Class Control
Base class for all GUI controls. Adapts its position and size based on its parent control.
- Inheritance
-
Control
- Derived
Remarks
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 offsets relative to the anchor. The offsets update automatically when the node, any of its parents, or the screen size change.
For more information on Godot's UI system, anchors, offsets, 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.
Note: Since both Node2D and Control inherit from CanvasItem, they share several concepts from the class such as the z_index and visible properties.
User Interface nodes and input
Godot propagates input events via viewports. Each Viewport is responsible for propagating InputEvents to their child nodes. As the root is a Window, this already happens automatically for all UI elements in your game.
Input events are propagated through the SceneTree from the root node to all child nodes by calling Node._input. For UI elements specifically, it makes more sense to override the virtual method Control._gui_input, which filters out unrelated input events, such as by checking z-order, mouse_filter, focus, or if the event was inside of the control's bounding box.
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 Control.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. The theme of a Control node affects all of its direct and indirect children (as long as a chain of controls is uninterrupted). To override some of the theme items, call one of the add_theme_*_override
methods, like Control.add_theme_font_override. You can also override theme items in 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 the get_theme_*
and add_theme_*_override
methods provided by this class.
See Also
Fields
NOTIFICATION_RESIZED
Sent when the node changes size. Use size to get the new size.
const NOTIFICATION_RESIZED = 40
NOTIFICATION_MOUSE_ENTER
Sent when the mouse cursor enters the control's (or any child control's) visible area, that is not occluded behind other Controls or Windows, provided its mouse_filter lets the event reach it and regardless if it's currently focused or not.
Note: z_index doesn't affect which Control receives the notification.
See also NOTIFICATION_MOUSE_ENTER_SELF.
const NOTIFICATION_MOUSE_ENTER = 41
NOTIFICATION_MOUSE_EXIT
Sent when the mouse cursor leaves the control's (and all child control's) visible area, that is not occluded behind other Controls or Windows, provided its mouse_filter lets the event reach it and regardless if it's currently focused or not.
Note: z_index doesn't affect which Control receives the notification.
See also NOTIFICATION_MOUSE_EXIT_SELF.
const NOTIFICATION_MOUSE_EXIT = 42
NOTIFICATION_MOUSE_ENTER_SELF
Sent when the mouse cursor enters the control's visible area, that is not occluded behind other Controls or Windows, provided its mouse_filter lets the event reach it and regardless if it's currently focused or not.
Note: z_index doesn't affect which Control receives the notification.
See also NOTIFICATION_MOUSE_ENTER.
const NOTIFICATION_MOUSE_ENTER_SELF = 60
NOTIFICATION_MOUSE_EXIT_SELF
Sent when the mouse cursor leaves the control's visible area, that is not occluded behind other Controls or Windows, provided its mouse_filter lets the event reach it and regardless if it's currently focused or not.
Note: z_index doesn't affect which Control receives the notification.
See also NOTIFICATION_MOUSE_EXIT.
const NOTIFICATION_MOUSE_EXIT_SELF = 61
NOTIFICATION_FOCUS_ENTER
Sent when the node grabs focus.
const NOTIFICATION_FOCUS_ENTER = 43
NOTIFICATION_FOCUS_EXIT
Sent when the node loses focus.
const NOTIFICATION_FOCUS_EXIT = 44
NOTIFICATION_THEME_CHANGED
Sent when the node needs to refresh its theme items. This happens in one of the following cases:
The theme property is changed on this node or any of its ancestors.
The theme_type_variation property is changed on this node.
One of the node's theme property overrides is changed.
The node enters the scene tree.
Note: As an optimization, this notification won't be sent from changes that occur while this node is outside of the scene tree. Instead, all of the theme item updates can be applied at once when the node enters the scene tree.
Note: This notification is received alongside NOTIFICATION_ENTER_TREE, so if you are instantiating a scene, the child nodes will not be initialized yet. You can use it to setup theming for this node, child nodes created from script, or if you want to access child nodes added in the editor, make sure the node is ready using is_node_ready.
func _notification(what):
if what == NOTIFICATION_THEME_CHANGED:
if not is_node_ready():
await ready # Wait until ready signal.
$Label.add_theme_color_override("font_color", Color.YELLOW)
const NOTIFICATION_THEME_CHANGED = 45
NOTIFICATION_SCROLL_BEGIN
Sent when this node is inside a ScrollContainer which has begun being scrolled when dragging the scrollable area with a touch event. This notification is not sent when scrolling by dragging the scrollbar, scrolling with the mouse wheel or scrolling with keyboard/gamepad events.
