Class Control
- Namespace
- Godot
- Assembly
- GodotSharp.dll
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.
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 _Input(InputEvent). For UI elements specifically, it makes more sense to override the virtual method _GuiInput(InputEvent), which filters out unrelated input events, such as by checking z-order, MouseFilter, focus, or if the event was inside of the control's bounding box.
Call AcceptEvent() so no other node receives the event. Once you accept an input, it becomes handled so _UnhandledInput(InputEvent) 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 GrabFocus(). Control nodes lose focus when another node grabs it, or if you hide the node in focus.
Sets MouseFilter to Ignore to tell a Control node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
Theme resources change the Control's appearance. If you change the Theme on a Control node, it affects all of its children. To override some of the theme's parameters, call one of the add_theme_*_override
methods, like AddThemeFontOverride(StringName, Font). You can override the theme with the Inspector.
Note: Theme items are notGodotObject properties. This means you can't access their values using Get(StringName) and Set(StringName, Variant). Instead, use the get_theme_*
and add_theme_*_override
methods provided by this class.
public class Control : CanvasItem, IDisposable
- Inheritance
-
Control
- Implements
- Derived
- Inherited Members
Constructors
Control()
public Control()
Fields
NotificationFocusEnter
Sent when the node grabs focus.
public const long NotificationFocusEnter = 43
Field Value
NotificationFocusExit
Sent when the node loses focus.
public const long NotificationFocusExit = 44
Field Value
NotificationLayoutDirectionChanged
Sent when control layout direction is changed.
public const long NotificationLayoutDirectionChanged = 49
Field Value
NotificationMouseEnter
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 MouseFilter lets the event reach it and regardless if it's currently focused or not.
Note: ZIndex doesn't affect which Control receives the notification.
See also NotificationMouseEnterSelf.
public const long NotificationMouseEnter = 41
Field Value
NotificationMouseEnterSelf
Sent when the mouse cursor enters the control's visible area, that is not occluded behind other Controls or Windows, provided its MouseFilter lets the event reach it and regardless if it's currently focused or not.
Note: ZIndex doesn't affect which Control receives the notification.
See also NotificationMouseEnter.
public const long NotificationMouseEnterSelf = 60
Field Value
NotificationMouseExit
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 MouseFilter lets the event reach it and regardless if it's currently focused or not.
Note: ZIndex doesn't affect which Control receives the notification.
See also NotificationMouseExitSelf.
public const long NotificationMouseExit = 42
Field Value
NotificationMouseExitSelf
Sent when the mouse cursor leaves the control's visible area, that is not occluded behind other Controls or Windows, provided its MouseFilter lets the event reach it and regardless if it's currently focused or not.
Note: ZIndex doesn't affect which Control receives the notification.
See also NotificationMouseExit.
public const long NotificationMouseExitSelf = 61
Field Value
NotificationResized
Sent when the node changes size. Use Size to get the new size.
public const long NotificationResized = 40
Field Value
NotificationScrollBegin
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 ProjectSettings.input_devices/pointing/emulate_touch_from_mouse
is enabled.
public const long NotificationScrollBegin = 47
Field Value
NotificationScrollEnd
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 ProjectSettings.input_devices/pointing/emulate_touch_from_mouse
is enabled.
public const long NotificationScrollEnd = 48
Field Value
NotificationThemeChanged
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 ThemeTypeVariation 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.
public const long NotificationThemeChanged = 45
Field Value
Properties
AnchorBottom
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 Control.Anchor constants for convenience.
public float AnchorBottom { get; set; }
Property Value
AnchorLeft
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 Control.Anchor constants for convenience.
public float AnchorLeft { get; set; }
Property Value
AnchorRight
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 Control.Anchor constants for convenience.
public float AnchorRight { get; set; }
Property Value
AnchorTop
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 Control.Anchor constants for convenience.
public float AnchorTop { get; set; }
Property Value
AnchorsPreset
public int AnchorsPreset { get; set; }
Property Value
AutoTranslate
Toggles if any text should automatically change to its translated version depending on the current locale.
