228 lines
6.7 KiB
ReStructuredText
228 lines
6.7 KiB
ReStructuredText
.. _doc_custom_gui_controls:
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Custom GUI controls
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===================
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So many controls...
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-------------------
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Yet there are never enough. Creating your own custom controls that act
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just the way you want them to is an obsession of almost every GUI
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programmer. Godot provides plenty of them, but they may not work exactly
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the way you want. Before contacting the developers with a pull-request
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to support diagonal scrollbars, at least it will be good to know how to
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create these controls easily from script.
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Drawing
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-------
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For drawing, it is recommended to check the :ref:`doc_custom_drawing_in_2d` tutorial.
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The same applies. Some functions are worth mentioning due to their
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usefulness when drawing, so they will be detailed next:
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Checking control size
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~~~~~~~~~~~~~~~~~~~~~
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Unlike 2D nodes, "size" is important with controls, as it helps to
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organize them in proper layouts. For this, the
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:ref:`Control.rect_size <class_Control_property_rect_size>`
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property is provided. Checking it during ``_draw()`` is vital to ensure
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everything is kept in-bounds.
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Checking focus
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~~~~~~~~~~~~~~
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Some controls (such as buttons or text editors) might provide input
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focus for keyboard or joypad input. Examples of this are entering text
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or pressing a button. This is controlled with the
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:ref:`Control.focus_mode <class_Control_property_focus_mode>`
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property. When drawing, and if the control supports input focus, it is
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always desired to show some sort of indicator (highlight, box, etc.) to
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indicate that this is the currently focused control. To check for this
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status, the :ref:`Control.has_focus() <class_Control_method_has_focus>` method
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exists. Example
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.. tabs::
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.. code-tab:: gdscript GDScript
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func _draw():
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if has_focus():
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draw_selected()
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else:
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draw_normal()
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.. code-tab:: csharp
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public override void _Draw()
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{
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if (HasFocus())
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{
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DrawSelected()
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}
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else
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{
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DrawNormal();
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}
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}
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Sizing
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------
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As mentioned before, size is important to controls. This allows
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them to lay out properly, when set into grids, containers, or anchored.
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Controls, most of the time, provide a *minimum size* to help properly
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lay them out. For example, if controls are placed vertically on top of
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each other using a :ref:`VBoxContainer <class_VBoxContainer>`,
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the minimum size will make sure your custom control is not squished by
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the other controls in the container.
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To provide this callback, just override
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:ref:`Control.get_minimum_size() <class_Control_method_get_minimum_size>`,
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for example:
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.. tabs::
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.. code-tab:: gdscript GDScript
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func get_minimum_size():
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return Vector2(30, 30)
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.. code-tab:: csharp
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public override Vector2 _GetMinimumSize()
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{
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return new Vector2(20, 20);
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}
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Alternatively, set it using a function:
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.. tabs::
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.. code-tab:: gdscript GDScript
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func _ready():
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set_custom_minimum_size(Vector2(30, 30))
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.. code-tab:: csharp
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public override void _Ready()
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{
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SetCustomMinimumSize(new Vector2(20, 20));
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}
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Input
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-----
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Controls provide a few helpers to make managing input events much easier
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than regular nodes.
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Input events
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~~~~~~~~~~~~
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There are a few tutorials about input before this one, but it's worth
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mentioning that controls have a special input method that only works
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when:
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- The mouse pointer is over the control.
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- The button was pressed over this control (control always
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captures input until button is released)
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- Control provides keyboard/joypad focus via
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:ref:`Control.focus_mode <class_Control_property_focus_mode>`.
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This function is
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:ref:`Control._gui_input() <class_Control_method__gui_input>`.
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Simply override it in your control. No processing needs to be set.
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends Control
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func _gui_input(event):
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if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed:
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print("Left mouse button was pressed!")
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.. code-tab:: csharp
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public override void _GuiInput(InputEvent @event)
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{
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if (@event is InputEventMouseButton mbe && mbe.ButtonIndex == (int)ButtonList.Left && mbe.Pressed)
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{
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GD.Print("Left mouse button was pressed!");
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}
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}
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For more information about events themselves, check the :ref:`doc_inputevent`
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tutorial.
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Notifications
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~~~~~~~~~~~~~
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Controls also have many useful notifications for which no dedicated callback
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exists, but which can be checked with the _notification callback:
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.. tabs::
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.. code-tab:: gdscript GDScript
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func _notification(what):
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match what:
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NOTIFICATION_MOUSE_ENTER:
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pass # Mouse entered the area of this control.
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NOTIFICATION_MOUSE_EXIT:
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pass # Mouse exited the area of this control.
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NOTIFICATION_FOCUS_ENTER:
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pass # Control gained focus.
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NOTIFICATION_FOCUS_EXIT:
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pass # Control lost focus.
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NOTIFICATION_THEME_CHANGED:
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pass # Theme used to draw the control changed;
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# update and redraw is recommended if using a theme.
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NOTIFICATION_VISIBILITY_CHANGED:
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pass # Control became visible/invisible;
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# check new status with is_visible().
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NOTIFICATION_RESIZED:
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pass # Control changed size; check new size
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# with get_size().
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NOTIFICATION_MODAL_CLOSE:
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pass # For modal pop-ups, notification
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# that the pop-up was closed.
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.. code-tab:: csharp
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public override void _Notification(int what)
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{
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switch (what)
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{
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case NotificationMouseEnter:
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// Mouse entered the area of this control.
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break;
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case NotificationMouseExit:
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// Mouse exited the area of this control.
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break;
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case NotificationFocusEnter:
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// Control gained focus.
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break;
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case NotificationFocusExit:
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// Control lost focus.
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break;
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case NotificationThemeChanged:
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// Theme used to draw the control changed;
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// update and redraw is recommended if using a theme.
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break;
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case NotificationVisibilityChanged:
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// Control became visible/invisible;
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// check new status with is_visible().
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break;
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case NotificationResized:
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// Control changed size; check new size with get_size().
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break;
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case NotificationModalClose:
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// For modal pop-ups, notification that the pop-up was closed.
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break;
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}
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}
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