Note: This signal is only emitted on Android or iOS, or on desktop/web platforms when input_devices/pointing/emulate_touch_from_mouse is enabled.
const NOTIFICATION_SCROLL_BEGIN = 47
NOTIFICATION_SCROLL_END
Sent when this node is inside a ScrollContainer which has stopped being scrolled when dragging the scrollable area with a touch event. This notification is not sent when scrolling by dragging the scrollbar, scrolling with the mouse wheel or scrolling with keyboard/gamepad events.
Note: This signal is only emitted on Android or iOS, or on desktop/web platforms when input_devices/pointing/emulate_touch_from_mouse is enabled.
const NOTIFICATION_SCROLL_END = 48
NOTIFICATION_LAYOUT_DIRECTION_CHANGED
Sent when the control layout direction is changed from LTR or RTL or vice versa. This notification is propagated to child Control nodes as result of a change to layout_direction.
const NOTIFICATION_LAYOUT_DIRECTION_CHANGED = 49
Properties
anchor_bottom
Anchors the bottom edge of the node to the origin, the center, or the end of its parent control. It changes how the bottom offset updates when the node moves or changes size. You can use one of the Anchor constants for convenience.
var anchor_bottom : float = 0.0
Property Value
Remarks
anchor_left
Anchors the left edge of the node to the origin, the center or the end of its parent control. It changes how the left offset updates when the node moves or changes size. You can use one of the Anchor constants for convenience.
var anchor_left : float = 0.0
Property Value
Remarks
anchor_right
Anchors the right edge of the node to the origin, the center or the end of its parent control. It changes how the right offset updates when the node moves or changes size. You can use one of the Anchor constants for convenience.
var anchor_right : float = 0.0
Property Value
Remarks
anchor_top
Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top offset updates when the node moves or changes size. You can use one of the Anchor constants for convenience.
var anchor_top : float = 0.0
Property Value
Remarks
auto_translate
Toggles if any text should automatically change to its translated version depending on the current locale.
var auto_translate : bool
Property Value
Remarks
clip_contents
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 and won't receive input.
var clip_contents : bool = false
Property Value
Remarks
custom_minimum_size
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. Note that Control nodes have their internal minimum size returned by get_minimum_size. It depends on the control's contents, like text, textures, or style boxes. The actual minimum size is the maximum value of this property and the internal minimum size (see get_combined_minimum_size).
var custom_minimum_size : Vector2 = Vector2(0, 0)
Property Value
Remarks
focus_mode
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.
var focus_mode : int = 0
Property Value
Remarks
focus_neighbor_bottom
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 input/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.
var focus_neighbor_bottom : NodePath = NodePath("")
Property Value
Remarks
focus_neighbor_left
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 input/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.
var focus_neighbor_left : NodePath = NodePath("")
Property Value
Remarks
focus_neighbor_right
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 input/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 right of this one.
var focus_neighbor_right : NodePath = NodePath("")
Property Value
Remarks
focus_neighbor_top
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 input/ui_up input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the top of this one.
var focus_neighbor_top : NodePath = NodePath("")
Property Value
Remarks
focus_next
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 input/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.
var focus_next : NodePath = NodePath("")
Property Value
Remarks
focus_previous
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 input/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.
var focus_previous : NodePath = NodePath("")
Property Value
Remarks
global_position
The node's global position, relative to the world (usually to the CanvasLayer).
var global_position : Vector2
Property Value
Remarks
- Vector2 get_global_position
grow_horizontal
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.
var grow_horizontal : int = 1
Property Value
Remarks
grow_vertical
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.
var grow_vertical : int = 1
Property Value
Remarks
layout_direction
Controls layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew). See also is_layout_rtl.
var layout_direction : int = 0
Property Value
Remarks
localize_numeral_system
If true
, automatically converts code line numbers, list indices, SpinBox and ProgressBar values from the Western Arabic (0..9) to the numeral systems used in current locale.
Note: Numbers within the text are not automatically converted, it can be done manually, using TextServer.format_number.
var localize_numeral_system : bool = true
Property Value
Remarks
mouse_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.
var mouse_default_cursor_shape : int = 0
Property Value
Remarks
mouse_filter
Controls whether the control will be able to receive mouse button input events through Control._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.
var mouse_filter : int = 0
Property Value
Remarks
mouse_force_pass_scroll_events
When enabled, scroll wheel events processed by Control._gui_input will be passed to the parent control even if mouse_filter is set to Control.MOUSE_FILTER_STOP.
You should disable it on the root of your UI if you do not want scroll events to go to the Node._unhandled_input processing.
Note: Because this property defaults to true
, this allows nested scrollable containers to work out of the box.
var mouse_force_pass_scroll_events : bool = true
Property Value
Remarks
offset_bottom
Distance between the node's bottom edge and its parent control, based on anchor_bottom.