Also decides if the node's strings should be parsed for POT generation.
public bool AutoTranslate { get; set; }
Property Value
ClipContents
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.
public bool ClipContents { get; set; }
Property Value
CustomMinimumSize
The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.
public Vector2 CustomMinimumSize { get; set; }
Property Value
FocusMode
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.
public Control.FocusModeEnum FocusMode { get; set; }
Property Value
FocusNeighborBottom
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 ProjectSettings.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.
public NodePath FocusNeighborBottom { get; set; }
Property Value
FocusNeighborLeft
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 ProjectSettings.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.
public NodePath FocusNeighborLeft { get; set; }
Property Value
FocusNeighborRight
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 ProjectSettings.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.
public NodePath FocusNeighborRight { get; set; }
Property Value
FocusNeighborTop
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 ProjectSettings.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.
public NodePath FocusNeighborTop { get; set; }
Property Value
FocusNext
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 ProjectSettings.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.
public NodePath FocusNext { get; set; }
Property Value
FocusPrevious
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 ProjectSettings.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.
public NodePath FocusPrevious { get; set; }
Property Value
GlobalPosition
The node's global position, relative to the world (usually to the CanvasLayer).
public Vector2 GlobalPosition { get; set; }
Property Value
GrowHorizontal
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.
public Control.GrowDirection GrowHorizontal { get; set; }
Property Value
GrowVertical
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.
public Control.GrowDirection GrowVertical { get; set; }
Property Value
LayoutDirection
Controls layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew).
public Control.LayoutDirectionEnum LayoutDirection { get; set; }
Property Value
LayoutMode
public int LayoutMode { get; set; }
Property Value
LocalizeNumeralSystem
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 FormatNumber(string, string).
public bool LocalizeNumeralSystem { get; set; }
Property Value
MouseDefaultCursorShape
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.
public Control.CursorShape MouseDefaultCursorShape { get; set; }
Property Value
MouseFilter
Controls whether the control will be able to receive mouse button input events through _GuiInput(InputEvent) and how these events should be handled. Also controls whether the control can receive the MouseEntered, and MouseExited signals. See the constants to learn what each does.
public Control.MouseFilterEnum MouseFilter { get; set; }
Property Value
MouseForcePassScrollEvents
When enabled, scroll wheel events processed by _GuiInput(InputEvent) will be passed to the parent control even if MouseFilter is set to Stop. As it defaults to true, this allows nested scrollable containers to work out of the box.
You should disable it on the root of your UI if you do not want scroll events to go to the _UnhandledInput(InputEvent) processing.
public bool MouseForcePassScrollEvents { get; set; }
Property Value
OffsetBottom
Distance between the node's bottom edge and its parent control, based on AnchorBottom.
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.
public float OffsetBottom { get; set; }
Property Value
OffsetLeft
Distance between the node's left edge and its parent control, based on AnchorLeft.
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.
public float OffsetLeft { get; set; }
Property Value
OffsetRight
Distance between the node's right edge and its parent control, based on AnchorRight.
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.
public float OffsetRight { get; set; }
Property Value
OffsetTop
Distance between the node's top edge and its parent control, based on AnchorTop.
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.
public float OffsetTop { get; set; }
Property Value
PivotOffset
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.
public Vector2 PivotOffset { get; set; }
Property Value
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 PivotOffset.
public Vector2 Position { get; set; }
Property Value
Rotation
The node's rotation around its pivot, in radians. See PivotOffset 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 RotationDegrees.
public float Rotation { get; set; }
Property Value
RotationDegrees
Helper property to access Rotation in degrees instead of radians.
public float RotationDegrees { get; set; }
Property Value
Scale
The node's scale, relative to its Size. Change this property to scale the node around its PivotOffset. The Control's TooltipText 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 ControlScale 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 ProjectSettings.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, MultichannelSignedDistanceField 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.
public Vector2 Scale { get; set; }
Property Value
ShortcutContext
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.
public Node ShortcutContext { get; set; }
Property Value
Size
The size of the node's bounding rectangle, in the node's coordinate system. Container nodes update this property automatically.
public Vector2 Size { get; set; }
Property Value
SizeFlagsHorizontal
Tells the parent Container nodes how they should resize and place the node on the X axis. Use a combination of the Control.SizeFlags constants to change the flags. See the constants to learn what each does.
