered; controls without a theme assigned are skipped. If no matching Theme is found in the tree, a custom project Theme (see ProjectSettings.gui/theme/custom) and the default Theme are used.
func _ready():
# Get the font color defined for the current Control's class, if it exists.
modulate = get_color("font_color")
# Get the font color defined for the Button class.
modulate = get_color("font_color", "Button")
Vector2 get_combined_minimum_size ( ) const
Returns combined minimum size from rect_min_size and get_minimum_size.
int get_constant ( String name, String theme_type="" ) const
Returns a constant from the first matching Theme in the tree if that Theme has a constant item with the specified name
and theme_type
.
See get_color for details.
CursorShape get_cursor_shape ( Vector2 position=Vector2( 0, 0 ) ) const
Returns the mouse cursor shape the control displays on mouse hover. See CursorShape.
Variant get_drag_data ( Vector2 position ) virtual
Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Returns null
if there is no data to drag. Controls that want to receive drop data should implement can_drop_data and drop_data. position
is local to this control. Drag may be forced with force_drag.
A preview that will follow the mouse that should represent the data can be set with set_drag_preview. A good time to set the preview is in this method.
func get_drag_data(position):
var mydata = make_data()
set_drag_preview(make_preview(mydata))
return mydata
Vector2 get_end ( ) const
Returns margin_right and margin_bottom.
NodePath get_focus_neighbour ( Margin margin ) const
Returns the focus neighbour identified by margin
constant from Margin enum. A getter method for focus_neighbour_bottom, focus_neighbour_left, focus_neighbour_right and focus_neighbour_top.
Control get_focus_owner ( ) const
Returns the control that has focus or null
if none.
Font get_font ( String name, String theme_type="" ) const
Returns a Font from the first matching Theme in the tree if that Theme has a font item with the specified name
and theme_type
.
See get_color for details.
Rect2 get_global_rect ( ) const
Returns the position and size of the control relative to the top-left corner of the screen. See rect_position and rect_size.
Texture get_icon ( String name, String theme_type="" ) const
Returns an icon from the first matching Theme in the tree if that Theme has an icon item with the specified name
and theme_type
.
See get_color for details.
float get_margin ( Margin margin ) const
Returns the anchor identified by margin
constant from Margin enum. A getter method for margin_bottom, margin_left, margin_right and margin_top.
Vector2 get_minimum_size ( ) const
Returns the minimum size for this control. See rect_min_size.
Vector2 get_parent_area_size ( ) const
Returns the width/height occupied in the parent control.
Control get_parent_control ( ) const
Returns the parent control node.
Rect2 get_rect ( ) const
Returns the position and size of the control relative to the top-left corner of the parent Control. See rect_position and rect_size.
float get_rotation ( ) const
Returns the rotation (in radians).
StyleBox get_stylebox ( String name, String theme_type="" ) const
Returns a StyleBox from the first matching Theme in the tree if that Theme has a stylebox item with the specified name
and theme_type
.
See get_color for details.
Font get_theme_default_font ( ) const
Returns the default font from the first matching Theme in the tree if that Theme has a valid Theme.default_font value.
See get_color for details.
String get_tooltip ( Vector2 at_position=Vector2( 0, 0 ) ) const
Returns the tooltip, which will appear when the cursor is resting over this control. See hint_tooltip.
void grab_click_focus ( )
Creates an InputEventMouseButton that attempts to click the control. If the event is received, the control acquires focus.
func _process(delta):
grab_click_focus() #when clicking another Control node, this node will be clicked instead
void grab_focus ( )
Steal the focus from another control and become the focused control (see focus_mode).
Note: Using this method together with Object.call_deferred makes it more reliable, especially when called inside Node._ready.
bool has_color ( String name, String theme_type="" ) const
Returns true
if there is a matching Theme in the tree that has a color item with the specified name
and theme_type
.
See get_color for details.
bool has_color_override ( String name ) const
Returns true
if there is a local override for a theme Color with the specified name
in this Control node.
See add_color_override.
bool has_constant ( String name, String theme_type="" ) const
Returns true
if there is a matching Theme in the tree that has a constant item with the specified name
and theme_type
.
See get_color for details.
bool has_constant_override ( String name ) const
Returns true
if there is a local override for a theme constant with the specified name
in this Control node.
bool has_focus ( ) const
Returns true
if this is the current focused control. See focus_mode.
bool has_font ( String name, String theme_type="" ) const
Returns true
if there is a matching Theme in the tree that has a font item with the specified name
and theme_type
.
See get_color for details.
bool has_font_override ( String name ) const
Returns true
if there is a local override for a theme Font with the specified name
in this Control node.
See add_font_override.
bool has_icon ( String name, String theme_type="" ) const
Returns true
if there is a matching Theme in the tree that has an icon item with the specified name
and theme_type
.
See get_color for details.
bool has_icon_override ( String name ) const
Returns true
if there is a local override for a theme icon with the specified name
in this Control node.
See add_icon_override.
bool has_point ( Vector2 point ) virtual
Virtual method to be implemented by the user. Returns whether the given point
is inside this control.
If not overridden, default behavior is checking if the point is within control's Rect.
Note: If you want to check if a point is inside the control, you can use get_rect().has_point(point)
.
bool has_shader_override ( String name ) const
Returns true
if there is a local override for a theme shader with the specified name
in this Control node.
See add_shader_override.
bool has_stylebox ( String name, String theme_type="" ) const
Returns true
if there is a matching Theme in the tree that has a stylebox item with the specified name
and theme_type
.