Offsets 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. Offsets update automatically when you move or resize the node.
var offset_bottom : float = 0.0
Property Value
Remarks
offset_left
Distance between the node's left edge and its parent control, based on anchor_left.
Offsets 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. Offsets update automatically when you move or resize the node.
var offset_left : float = 0.0
Property Value
Remarks
offset_right
Distance between the node's right edge and its parent control, based on anchor_right.
Offsets 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. Offsets update automatically when you move or resize the node.
var offset_right : float = 0.0
Property Value
Remarks
offset_top
Distance between the node's top edge and its parent control, based on anchor_top.
Offsets 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. Offsets update automatically when you move or resize the node.
var offset_top : float = 0.0
Property Value
Remarks
pivot_offset
By default, the node's pivot is its top-left corner. When you change its rotation or scale, it will rotate or scale around this pivot. Set this property to size / 2 to pivot around the Control's center.
var pivot_offset : Vector2 = Vector2(0, 0)
Property Value
Remarks
position
The node's position, relative to its containing node. It corresponds to the rectangle's top-left corner. The property is not affected by pivot_offset.
var position : Vector2 = Vector2(0, 0)
Property Value
Remarks
- Vector2 get_position
rotation
The node's rotation around its pivot, in radians. See pivot_offset to change the pivot's position.
Note: This property is edited in the inspector in degrees. If you want to use degrees in a script, use rotation_degrees.
var rotation : float = 0.0
Property Value
Remarks
rotation_degrees
Helper property to access rotation in degrees instead of radians.
var rotation_degrees : float
Property Value
Remarks
scale
The node's scale, relative to its size. Change this property to scale the node around its pivot_offset. The Control's tooltip_text will also scale according to this value.
Note: This property is mainly intended to be used for animation purposes. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the documentation instead of scaling Controls individually.
Note: oversampling does not take Control scale into account. This means that scaling up/down will cause bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To ensure text remains crisp regardless of scale, you can enable MSDF font rendering by enabling gui/theme/default_font_multichannel_signed_distance_field (applies to the default project font only), or enabling Multichannel Signed Distance Field in the import options of a DynamicFont for custom fonts. On system fonts, multichannel_signed_distance_field can be enabled in the inspector.
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 instantiated. To set the Control's scale when it's instantiated, wait for one frame using await get_tree().process_frame
then set its scale property.
var scale : Vector2 = Vector2(1, 1)
Property Value
Remarks
shortcut_context
The Node which must be a parent of the focused Control for the shortcut to be activated. If null
, the shortcut can be activated when any control is focused (a global shortcut). This allows shortcuts to be accepted only when the user has a certain area of the GUI focused.
var shortcut_context : Node
Property Value
Remarks
size
The size of the node's bounding rectangle, in the node's coordinate system. Container nodes update this property automatically.
var size : Vector2 = Vector2(0, 0)
Property Value
Remarks
- Vector2 get_size
size_flags_horizontal
Tells the parent Container nodes how they should resize and place the node on the X axis. Use a combination of the SizeFlags constants to change the flags. See the constants to learn what each does.
var size_flags_horizontal : int = 1
Property Value
Remarks
size_flags_stretch_ratio
If the node and at least one of its neighbors uses the Control.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 neighbor a ratio of 1, this node will take two thirds of the available space.
var size_flags_stretch_ratio : float = 1.0
Property Value
Remarks
size_flags_vertical
Tells the parent Container nodes how they should resize and place the node on the Y axis. Use a combination of the SizeFlags constants to change the flags. See the constants to learn what each does.
var size_flags_vertical : int = 1
Property Value
Remarks
theme
The Theme resource this node and all its Control and Window children use. If a child node has its own Theme resource set, theme items are merged with child's definitions having higher priority.
Note: Window styles will have no effect unless the window is embedded.
var theme : Theme
Property Value
Remarks
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_theme_*
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.
var theme_type_variation : StringName = &""
Property Value
Remarks
- void set_theme_type_variation(StringName value)
- StringName get_theme_type_variation
tooltip_auto_translate_mode
Defines if tooltip text should automatically change to its translated version depending on the current locale. Uses the same auto translate mode as this control when set to Node.AUTO_TRANSLATE_MODE_INHERIT.
Note: Tooltips customized using Control._make_custom_tooltip do not use this auto translate mode automatically.
var tooltip_auto_translate_mode : int = 0
Property Value
Remarks
tooltip_text
The default 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 Control.MOUSE_FILTER_IGNORE. The time required for the tooltip to appear can be changed with the gui/timers/tooltip_delay_sec setting.
This string is the default return value of Control.get_tooltip. Override Control._get_tooltip to generate tooltip text dynamically. Override Control._make_custom_tooltip to customize the tooltip interface and behavior.