public Control.SizeFlags SizeFlagsHorizontal { get; set; }
Property Value
SizeFlagsStretchRatio
If the node and at least one of its neighbors uses the 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.
public float SizeFlagsStretchRatio { get; set; }
Property Value
SizeFlagsVertical
Tells the parent Container nodes how they should resize and place the node on the Y axis. Use a combination of the Control.SizeFlags constants to change the flags. See the constants to learn what each does.
public Control.SizeFlags SizeFlagsVertical { get; set; }
Property Value
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.
public Theme Theme { get; set; }
Property Value
ThemeTypeVariation
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 SetTypeVariation(StringName, StringName). 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.
public StringName ThemeTypeVariation { get; set; }
Property Value
TooltipText
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 MouseFilter property is not Ignore. The time required for the tooltip to appear can be changed with the ProjectSettings.gui/timers/tooltip_delay_sec
option. See also GetTooltip(Vector2?).
The tooltip popup will use either a default implementation, or a custom one that you can provide by overriding _MakeCustomTooltip(string). 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 styleBox = new StyleBoxFlat();
styleBox.SetBgColor(new Color(1, 1, 0));
styleBox.SetBorderWidthAll(2);
// We assume here that the `Theme` property has been assigned a custom Theme beforehand.
Theme.SetStyleBox("panel", "TooltipPanel", styleBox);
Theme.SetColor("font_color", "TooltipLabel", new Color(0, 1, 1));
public string TooltipText { get; set; }
Property Value
Methods
AcceptEvent()
Marks an input event as handled. Once you accept an input event, it stops propagating, even to nodes listening to _UnhandledInput(InputEvent) or _UnhandledKeyInput(InputEvent).
Note: This does not affect the methods in Input, only the way events are propagated.
public void AcceptEvent()
AddThemeColorOverride(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 RemoveThemeColorOverride(StringName).
See also GetThemeColor(StringName, StringName).
Example of overriding a label's color and resetting it later:
// Given the child Label node "MyLabel", override its font color with a custom value.
GetNode<Label>("MyLabel").AddThemeColorOverride("font_color", new Color(1, 0.5f, 0));
// Reset the font color of the child label.
GetNode<Label>("MyLabel").RemoveThemeColorOverride("font_color");
// Alternatively it can be overridden with the default value from the Label type.
GetNode<Label>("MyLabel").AddThemeColorOverride("font_color", GetThemeColor("font_color", "Label"));
public void AddThemeColorOverride(StringName name, Color color)
Parameters
name
StringNamecolor
Color
AddThemeConstantOverride(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 RemoveThemeConstantOverride(StringName).
See also GetThemeConstant(StringName, StringName).
public void AddThemeConstantOverride(StringName name, int constant)
Parameters
name
StringNameconstant
int
AddThemeFontOverride(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 RemoveThemeFontOverride(StringName).
See also GetThemeFont(StringName, StringName).
public void AddThemeFontOverride(StringName name, Font font)
Parameters
name
StringNamefont
Font
AddThemeFontSizeOverride(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 RemoveThemeFontSizeOverride(StringName).
See also GetThemeFontSize(StringName, StringName).
public void AddThemeFontSizeOverride(StringName name, int fontSize)
Parameters
name
StringNamefontSize
int
AddThemeIconOverride(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 RemoveThemeIconOverride(StringName).
See also GetThemeIcon(StringName, StringName).
public void AddThemeIconOverride(StringName name, Texture2D texture)
Parameters
name
StringNametexture
Texture2D
AddThemeStyleboxOverride(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 RemoveThemeStyleboxOverride(StringName).
See also GetThemeStylebox(StringName, StringName).
Example of modifying a property in a StyleBox by duplicating it:
// The snippet below assumes the child node MyButton has a StyleBoxFlat assigned.
// Resources are shared across instances, so we need to duplicate it
// to avoid modifying the appearance of all other buttons.
StyleBoxFlat newStyleboxNormal = GetNode<Button>("MyButton").GetThemeStylebox("normal").Duplicate() as StyleBoxFlat;
newStyleboxNormal.BorderWidthTop = 3;
newStyleboxNormal.BorderColor = new Color(0, 1, 0.5f);
GetNode<Button>("MyButton").AddThemeStyleboxOverride("normal", newStyleboxNormal);
// Remove the stylebox override.
