181 lines
7 KiB
ReStructuredText
181 lines
7 KiB
ReStructuredText
.. _doc_gui_containers:
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Using Containers
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================
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:ref:`Anchors <doc_size_and_anchors>` are an efficient way to handle
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different aspect ratios for basic multiple resolution handling in GUIs,
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For more complex user interfaces, they can become difficult to use.
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This is often the case of games, such as RPGs, online chats, tycoons or simulations. Another
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common case where more advanced layout features may be required is in-game tools (or simply just tools).
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All these situations require a more capable OS-like user interface, with advanced layout and formatting.
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For that, :ref:`Containers <class_container>` are more useful.
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Container layout
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----------------
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Containers provide a huge amount of layout power (as an example, the Godot editor user interface is entirely done using them):
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.. image:: img/godot_containers.png
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When a :ref:`Container <class_Container>`-derived node is used, all children :ref:`Control <class_Control>` nodes give up their
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own positioning ability. This means the *Container* will control their positioning and any attempt to manually alter these
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nodes will be either ignored or invalidated the next time their parent is resized.
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Likewise, when a *Container* derived node is resized, all its children will be re-positioned according to it,
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with a behavior based on the type of container used:
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.. image:: img/container_example.gif
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Example of *HBoxContainer* resizing children buttons.
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The real strength of containers is that they can be nested (as nodes), allowing the creation of very complex layouts that resize effortlessly.
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Size flags
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----------
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When adding a node to a container, the way the container treats each child depends mainly on their *size flags*. These flags
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can be found by inspecting any control that is a child of a *Container*.
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.. image:: img/container_size_flags.png
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Size flags are independent for vertical and horizontal sizing and not all containers make use of them (but most do):
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* **Fill**: Ensures the control *fills* the designated area within the container. No matter if
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a control *expands* or not (see below), it will only *fill* the designated area when this is toggled on (it is by default).
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* **Expand**: Attempts to use as much space as possible in the parent container (in each axis).
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Controls that don't expand will be pushed away by those that do. Between expanding controls, the
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amount of space they take from each other is determined by the *Ratio* (see below).
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* **Shrink Center** When expanding (and if not filling), try to remain at the center of the expanded
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area (by default it remains at the left or top).
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* **Ratio** Simple ratio of how much expanded controls take up the available space in relation to each
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other. A control with "2", will take up twice as much available space as one with "1".
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Experimenting with these flags and different containers is recommended to get a better grasp on how they work.
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Container types
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---------------
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Godot provides several container types out of the box as they serve different purposes:
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Box Containers
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^^^^^^^^^^^^^^
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Arranges child controls vertically or horizontally (via :ref:`HBoxContainer <class_HBoxContainer>` and
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:ref:`VBoxContainer <class_VBoxContainer>`). In the opposite of the designated direction
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(as in, vertical for an horizontal container), it just expands the children.
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.. image:: img/containers_box.png
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These containers make use of the *Ratio* property for children with the *Expand* flag set.
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Grid Container
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^^^^^^^^^^^^^^
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Arranges child controls in a grid layout (via :ref:`GridContainer <class_GridContainer>`, amount
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of columns must be specified). Uses both the vertical and horizontal expand flags.
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.. image:: img/containers_grid.png
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Margin Container
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^^^^^^^^^^^^^^^^
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Child controls are expanded towards the bounds of this control (via
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:ref:`MarginContainer <class_MarginContainer>`). Padding will be added on the margins
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depending on the theme configuration.
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.. image:: img/containers_margin.png
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Again, keep in mind that the margins are a *Theme* value, so they need to be edited from the
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constants overrides section of each control:
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.. image:: img/containers_margin_constants.png
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Tab Container
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^^^^^^^^^^^^^
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Allows you to place several child controls stacked on top of each other (via
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:ref:`TabContainer <class_TabContainer>`), with only the *current* one visible.
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.. image:: img/containers_tab.png
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Changing the *current* one is done via tabs located at the top of the container, via clicking:
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.. image:: img/containers_tab_click.gif
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The titles are generated from the node names by default (although they can be overridden via *TabContainer* API).
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Settings such as tab placement and *StyleBox* can be modified in the *TabContainer* theme overrides.
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Split Container
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^^^^^^^^^^^^^^^
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Accepts only one or two children controls, then places them side to side with a divisor
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(via :ref:`HSplitContainer <class_HSplitContainer>` and :ref:`VSplitContainer <class_VSplitContainer>`).
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Respects both horizontal and vertical flags, as well as *Ratio*.
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.. image:: img/containers_split.png
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The divisor can be dragged around to change the size relation between both children:
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.. image:: img/containers_split_drag.gif
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PanelContainer
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^^^^^^^^^^^^^^
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Simple container that draws a *StyleBox*, then expands children to cover its whole area
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(via :ref:`PanelContainer <class_PanelContainer>`, respecting the *StyleBox* margins).
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It respects both the horizontal and vertical size flags.
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.. image:: img/containers_panel.png
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This container is useful as top-level, or just to add custom backgrounds to sections of a layout.
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ScrollContainer
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^^^^^^^^^^^^^^^
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Accepts a single child node. If this node is bigger than the container, scrollbars will be added
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to allow panning the node around (via :ref:`ScrollContainer <class_ScrollContainer>`). Both
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vertical and horizontal size flags are respected, and the behavior can be turned on or off
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per axis in the properties.
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.. image:: img/containers_scroll.png
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Mouse wheel and touch drag (when touch is available) are also valid ways to pan the child control around.
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.. image:: img/containers_center_pan.gif
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As in the example above, one of the most common ways to use this container is together with a *VBoxContainer* as child.
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ViewportContainer
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^^^^^^^^^^^^^^^^^
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This is a special control that will only accept a single *Viewport* node as child, and it will display
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it as if it was an image (via :ref:`ViewportContainer <class_ViewportContainer>`).
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Creating custom Containers
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--------------------------
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It is possible to easily create a custom container using script. Here is an example of a simple container that fits children
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to its rect size:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends Container
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func _notification(what):
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if what == NOTIFICATION_SORT_CHILDREN:
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# Must re-sort the children
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for c in get_children():
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# Fit to own size
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fit_child_in_rect( c, Rect2( Vector2(), rect_size ) )
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func set_some_setting():
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# Some setting changed, ask for children re-sort
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queue_sort()
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