The tooltip popup will use either a default implementation, or a custom one that you can provide by overriding Control._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))
var tooltip_text : String = ""
Property Value
Remarks
Methods
_can_drop_data(Vector2, Variant)
Qualifiers: virtualconst
Godot calls this method to test if data
from a control's Control._get_drag_data can be dropped at at_position
. at_position
is local to this control.
This method should only be used to test the data. Process the data in Control._drop_data.
bool _can_drop_data(Vector2 at_position, Variant data)
Parameters
_drop_data(Vector2, Variant)
Qualifiers: virtual
Godot calls this method to pass you the data
from a control's Control._get_drag_data result. Godot first calls Control._can_drop_data to test if data
is allowed to drop at at_position
where at_position
is local to this control.
void _drop_data(Vector2 at_position, Variant data)
Parameters
_get_drag_data(Vector2)
Qualifiers: 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 Control._can_drop_data and Control._drop_data. at_position
is local to this control. Drag may be forced with Control.force_drag.
A preview that will follow the mouse that should represent the data can be set with Control.set_drag_preview. A good time to set the preview is in this method.
Variant _get_drag_data(Vector2 at_position)
Parameters
at_position
Vector2
_get_minimum_size
Qualifiers: virtualconst
Virtual method to be implemented by the user. Returns the minimum size for this control. Alternative to custom_minimum_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 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.
Vector2 _get_minimum_size
_get_tooltip(Vector2)
Qualifiers: virtualconst
Virtual method to be implemented by the user. Returns the tooltip text for the position at_position
in control's local coordinates, which will typically appear when the cursor is resting over this control. See Control.get_tooltip.
Note: If this method returns an empty String and Control._make_custom_tooltip is not overridden, no tooltip is displayed.
String _get_tooltip(Vector2 at_position)
Parameters
at_position
Vector2
_gui_input(InputEvent)
Qualifiers: virtual
Virtual method to be implemented by the user. Override this method to handle and accept inputs on UI elements. See also accept_event.
Example: Click on the control to print a message:
func _gui_input(event):
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
print("I've been clicked D:")
If the event
inherits InputEventMouse, this method will not be called when:
the control's mouse_filter is set to Control.MOUSE_FILTER_IGNORE;
the control is obstructed by another control on top, that doesn't have mouse_filter set to Control.MOUSE_FILTER_IGNORE;
the control's parent has mouse_filter set to Control.MOUSE_FILTER_STOP or has accepted the event;
the control's parent has clip_contents enabled and the
event
's position is outside the parent's rectangle;the
event
's position is outside the control (see Control._has_point).
Note: The event
's position is relative to this control's origin.
void _gui_input(InputEvent event)
Parameters
event
InputEvent
_has_point(Vector2)
Qualifiers: virtualconst
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 Rect2(Vector2.ZERO, size).has_point(point)
.
bool _has_point(Vector2 point)
Parameters
point
Vector2
_make_custom_tooltip(String)
Qualifiers: virtualconst
Virtual method to be implemented by the user. Returns a Control node that should be used as a tooltip instead of the default one. for_text
is the return value of Control.get_tooltip.
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 tooltip_text 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 custom_minimum_size to some non-zero value.
Note: The node (and any relevant children) should have their visible set to true
when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably.
Note: If overridden, this method is called even if Control.get_tooltip returns an empty string. When this happens with the default tooltip, it is not displayed. To copy this behavior, return null
in this method when for_text
is empty.
Example: Use a constructed node as a tooltip:
func _make_custom_tooltip(for_text):
var label = Label.new()
label.text = for_text
return label
Example: Usa a scene instance as a tooltip:
Object _make_custom_tooltip(String for_text)
Parameters
for_text
String
_structured_text_parser(Array, String)
Qualifiers: virtualconst
User defined BiDi algorithm override function.
Returns an Array of Vector3i text ranges and text base directions, in the left-to-right order. Ranges should cover full source text
without overlaps. BiDi algorithm will be used on each range separately.
Vector3i[] _structured_text_parser(Array args, String text)
Parameters
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.
Note: This does not affect the methods in Input, only the way events are propagated.
void accept_event
add_theme_color_override(StringName, 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. An override can be removed with Control.remove_theme_color_override.
See also Control.get_theme_color.
Example: Override a Label's color and reset it later:
# Given the child Label node "MyLabel", override its font color with a custom value.
$MyLabel.add_theme_color_override("font_color", Color(1, 0.5, 0))
# Reset the font color of the child label.
$MyLabel.remove_theme_color_override("font_color")
# Alternatively it can be overridden with the default value from the Label type.
$MyLabel.add_theme_color_override("font_color", get_theme_color("font_color", "Label"))
void add_theme_color_override(StringName name, Color color)
Parameters
name
StringNamecolor
Color
add_theme_constant_override(StringName, int)
Creates a local override for a theme constant with the specified name
. Local overrides always take precedence when fetching theme items for the control. An override can be removed with Control.remove_theme_constant_override.