GetNode<Button>("MyButton").RemoveThemeStyleboxOverride("normal");
public void AddThemeStyleboxOverride(StringName name, StyleBox stylebox)
Parameters
name
StringNamestylebox
StyleBox
BeginBulkThemeOverride()
Prevents *_theme_*_override
methods from emitting NotificationThemeChanged until EndBulkThemeOverride() is called.
public void BeginBulkThemeOverride()
EndBulkThemeOverride()
Ends a bulk theme override update. See BeginBulkThemeOverride().
public void EndBulkThemeOverride()
FindNextValidFocus()
Finds the next (below in the tree) Control that can receive the focus.
public Control FindNextValidFocus()
Returns
FindPrevValidFocus()
Finds the previous (above in the tree) Control that can receive the focus.
public Control FindPrevValidFocus()
Returns
FindValidFocusNeighbor(Side)
Finds the next Control that can receive the focus on the specified Side.
Note: This is different from Godot.Control.GetFocusNeighbor(Godot.Side), which returns the path of a specified focus neighbor.
public Control FindValidFocusNeighbor(Side side)
Parameters
side
Side
Returns
ForceDrag(Variant, Control)
Forces drag and bypasses _GetDragData(Vector2) and SetDragPreview(Control) by passing data
and preview
. Drag will start even if the mouse is neither over nor pressed on this control.
The methods _CanDropData(Vector2, Variant) and _DropData(Vector2, Variant) must be implemented on controls that want to receive drop data.
public void ForceDrag(Variant data, Control preview)
Parameters
GetBegin()
Returns OffsetLeft and OffsetTop. See also Position.
public Vector2 GetBegin()
Returns
GetCombinedMinimumSize()
Returns combined minimum size from CustomMinimumSize and GetMinimumSize().
public Vector2 GetCombinedMinimumSize()
Returns
GetCursorShape(Vector2?)
Returns the mouse cursor shape the control displays on mouse hover. See Control.CursorShape.
public Control.CursorShape GetCursorShape(Vector2? position = null)
Parameters
position
Vector2?If the parameter is null, then the default value is
new Vector2(0, 0)
.
Returns
GetEnd()
Returns OffsetRight and OffsetBottom.
public Vector2 GetEnd()
Returns
GetGlobalRect()
Returns the position and size of the control relative to the containing canvas. See GlobalPosition 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 GuiSnapControlsToPixels to true
can lead to rounding inaccuracies between the displayed control and the returned Rect2.
public Rect2 GetGlobalRect()
Returns
GetMinimumSize()
Returns the minimum size for this control. See CustomMinimumSize.
public Vector2 GetMinimumSize()
Returns
GetParentAreaSize()
Returns the width/height occupied in the parent control.
public Vector2 GetParentAreaSize()
Returns
GetParentControl()
Returns the parent control node.
public Control GetParentControl()
Returns
GetRect()
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 GuiSnapControlsToPixels to true
can lead to rounding inaccuracies between the displayed control and the returned Rect2.
public Rect2 GetRect()
Returns
GetScreenPosition()
Returns the position of this Control in global screen coordinates (i.e. taking window position into account). Mostly useful for editor plugins.
Equals to GlobalPosition if the window is embedded (see GuiEmbedSubwindows).
Example usage for showing a popup:
popup_menu.position = get_screen_position() + get_local_mouse_position()
popup_menu.reset_size()
popup_menu.popup()
public Vector2 GetScreenPosition()
Returns
GetThemeColor(StringName, StringName)
Returns a Color from the first matching Theme in the tree if that Theme has a color item with the specified name
and themeType
. If themeType
is omitted the class name of the current control is used as the type, or ThemeTypeVariation 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 AddThemeColorOverride(StringName, Color)), 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 ProjectSettings.gui/theme/custom
) and the default Theme are used (see ThemeDB).
public override void _Ready()
{
// Get the font color defined for the current Control's class, if it exists.
Modulate = GetThemeColor("font_color");
// Get the font color defined for the Button class.
