239 lines
12 KiB
ReStructuredText
239 lines
12 KiB
ReStructuredText
.. _doc_gui_skinning:
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Introduction to GUI skinning
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============================
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It is essential for a game to provide clear, informative, and yet visually
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pleasing user interface to its players. While :ref:`Control <class_Control>`
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nodes come with a decently functional look out of the box, there is always
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room for uniqueness and case-specific tuning. For this purpose Godot engine
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includes a system for GUI skinning (or theming), which allows you to customize
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the look of every control in your user interface, including your custom controls.
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Here is an example of this system in action — a game with the GUI that is
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radically different from the default UI theme of the engine:
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.. figure:: img/tank-kings-by-winterpixel-games.png
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:align: center
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A "Gear Up!" screen in Tank Kings, courtesy of Winterpixel Games
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Beyond achieving a unique look for your game, this system also enables developers
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to provide customization options to the end users, including accessibility settings.
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UI themes are applied in a cascading manner (i.e. they propagate from parent
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controls to their children), which means that font settings or adjustments for
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colorblind users can be applied in a single place and affect the entire UI tree.
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Of course this system can also be used for gameplay purposes: your hero-based game
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can change its style for the selected player character, or you can give different
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flavors to the sides in your team-based project.
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Basics of themes
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----------------
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The skinning system is driven by the :ref:`Theme <class_Theme>` resource. Every
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Godot project has an inherent default theme that contains the settings used by
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the built-in control nodes. This is what gives the controls their distinct look
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out of the box. A theme only describes the configuration, however, and it is still
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the job of each individual control to use that configuration in the way it requires
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to display itself. This is important to remember when implementing
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:ref:`your own custom controls <doc_custom_gui_controls>`.
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.. note::
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Even the Godot editor itself relies on the default theme. But it doesn't look the
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same as a Godot project, because it applies its own heavily customized theme on top
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of the default one. In principle, this works exactly like it would in your game
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as explained :ref:`below <doc_gui_theme_in_project>`.
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Theme items
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~~~~~~~~~~~
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The configuration that is stored in a theme consists of theme items. Each item has
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a unique name and must be one of the following data types:
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- **Color**
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A :ref:`color <class_Color>` value, which is often used for fonts
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and backgrounds. Colors can also be used for modulation of controls
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and icons.
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- **Constant**
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An integer value, which can be used either for numeric properties of
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controls (such as the item separation in a :ref:`BoxContainer <class_BoxContainer>`),
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or for boolean flags (such as the drawing of relationship lines in a :ref:`Tree <class_Tree>`).
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- **Font**
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A :ref:`font <class_Font>` resource, which is used by controls that
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display text. Fonts contain most text rendering settings, except for
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its size and color. On top of that, alignment and text direction are
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controlled by individual controls.
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- **Icon**
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A :ref:`texture <class_Texture>` resource, which is normally used
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to display an icon (on a :ref:`Button <class_Button>`, for example).
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- **StyleBox**
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A :ref:`StyleBox <class_StyleBox>` resource, a collection of configuration
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options which define the way a UI panel should be displayed. This is
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not limited to the :ref:`Panel <class_Panel>` control, as styleboxes
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are used by many controls for their backgrounds and overlays.
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Theme types
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~~~~~~~~~~~
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To help with the organization of its items each theme is separated into types,
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and each item must belong to a single type. In other words, each theme item
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is defined by its name, its data type and its theme type. This combination
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must be unique within the theme. For example, there cannot be two color items named
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``font_color`` in a type called ``Label``, but there can be another ``font_color``
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item in a type ``LineEdit``.
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The default Godot theme comes with multiple theme types already defined,
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one for every built-in control node that uses UI skinning. The example above
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contains actual theme items present in the default theme. You can refer to the
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**Theme Properties** section in the class reference for each control to see
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which items are available to it and its child classes.
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.. note::
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Child classes can use theme items defined for their parent class (``Button``
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and its derivatives being a good example of that). In fact, every control can
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use every theme item of any theme type, if it needs to (but for the clarity and
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predictability we try to avoid that in the engine).
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It is important to remember that for child classes that process is automated.
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Whenever a built-in control requests a theme item from the theme it can omit
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the theme type, and its class name will be used instead. On top of that,
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the class names of its parent classes will also be used in turn. This allows
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changes to the parent class, such as ``Button``, to affect all derived
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classes without the need to customize every one of them.
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You can also define your own theme types, and additionally customize both built-in
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controls and your own controls. Because built-in controls have no knowledge of
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your custom theme types, you must utilize scripts to access those items. All control
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nodes have several methods that allow to fetch theme items from the theme that
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is applied to them. Those methods accept the theme type as one of the arguments.