See also Control.get_theme_constant.
void add_theme_constant_override(StringName name, int constant)
Parameters
name
StringNameconstant
int
add_theme_font_override(StringName, 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. An override can be removed with Control.remove_theme_font_override.
See also Control.get_theme_font.
void add_theme_font_override(StringName name, Font font)
Parameters
name
StringNamefont
Font
add_theme_font_size_override(StringName, int)
Creates a local override for a theme font size with the specified name
. Local overrides always take precedence when fetching theme items for the control. An override can be removed with Control.remove_theme_font_size_override.
See also Control.get_theme_font_size.
void add_theme_font_size_override(StringName name, int font_size)
Parameters
name
StringNamefont_size
int
add_theme_icon_override(StringName, Texture2D)
Creates a local override for a theme icon with the specified name
. Local overrides always take precedence when fetching theme items for the control. An override can be removed with Control.remove_theme_icon_override.
See also Control.get_theme_icon.
void add_theme_icon_override(StringName name, Texture2D texture)
Parameters
name
StringNametexture
Texture2D
add_theme_stylebox_override(StringName, 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. An override can be removed with Control.remove_theme_stylebox_override.
See also Control.get_theme_stylebox.
Example: Modify 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_theme_stylebox("normal").duplicate()
new_stylebox_normal.border_width_top = 3
new_stylebox_normal.border_color = Color(0, 1, 0.5)
$MyButton.add_theme_stylebox_override("normal", new_stylebox_normal)
# Remove the stylebox override.
$MyButton.remove_theme_stylebox_override("normal")
void add_theme_stylebox_override(StringName name, StyleBox stylebox)
Parameters
name
StringNamestylebox
StyleBox
begin_bulk_theme_override
Prevents *_theme_*_override
methods from emitting NOTIFICATION_THEME_CHANGED until end_bulk_theme_override is called.
void begin_bulk_theme_override
end_bulk_theme_override
Ends a bulk theme override update. See begin_bulk_theme_override.
void end_bulk_theme_override
find_next_valid_focus
Qualifiers: const
Finds the next (below in the tree) Control that can receive the focus.
Control find_next_valid_focus
find_prev_valid_focus
Qualifiers: const
Finds the previous (above in the tree) Control that can receive the focus.
Control find_prev_valid_focus
find_valid_focus_neighbor(int)
Qualifiers: const
Finds the next Control that can receive the focus on the specified Side.
Note: This is different from Control.get_focus_neighbor, which returns the path of a specified focus neighbor.
Control find_valid_focus_neighbor(int side)
Parameters
side
int
force_drag(Variant, Control)
Forces drag and bypasses Control._get_drag_data and Control.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 Control._can_drop_data and Control._drop_data must be implemented on controls that want to receive drop data.
void force_drag(Variant data, Control preview)
Parameters
get_anchor(int)
Qualifiers: const
Returns the anchor for the specified Side. A getter method for anchor_bottom, anchor_left, anchor_right and anchor_top.
float get_anchor(int side)
Parameters
side
int
get_begin
Qualifiers: const
Returns offset_left and offset_top. See also position.
Vector2 get_begin
get_combined_minimum_size
Qualifiers: const
Returns combined minimum size from custom_minimum_size and get_minimum_size.
Vector2 get_combined_minimum_size
get_cursor_shape(Vector2)
Qualifiers: const
Returns the mouse cursor shape the control displays on mouse hover. See CursorShape.
int get_cursor_shape(Vector2 position)
Parameters
position
Vector2
get_end
Qualifiers: const
Returns offset_right and offset_bottom.
Vector2 get_end
get_focus_neighbor(int)
Qualifiers: const
Returns the focus neighbor for the specified Side. A getter method for focus_neighbor_bottom, focus_neighbor_left, focus_neighbor_right and focus_neighbor_top.
Note: To find the next Control on the specific Side, even if a neighbor is not assigned, use Control.find_valid_focus_neighbor.
NodePath get_focus_neighbor(int side)
Parameters
side
int
get_global_rect
Qualifiers: const
Returns the position and size of the control relative to the containing canvas. See global_position and size.
Note: If the node itself or any parent CanvasItem between the node and the canvas have a non default rotation or skew, the resulting size is likely not meaningful.
Note: Setting gui_snap_controls_to_pixels to true
can lead to rounding inaccuracies between the displayed control and the returned Rect2.