Modulate = GetThemeColor("font_color", "Button");
}
public Color GetThemeColor(StringName name, StringName themeType = null)
Parameters
name
StringNamethemeType
StringName
Returns
GetThemeConstant(StringName, StringName)
Returns a constant from the first matching Theme in the tree if that Theme has a constant item with the specified name
and themeType
.
See GetThemeColor(StringName, StringName) for details.
public int GetThemeConstant(StringName name, StringName themeType = null)
Parameters
name
StringNamethemeType
StringName
Returns
GetThemeDefaultBaseScale()
Returns the default base scale value from the first matching Theme in the tree if that Theme has a valid DefaultBaseScale value.
See GetThemeColor(StringName, StringName) for details.
public float GetThemeDefaultBaseScale()
Returns
GetThemeDefaultFont()
Returns the default font from the first matching Theme in the tree if that Theme has a valid DefaultFont value.
See GetThemeColor(StringName, StringName) for details.
public Font GetThemeDefaultFont()
Returns
GetThemeDefaultFontSize()
Returns the default font size value from the first matching Theme in the tree if that Theme has a valid DefaultFontSize value.
See GetThemeColor(StringName, StringName) for details.
public int GetThemeDefaultFontSize()
Returns
GetThemeFont(StringName, StringName)
Returns a Font from the first matching Theme in the tree if that Theme has a font item with the specified name
and themeType
.
See GetThemeColor(StringName, StringName) for details.
public Font GetThemeFont(StringName name, StringName themeType = null)
Parameters
name
StringNamethemeType
StringName
Returns
GetThemeFontSize(StringName, StringName)
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 themeType
.
See GetThemeColor(StringName, StringName) for details.
public int GetThemeFontSize(StringName name, StringName themeType = null)
Parameters
name
StringNamethemeType
StringName
Returns
GetThemeIcon(StringName, StringName)
Returns an icon from the first matching Theme in the tree if that Theme has an icon item with the specified name
and themeType
.
See GetThemeColor(StringName, StringName) for details.
public Texture2D GetThemeIcon(StringName name, StringName themeType = null)
Parameters
name
StringNamethemeType
StringName
Returns
GetThemeStylebox(StringName, StringName)
Returns a StyleBox from the first matching Theme in the tree if that Theme has a stylebox item with the specified name
and themeType
.
See GetThemeColor(StringName, StringName) for details.
public StyleBox GetThemeStylebox(StringName name, StringName themeType = null)
Parameters
name
StringNamethemeType
StringName
Returns
GetTooltip(Vector2?)
Returns the tooltip text for the position atPosition
in control's local coordinates, which will typically appear when the cursor is resting over this control. By default, it returns TooltipText.
This method can be overridden to customize its behavior. See _GetTooltip(Vector2).
Note: If this method returns an empty string, no tooltip is displayed.
public string GetTooltip(Vector2? atPosition = null)
Parameters
atPosition
Vector2?If the parameter is null, then the default value is
new Vector2(0, 0)
.
Returns
GrabClickFocus()
Creates an InputEventMouseButton that attempts to click the control. If the event is received, the control acquires focus.
public override void _Process(double delta)
{
GrabClickFocus(); // When clicking another Control node, this node will be clicked instead.
}
public void GrabClickFocus()
GrabFocus()
Steal the focus from another control and become the focused control (see FocusMode).
Note: Using this method together with Callable.call_deferred
makes it more reliable, especially when called inside _Ready().
public void GrabFocus()
HasFocus()
Returns true
if this is the current focused control. See FocusMode.
public bool HasFocus()
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
HasThemeColor(StringName, StringName)
Returns true
if there is a matching Theme in the tree that has a color item with the specified name
and themeType
.
See GetThemeColor(StringName, StringName) for details.
public bool HasThemeColor(StringName name, StringName themeType = null)
Parameters
name
StringNamethemeType
StringName
Returns
HasThemeColorOverride(StringName)
Returns true
if there is a local override for a theme Color with the specified name
in this Control node.
public bool HasThemeColorOverride(StringName name)
Parameters
name
StringName
Returns
HasThemeConstant(StringName, StringName)
Returns true
if there is a matching Theme in the tree that has a constant item with the specified name
and themeType
.