See get_color for details.
bool has_stylebox_override ( String name ) const
Returns true
if there is a local override for a theme StyleBox with the specified name
in this Control node.
bool is_drag_successful ( ) const
Returns true
if a drag operation is successful. Alternative to Viewport.gui_is_drag_successful.
Best used with Node.NOTIFICATION_DRAG_END.
void minimum_size_changed ( )
Invalidates the size cache in this node and in parent nodes up to toplevel. Intended to be used with get_minimum_size when the return value is changed. Setting rect_min_size directly calls this method automatically.
void release_focus ( )
Give up the focus. No other control will be able to receive keyboard or gamepad input.
void remove_color_override ( String name )
Removes a theme override for a Color with the given name
.
void remove_constant_override ( String name )
Removes a theme override for a constant with the given name
.
void remove_font_override ( String name )
Removes a theme override for a Font with the given name
.
void remove_icon_override ( String name )
Removes a theme override for an icon with the given name
.
void remove_shader_override ( String name )
Removes a theme override for a shader with the given name
.
void remove_stylebox_override ( String name )
Removes a theme override for a StyleBox with the given name
.
void set_anchor ( Margin margin, float anchor, bool keep_margin=false, bool push_opposite_anchor=true )
Sets the anchor identified by margin
constant from Margin enum to value anchor
. A setter method for anchor_bottom, anchor_left, anchor_right and anchor_top.
If keep_margin
is true
, margins aren't updated after this operation.
If push_opposite_anchor
is true
and the opposite anchor overlaps this anchor, the opposite one will have its value overridden. For example, when setting left anchor to 1 and the right anchor has value of 0.5, the right anchor will also get value of 1. If push_opposite_anchor
was false
, the left anchor would get value 0.5.
void set_anchor_and_margin ( Margin margin, float anchor, float offset, bool push_opposite_anchor=false )
Works the same as set_anchor, but instead of keep_margin
argument and automatic update of margin, it allows to set the margin offset yourself (see set_margin).
void set_anchors_and_margins_preset ( LayoutPreset preset, LayoutPresetMode resize_mode=0, int margin=0 )
Sets both anchor preset and margin preset. See set_anchors_preset and set_margins_preset.
void set_anchors_preset ( LayoutPreset preset, bool keep_margins=false )
Sets the anchors to a preset
from LayoutPreset enum. This is the code equivalent to using the Layout menu in the 2D editor.
If keep_margins
is true
, control's position will also be updated.
void set_begin ( Vector2 position )
Sets margin_left and margin_top at the same time. Equivalent of changing rect_position.
void set_drag_forwarding ( Control target )
Forwards the handling of this control's drag and drop to target
control.
Forwarding can be implemented in the target control similar to the methods get_drag_data, can_drop_data, and drop_data but with two differences:
The function name must be suffixed with _fw
The function must take an extra argument that is the control doing the forwarding
# ThisControl.gd
extends Control
func _ready():
set_drag_forwarding(target_control)
# TargetControl.gd
extends Control
func can_drop_data_fw(position, data, from_control):
return true
func drop_data_fw(position, data, from_control):
my_handle_data(data)
func get_drag_data_fw(position, from_control):
set_drag_preview(my_preview)
return my_data()
void set_drag_preview ( Control control )
Shows the given control at the mouse pointer. A good time to call this method is in get_drag_data. The control must not be in the scene tree. You should not free the control, and you should not keep a reference to the control beyond the duration of the drag. It will be deleted automatically after the drag has ended.
export (Color, RGBA) var color = Color(1, 0, 0, 1)
func get_drag_data(position):
# Use a control that is not in the tree
var cpb = ColorPickerButton.new()
cpb.color = color
cpb.rect_size = Vector2(50, 50)
set_drag_preview(cpb)
return color
void set_end ( Vector2 position )
Sets margin_right and margin_bottom at the same time.
void set_focus_neighbour ( Margin margin, NodePath neighbour )
Sets the anchor identified by margin
constant from Margin enum to Control at neighbor
node path. A setter method for focus_neighbour_bottom, focus_neighbour_left, focus_neighbour_right and focus_neighbour_top.
void set_global_position ( Vector2 position, bool keep_margins=false )
Sets the rect_global_position to given position
.
If keep_margins
is true
, control's anchors will be updated instead of margins.
void set_margin ( Margin margin, float offset )
Sets the margin identified by margin
constant from Margin enum to given offset
. A setter method for margin_bottom, margin_left, margin_right and margin_top.
void set_margins_preset ( LayoutPreset preset, LayoutPresetMode resize_mode=0, int margin=0 )
Sets the margins to a preset
from LayoutPreset enum. This is the code equivalent to using the Layout menu in the 2D editor.
Use parameter resize_mode
with constants from LayoutPresetMode to better determine the resulting size of the Control. Constant size will be ignored if used with presets that change size, e.g. PRESET_LEFT_WIDE
.
Use parameter margin
to determine the gap between the Control and the edges.
void set_position ( Vector2 position, bool keep_margins=false )
Sets the rect_position to given position
.
If keep_margins
is true
, control's anchors will be updated instead of margins.
void set_rotation ( float radians )
Sets the rotation (in radians).
void set_size ( Vector2 size, bool keep_margins=false )
Sets the size (see rect_size).
If keep_margins
is true
, control's anchors will be updated instead of margins.
void show_modal ( bool exclusive=false )
Displays a control as modal. Control must be a subwindow. Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus.
If exclusive
is true
, other controls will not receive input and clicking outside this control will not close it.
void warp_mouse ( Vector2 to_position )
Moves the mouse cursor to to_position
, relative to rect_position of this Control.