Rect2 get_global_rect
get_minimum_size
Qualifiers: const
Returns the minimum size for this control. See custom_minimum_size.
Vector2 get_minimum_size
get_offset(int)
Qualifiers: const
Returns the offset for the specified Side. A getter method for offset_bottom, offset_left, offset_right and offset_top.
float get_offset(int offset)
Parameters
offset
int
get_parent_area_size
Qualifiers: const
Returns the width/height occupied in the parent control.
Vector2 get_parent_area_size
get_parent_control
Qualifiers: const
Returns the parent control node.
Control get_parent_control
get_rect
Qualifiers: const
Returns the position and size of the control in the coordinate system of the containing node. See position, scale and size.
Note: If rotation is not the default rotation, the resulting size is not meaningful.
Note: Setting gui_snap_controls_to_pixels to true
can lead to rounding inaccuracies between the displayed control and the returned Rect2.
Rect2 get_rect
get_screen_position
Qualifiers: const
Returns the position of this Control in global screen coordinates (i.e. taking window position into account). Mostly useful for editor plugins.
Equals to global_position if the window is embedded (see gui_embed_subwindows).
Example: Show a popup at the mouse position:
popup_menu.position = get_screen_position() + get_local_mouse_position()
popup_menu.reset_size()
popup_menu.popup()
Vector2 get_screen_position
get_theme_color(StringName, StringName)
Qualifiers: 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. If the type is a variation its base types are checked, in order of dependency, then the control's class name and its parent classes are checked.
For the current control its local overrides are considered first (see Control.add_theme_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, the custom project Theme (see gui/theme/custom) and the default Theme are used (see ThemeDB).
Color get_theme_color(StringName name, StringName theme_type)
Parameters
name
StringNametheme_type
StringName
get_theme_constant(StringName, StringName)
Qualifiers: 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 Control.get_theme_color for details.
int get_theme_constant(StringName name, StringName theme_type)
Parameters
name
StringNametheme_type
StringName
get_theme_default_base_scale
Qualifiers: const
Returns the default base scale value from the first matching Theme in the tree if that Theme has a valid default_base_scale value.
See Control.get_theme_color for details.
float get_theme_default_base_scale
get_theme_default_font
Qualifiers: const
Returns the default font from the first matching Theme in the tree if that Theme has a valid default_font value.
See Control.get_theme_color for details.
Font get_theme_default_font
get_theme_default_font_size
Qualifiers: const
Returns the default font size value from the first matching Theme in the tree if that Theme has a valid default_font_size value.
See Control.get_theme_color for details.
int get_theme_default_font_size
get_theme_font(StringName, StringName)
Qualifiers: 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 Control.get_theme_color for details.
Font get_theme_font(StringName name, StringName theme_type)
Parameters
name
StringNametheme_type
StringName
get_theme_font_size(StringName, StringName)
Qualifiers: const
Returns a font size from the first matching Theme in the tree if that Theme has a font size item with the specified name
and theme_type
.
See Control.get_theme_color for details.
int get_theme_font_size(StringName name, StringName theme_type)
Parameters
name
StringNametheme_type
StringName
get_theme_icon(StringName, StringName)
Qualifiers: 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 Control.get_theme_color for details.
Texture2D get_theme_icon(StringName name, StringName theme_type)
Parameters
name
StringNametheme_type
StringName
get_theme_stylebox(StringName, StringName)
Qualifiers: 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 Control.get_theme_color for details.
StyleBox get_theme_stylebox(StringName name, StringName theme_type)
Parameters
name
StringNametheme_type
StringName
get_tooltip(Vector2)
Qualifiers: const
Returns the tooltip text for the position at_position
in control's local coordinates, which will typically appear when the cursor is resting over this control. By default, it returns tooltip_text.
This method can be overridden to customize its behavior. See Control._get_tooltip.
Note: If this method returns an empty String and Control._make_custom_tooltip is not overridden, no tooltip is displayed.
String get_tooltip(Vector2 at_position)
Parameters
at_position
Vector2
grab_click_focus
Creates an InputEventMouseButton that attempts to click the control. If the event is received, the control gains focus.
void grab_click_focus
grab_focus
Steal the focus from another control and become the focused control (see focus_mode).
Note: Using this method together with Callable.call_deferred makes it more reliable, especially when called inside _ready.
void grab_focus
has_focus
Qualifiers: const
Returns true
if this is the current focused control. See focus_mode.
bool has_focus
has_theme_color(StringName, StringName)
Qualifiers: 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 Control.get_theme_color for details.
bool has_theme_color(StringName name, StringName theme_type)
Parameters
name
StringNametheme_type
StringName
has_theme_color_override(StringName)
Qualifiers: const
Returns true
if there is a local override for a theme Color with the specified name
in this Control node.