See GetThemeColor(StringName, StringName) for details.
public bool HasThemeConstant(StringName name, StringName themeType = null)
Parameters
name
StringNamethemeType
StringName
Returns
HasThemeConstantOverride(StringName)
Returns true
if there is a local override for a theme constant with the specified name
in this Control node.
public bool HasThemeConstantOverride(StringName name)
Parameters
name
StringName
Returns
HasThemeFont(StringName, StringName)
Returns true
if there is a matching Theme in the tree that has a font item with the specified name
and themeType
.
See GetThemeColor(StringName, StringName) for details.
public bool HasThemeFont(StringName name, StringName themeType = null)
Parameters
name
StringNamethemeType
StringName
Returns
HasThemeFontOverride(StringName)
Returns true
if there is a local override for a theme Font with the specified name
in this Control node.
public bool HasThemeFontOverride(StringName name)
Parameters
name
StringName
Returns
HasThemeFontSize(StringName, StringName)
Returns true
if there is a matching Theme in the tree that has a font size item with the specified name
and themeType
.
See GetThemeColor(StringName, StringName) for details.
public bool HasThemeFontSize(StringName name, StringName themeType = null)
Parameters
name
StringNamethemeType
StringName
Returns
HasThemeFontSizeOverride(StringName)
Returns true
if there is a local override for a theme font size with the specified name
in this Control node.
public bool HasThemeFontSizeOverride(StringName name)
Parameters
name
StringName
Returns
HasThemeIcon(StringName, StringName)
Returns true
if there is a matching Theme in the tree that has an icon item with the specified name
and themeType
.
See GetThemeColor(StringName, StringName) for details.
public bool HasThemeIcon(StringName name, StringName themeType = null)
Parameters
name
StringNamethemeType
StringName
Returns
HasThemeIconOverride(StringName)
Returns true
if there is a local override for a theme icon with the specified name
in this Control node.
public bool HasThemeIconOverride(StringName name)
Parameters
name
StringName
Returns
HasThemeStylebox(StringName, StringName)
Returns true
if there is a matching Theme in the tree that has a stylebox item with the specified name
and themeType
.
See GetThemeColor(StringName, StringName) for details.
public bool HasThemeStylebox(StringName name, StringName themeType = null)
Parameters
name
StringNamethemeType
StringName
Returns
HasThemeStyleboxOverride(StringName)
Returns true
if there is a local override for a theme StyleBox with the specified name
in this Control node.
public bool HasThemeStyleboxOverride(StringName name)
Parameters
name
StringName
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
IsDragSuccessful()
Returns true
if a drag operation is successful. Alternative to GuiIsDragSuccessful().
Best used with NotificationDragEnd.
public bool IsDragSuccessful()
Returns
IsLayoutRtl()
Returns true
if layout is right-to-left.
public bool IsLayoutRtl()
Returns
ReleaseFocus()
Give up the focus. No other control will be able to receive input.
public void ReleaseFocus()
RemoveThemeColorOverride(StringName)
Removes a local override for a theme Color with the specified name
previously added by AddThemeColorOverride(StringName, Color) or via the Inspector dock.
public void RemoveThemeColorOverride(StringName name)
Parameters
name
StringName
RemoveThemeConstantOverride(StringName)
Removes a local override for a theme constant with the specified name
previously added by AddThemeConstantOverride(StringName, int) or via the Inspector dock.
public void RemoveThemeConstantOverride(StringName name)
Parameters
name
StringName
RemoveThemeFontOverride(StringName)
Removes a local override for a theme Font with the specified name
previously added by AddThemeFontOverride(StringName, Font) or via the Inspector dock.
public void RemoveThemeFontOverride(StringName name)
Parameters
name
StringName
RemoveThemeFontSizeOverride(StringName)
Removes a local override for a theme font size with the specified name
previously added by AddThemeFontSizeOverride(StringName, int) or via the Inspector dock.
public void RemoveThemeFontSizeOverride(StringName name)
Parameters
name
StringName
RemoveThemeIconOverride(StringName)
Removes a local override for a theme icon with the specified name
previously added by AddThemeIconOverride(StringName, Texture2D) or via the Inspector dock.
public void RemoveThemeIconOverride(StringName name)
Parameters
name
StringName
RemoveThemeStyleboxOverride(StringName)
Removes a local override for a theme StyleBox with the specified name
previously added by AddThemeStyleboxOverride(StringName, StyleBox) or via the Inspector dock.
public void RemoveThemeStyleboxOverride(StringName name)
Parameters
name
StringName
ResetSize()
Resets the size to GetCombinedMinimumSize(). This is equivalent to calling set_size(Vector2())
(or any size below the minimum).
public void ResetSize()
SetAnchor(Side, float, bool, bool)
Sets the anchor for the specified Side to anchor
. A setter method for AnchorBottom, AnchorLeft, AnchorRight and AnchorTop.