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.. tabs::
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.. code-tab:: gdscript
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var accent_color = get_color("accent_color", "MyType")
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label.add_color_override("font_color", accent_color)
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.. code-tab:: csharp
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Color accentColor = GetColor("accent_color", "MyType");
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label.AddColorOverride("font_color", accentColor);
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To give more customization opportunities types can also be linked together as
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type variations. This is another use-case for custom theme types. For example,
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a theme can contain a type ``Header`` which can be marked as a variation of
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the base ``Label`` type. An individual ``Label`` control can then be set to
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use the ``Header`` variation for its type, and every time a theme item is
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requested from a theme this variation will be used before any other type. This
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allows to store various presets of theme items for the same class of the
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control node in the single ``Theme`` resource.
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.. warning::
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Only variations available from the default theme or defined in the custom
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project theme are shown in the Inspector dock as options. You can still
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input manually the name of a variation that is defined outside of those
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two places, but it is recommended to keep all variations to the project theme.
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You can learn more about creating and using theme type variations in a
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:ref:`dedicated article <doc_gui_theme_type_variations>`.
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Customizing a control
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---------------------
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Each control node can be customized directly without the use of themes. This
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is called local overrides. Every theme property from the control's class
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reference can be overridden directly on the control itself, using either
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the Inspector dock, or scripts. This allows to make granular changes to a
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particular part of the UI, while not affecting anything else in the project,
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including this control's children.
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.. figure:: img/themecheck.png
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:align: center
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Local overrides are less useful for the visual flair of your user interface,
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especially if you aim for consistency. However, for layout nodes these are
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essential. Nodes such as :ref:`BoxContainer <class_BoxContainer>` and
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:ref:`GridContainer <class_GridContainer>` use theme constants for defining
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separation between their children, and :ref:`MarginContainer <class_MarginContainer>`
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stores its customizable margins in its theme items.
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Whenever a control has a local theme item override, this is the value that
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it uses. Values provided by the theme are ignored.
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.. _doc_gui_theme_in_project:
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Customizing a project
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---------------------
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Out of the box each project adopts the default project theme provided by Godot. The
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default theme itself is constant and cannot be changed, but its items can be overridden
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with a custom theme. Custom themes can be applied in two ways: as a project setting,
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and as a node property throughout the tree of control nodes.
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There are two project settings that can be adjusted to affect your entire project:
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:ref:`gui/theme/custom<class_ProjectSettings_property_gui/theme/custom>` allows you to
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set a custom project-wide theme, and :ref:`gui/theme/custom_font<class_ProjectSettings_property_gui/theme/custom_font>`
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does the same to the default fallback font. When a theme item is requested by a control
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node the custom project theme, if present, is checked first. Only if it doesn't have
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the item the default theme is checked.
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This allows you to configure the default look of every Godot control with a single
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theme resource, but you can go more granular than that. Every control node also has
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a :ref:`theme <class_Control_property_theme>` property, which allows you to set a
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custom theme for the branch of nodes starting with that control. This means that the
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control and all of its children, and their children in turn, would first check that
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custom theme resource before falling back on the project and the default themes.
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.. note::
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Instead of changing the project setting you can set the custom theme resource to the
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root-most control node of your entire UI branch to almost the same effect. While in the
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running project it will behave as expected, individual scenes will still display
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using the default theme when previewing or running them directly. To fix that you
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can set the same theme resource to the root control of each individual scene.
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For example, you can have a certain style for buttons in your project theme, but want
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a different look for buttons inside of a popup dialog. You can set a custom theme
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resource to the root control of your popup and define a different style for buttons
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within that resource. As long as the chain of control nodes between the root of
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the popup and the buttons is uninterrupted, those buttons will use the styles defined
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in the theme resource that is closest to them. All other controls will still be styled
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using the project-wide theme and the default theme styles.
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To sum it up, for an arbitrary control its theme item lookup would look something
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like this:
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#. Check for local overrides of the same data type and name.
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#. Using control's class name and parent class names:
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a. Check every control starting from itself and see if it has a theme property set;
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b. If it does, check that theme for the matching item of the same name, data and theme type;
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c. If there is no custom theme or it doesn't have the item, move to the parent control;
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d. Repeat steps a-c. until the root of the tree is reached, or a non-control node is reached.
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#. Using control's class name check the project-wide theme, if it's present.
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#. Using control's class name check the default theme.
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Even if the item doesn't exist in any theme, a corresponding default value for that
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data type will be returned.
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Beyond controls
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---------------
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Naturally, themes are an ideal type of resource for storing configuration for
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something visual. While the support for theming is built into control nodes,
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other nodes can use them as well, just like any other resource.
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An example of using themes for something beyond controls can be a modulation
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of sprites for the same units on different teams in a strategy game. A theme
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resource can define a collection of colors, and sprites (with a help from scripts)
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can use those colors to draw the texture. The main benefit being that you
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could make different themes using the same theme items for red, blue, and
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green teams, and swap them with a single resource change.
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