See Control.add_theme_color_override.
bool has_theme_color_override(StringName name)
Parameters
name
StringName
has_theme_constant(StringName, StringName)
Qualifiers: 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 Control.get_theme_color for details.
bool has_theme_constant(StringName name, StringName theme_type)
Parameters
name
StringNametheme_type
StringName
has_theme_constant_override(StringName)
Qualifiers: const
Returns true
if there is a local override for a theme constant with the specified name
in this Control node.
See Control.add_theme_constant_override.
bool has_theme_constant_override(StringName name)
Parameters
name
StringName
has_theme_font(StringName, StringName)
Qualifiers: 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 Control.get_theme_color for details.
bool has_theme_font(StringName name, StringName theme_type)
Parameters
name
StringNametheme_type
StringName
has_theme_font_override(StringName)
Qualifiers: const
Returns true
if there is a local override for a theme Font with the specified name
in this Control node.
See Control.add_theme_font_override.
bool has_theme_font_override(StringName name)
Parameters
name
StringName
has_theme_font_size(StringName, StringName)
Qualifiers: const
Returns true
if there is a matching Theme in the tree that has a font size item with the specified name
and theme_type
.
See Control.get_theme_color for details.
bool has_theme_font_size(StringName name, StringName theme_type)
Parameters
name
StringNametheme_type
StringName
has_theme_font_size_override(StringName)
Qualifiers: const
Returns true
if there is a local override for a theme font size with the specified name
in this Control node.
See Control.add_theme_font_size_override.
bool has_theme_font_size_override(StringName name)
Parameters
name
StringName
has_theme_icon(StringName, StringName)
Qualifiers: 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 Control.get_theme_color for details.
bool has_theme_icon(StringName name, StringName theme_type)
Parameters
name
StringNametheme_type
StringName
has_theme_icon_override(StringName)
Qualifiers: const
Returns true
if there is a local override for a theme icon with the specified name
in this Control node.
See Control.add_theme_icon_override.
bool has_theme_icon_override(StringName name)
Parameters
name
StringName
has_theme_stylebox(StringName, StringName)
Qualifiers: 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 Control.get_theme_color for details.
bool has_theme_stylebox(StringName name, StringName theme_type)
Parameters
name
StringNametheme_type
StringName
has_theme_stylebox_override(StringName)
Qualifiers: const
Returns true
if there is a local override for a theme StyleBox with the specified name
in this Control node.
See Control.add_theme_stylebox_override.
bool has_theme_stylebox_override(StringName name)
Parameters
name
StringName
is_drag_successful
Qualifiers: const
Returns true
if a drag operation is successful. Alternative to gui_is_drag_successful.
Best used with NOTIFICATION_DRAG_END.
bool is_drag_successful
is_layout_rtl
Qualifiers: const
Returns true
if layout is right-to-left. See also layout_direction.
bool is_layout_rtl
release_focus
Give up the focus. No other control will be able to receive input.
void release_focus
remove_theme_color_override(StringName)
Removes a local override for a theme Color with the specified name
previously added by Control.add_theme_color_override or via the Inspector dock.
void remove_theme_color_override(StringName name)
Parameters
name
StringName
remove_theme_constant_override(StringName)
Removes a local override for a theme constant with the specified name
previously added by Control.add_theme_constant_override or via the Inspector dock.
void remove_theme_constant_override(StringName name)
Parameters
name
StringName
remove_theme_font_override(StringName)
Removes a local override for a theme Font with the specified name
previously added by Control.add_theme_font_override or via the Inspector dock.
void remove_theme_font_override(StringName name)
Parameters
name
StringName
remove_theme_font_size_override(StringName)
Removes a local override for a theme font size with the specified name
previously added by Control.add_theme_font_size_override or via the Inspector dock.
void remove_theme_font_size_override(StringName name)
Parameters
name
StringName
remove_theme_icon_override(StringName)
Removes a local override for a theme icon with the specified name
previously added by Control.add_theme_icon_override or via the Inspector dock.
void remove_theme_icon_override(StringName name)
Parameters
name
StringName
remove_theme_stylebox_override(StringName)
Removes a local override for a theme StyleBox with the specified name
previously added by Control.add_theme_stylebox_override or via the Inspector dock.
void remove_theme_stylebox_override(StringName name)
Parameters
name
StringName
reset_size
Resets the size to get_combined_minimum_size. This is equivalent to calling set_size(Vector2())
(or any size below the minimum).
void reset_size
set_anchor(int, float, bool, bool)
Sets the anchor for the specified Side to anchor
. A setter method for anchor_bottom, anchor_left, anchor_right and anchor_top.