If keepOffset
is true
, offsets aren't updated after this operation.
If pushOppositeAnchor
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 pushOppositeAnchor
was false
, the left anchor would get value 0.5.
public void SetAnchor(Side side, float anchor, bool keepOffset = false, bool pushOppositeAnchor = true)
Parameters
SetAnchorAndOffset(Side, float, float, bool)
Works the same as SetAnchor(Side, float, bool, bool), but instead of keep_offset
argument and automatic update of offset, it allows to set the offset yourself (see Godot.Control.SetOffset(Godot.Side,System.Single)).
public void SetAnchorAndOffset(Side side, float anchor, float offset, bool pushOppositeAnchor = false)
Parameters
SetAnchorsAndOffsetsPreset(LayoutPreset, LayoutPresetMode, int)
Sets both anchor preset and offset preset. See SetAnchorsPreset(LayoutPreset, bool) and SetOffsetsPreset(LayoutPreset, LayoutPresetMode, int).
public void SetAnchorsAndOffsetsPreset(Control.LayoutPreset preset, Control.LayoutPresetMode resizeMode = LayoutPresetMode.Minsize, int margin = 0)
Parameters
preset
Control.LayoutPresetresizeMode
Control.LayoutPresetModemargin
int
SetAnchorsPreset(LayoutPreset, bool)
Sets the anchors to a preset
from Control.LayoutPreset enum. This is the code equivalent to using the Layout menu in the 2D editor.
If keepOffsets
is true
, control's position will also be updated.
public void SetAnchorsPreset(Control.LayoutPreset preset, bool keepOffsets = false)
Parameters
preset
Control.LayoutPresetkeepOffsets
bool
SetBegin(Vector2)
Sets OffsetLeft and OffsetTop at the same time. Equivalent of changing Position.
public void SetBegin(Vector2 position)
Parameters
position
Vector2
SetDragForwarding(Callable, Callable, Callable)
Forwards the handling of this control's _GetDragData(Vector2), _CanDropData(Vector2, Variant) and _DropData(Vector2, Variant) virtual functions to delegate callables.
For each argument, if not empty, the delegate callable is used, otherwise the local (virtual) function is used.
The function format for each callable should be exactly the same as the virtual functions described above.
public void SetDragForwarding(Callable dragFunc, Callable canDropFunc, Callable dropFunc)
Parameters
SetDragPreview(Control)
Shows the given control at the mouse pointer. A good time to call this method is in _GetDragData(Vector2). The control must not be in the scene tree. You should not free the control, and you should not keep a reference to the control beyond the duration of the drag. It will be deleted automatically after the drag has ended.
[Export]
private Color _color = new Color(1, 0, 0, 1);
public override Variant _GetDragData(Vector2 atPosition)
{
// Use a control that is not in the tree
var cpb = new ColorPickerButton();
cpb.Color = _color;
cpb.Size = new Vector2(50, 50);
SetDragPreview(cpb);
return _color;
}
public void SetDragPreview(Control control)
Parameters
control
Control
SetEnd(Vector2)
Sets OffsetRight and OffsetBottom at the same time.
public void SetEnd(Vector2 position)
Parameters
position
Vector2
SetGlobalPosition(Vector2, bool)
Sets the GlobalPosition to given position
.
If keepOffsets
is true
, control's anchors will be updated instead of offsets.
public void SetGlobalPosition(Vector2 position, bool keepOffsets = false)
Parameters
SetOffsetsPreset(LayoutPreset, LayoutPresetMode, int)
Sets the offsets to a preset
from Control.LayoutPreset enum. This is the code equivalent to using the Layout menu in the 2D editor.