If keep_offset
is true
, offsets 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(int side, float anchor, bool keep_offset, bool push_opposite_anchor)
Parameters
set_anchor_and_offset(int, float, float, bool)
Works the same as Control.set_anchor, but instead of keep_offset
argument and automatic update of offset, it allows to set the offset yourself (see Control.set_offset).
void set_anchor_and_offset(int side, float anchor, float offset, bool push_opposite_anchor)
Parameters
set_anchors_and_offsets_preset(int, int, int)
Sets both anchor preset and offset preset. See Control.set_anchors_preset and Control.set_offsets_preset.
void set_anchors_and_offsets_preset(int preset, int resize_mode, int margin)
Parameters
set_anchors_preset(int, bool)
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_offsets
is true
, control's position will also be updated.
void set_anchors_preset(int preset, bool keep_offsets)
Parameters
set_begin(Vector2)
Sets offset_left and offset_top at the same time. Equivalent of changing position.
void set_begin(Vector2 position)
Parameters
position
Vector2
set_drag_forwarding(Callable, Callable, Callable)
Sets the given callables to be used instead of the control's own drag-and-drop virtual methods. If a callable is empty, its respective virtual method is used as normal.
The arguments for each callable should be exactly the same as their respective virtual methods, which would be:
void set_drag_forwarding(Callable drag_func, Callable can_drop_func, Callable drop_func)
Parameters
set_drag_preview(Control)
Shows the given control at the mouse pointer. A good time to call this method is in Control._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.
void set_drag_preview(Control control)
Parameters
control
Control
set_end(Vector2)
Sets offset_right and offset_bottom at the same time.
void set_end(Vector2 position)
Parameters
position
Vector2
set_focus_neighbor(int, NodePath)
Sets the focus neighbor for the specified Side to the Control at neighbor
node path. A setter method for focus_neighbor_bottom, focus_neighbor_left, focus_neighbor_right and focus_neighbor_top.
void set_focus_neighbor(int side, NodePath neighbor)
Parameters
set_global_position(Vector2, bool)
Sets the global_position to given position
.
If keep_offsets
is true
, control's anchors will be updated instead of offsets.
void set_global_position(Vector2 position, bool keep_offsets)
Parameters
set_offset(int, float)
Sets the offset for the specified Side to offset
. A setter method for offset_bottom, offset_left, offset_right and offset_top.
void set_offset(int side, float offset)
Parameters
set_offsets_preset(int, int, int)
Sets the offsets 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. Control.PRESET_LEFT_WIDE.
Use parameter margin
to determine the gap between the Control and the edges.
void set_offsets_preset(int preset, int resize_mode, int margin)
Parameters
set_position(Vector2, bool)
Sets the position to given position
.
If keep_offsets
is true
, control's anchors will be updated instead of offsets.
void set_position(Vector2 position, bool keep_offsets)
Parameters
set_size(Vector2, bool)
Sets the size (see size).
If keep_offsets
is true
, control's anchors will be updated instead of offsets.
void set_size(Vector2 size, bool keep_offsets)
Parameters
update_minimum_size
Invalidates the size cache in this node and in parent nodes up to top level. Intended to be used with get_minimum_size when the return value is changed. Setting custom_minimum_size directly calls this method automatically.
void update_minimum_size
warp_mouse(Vector2)
Moves the mouse cursor to position
, relative to position of this Control.
Note: Control.warp_mouse is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.
void warp_mouse(Vector2 position)
Parameters
position
Vector2
Events
focus_entered
Emitted when the node gains focus.
signal focus_entered
focus_exited
Emitted when the node loses focus.
signal focus_exited
gui_input(InputEvent)
Emitted when the node receives an InputEvent.
signal gui_input(InputEvent event)
Parameters
event
InputEvent
minimum_size_changed
Emitted when the node's minimum size changes.
signal minimum_size_changed
mouse_entered
Emitted when the mouse cursor enters the control's (or any child control's) visible area, that is not occluded behind other Controls or Windows, provided its mouse_filter lets the event reach it and regardless if it's currently focused or not.
Note: z_index doesn't affect, which Control receives the signal.
signal mouse_entered
mouse_exited
Emitted when the mouse cursor leaves the control's (and all child control's) visible area, that is not occluded behind other Controls or Windows, provided its mouse_filter lets the event reach it and regardless if it's currently focused or not.
Note: z_index doesn't affect, which Control receives the signal.
Note: 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(), size).has_point(get_local_mouse_position()):
# Not hovering over area.
signal mouse_exited
resized
Emitted when the control changes size.
signal resized
size_flags_changed
Emitted when one of the size flags changes. See size_flags_horizontal and size_flags_vertical.
signal size_flags_changed
theme_changed
Emitted when the NOTIFICATION_THEME_CHANGED notification is sent.
signal theme_changed