Use parameter resizeMode
with constants from Control.LayoutPresetMode to better determine the resulting size of the Control. Constant size will be ignored if used with presets that change size, e.g. LeftWide.
Use parameter margin
to determine the gap between the Control and the edges.
public void SetOffsetsPreset(Control.LayoutPreset preset, Control.LayoutPresetMode resizeMode = LayoutPresetMode.Minsize, int margin = 0)
Parameters
preset
Control.LayoutPresetresizeMode
Control.LayoutPresetModemargin
int
SetPosition(Vector2, bool)
Sets the Position to given position
.
If keepOffsets
is true
, control's anchors will be updated instead of offsets.
public void SetPosition(Vector2 position, bool keepOffsets = false)
Parameters
SetSize(Vector2, bool)
Sets the size (see Size).
If keepOffsets
is true
, control's anchors will be updated instead of offsets.
public void SetSize(Vector2 size, bool keepOffsets = false)
Parameters
UpdateMinimumSize()
Invalidates the size cache in this node and in parent nodes up to top level. Intended to be used with GetMinimumSize() when the return value is changed. Setting CustomMinimumSize directly calls this method automatically.
public void UpdateMinimumSize()
WarpMouse(Vector2)
Moves the mouse cursor to position
, relative to Position of this Control.
Note: WarpMouse(Vector2) is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.
public void WarpMouse(Vector2 position)
Parameters
position
Vector2
_CanDropData(Vector2, Variant)
Godot calls this method to test if data
from a control's _GetDragData(Vector2) can be dropped at atPosition
. atPosition
is local to this control.
This method should only be used to test the data. Process the data in _DropData(Vector2, Variant).
public override bool _CanDropData(Vector2 atPosition, Variant data)
{
// Check position if it is relevant to you
// Otherwise, just check data
return data.VariantType == Variant.Type.Dictionary && data.AsGodotDictionary().ContainsKey("expected");
}
public virtual bool _CanDropData(Vector2 atPosition, Variant data)
Parameters
Returns
_DropData(Vector2, Variant)
Godot calls this method to pass you the data
from a control's _GetDragData(Vector2) result. Godot first calls _CanDropData(Vector2, Variant) to test if data
is allowed to drop at atPosition
where atPosition
is local to this control.
public override bool _CanDropData(Vector2 atPosition, Variant data)
{
return data.VariantType == Variant.Type.Dictionary && dict.AsGodotDictionary().ContainsKey("color");
}
public override void _DropData(Vector2 atPosition, Variant data)
{
Color color = data.AsGodotDictionary()["color"].AsColor();
}
public virtual void _DropData(Vector2 atPosition, Variant data)
Parameters
_GetDragData(Vector2)
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 _CanDropData(Vector2, Variant) and _DropData(Vector2, Variant). atPosition
is local to this control. Drag may be forced with ForceDrag(Variant, Control).
A preview that will follow the mouse that should represent the data can be set with SetDragPreview(Control). A good time to set the preview is in this method.
public override Variant _GetDragData(Vector2 atPosition)
{
var myData = MakeData(); // This is your custom method generating the drag data.
SetDragPreview(MakePreview(myData)); // This is your custom method generating the preview of the drag data.
return myData;
}
public virtual Variant _GetDragData(Vector2 atPosition)
Parameters
atPosition
Vector2
Returns
_GetMinimumSize()
Virtual method to be implemented by the user. Returns the minimum size for this control. Alternative to CustomMinimumSize for controlling minimum size via code. The actual minimum size will be the max value of these two (in each axis separately).
If not overridden, defaults to Vector2.ZERO
.
Note: This method will not be called when the script is attached to a Control node that already overrides its minimum size (e.g. Label, Button, PanelContainer etc.). It can only be used with most basic GUI nodes, like Control, Container, Panel etc.
public virtual Vector2 _GetMinimumSize()
Returns
_GetTooltip(Vector2)
Virtual method to be implemented by the user. Returns the tooltip text for the position atPosition
in control's local coordinates, which will typically appear when the cursor is resting over this control. See GetTooltip(Vector2?).
Note: If this method returns an empty string, no tooltip is displayed.
public virtual string _GetTooltip(Vector2 atPosition)
Parameters
atPosition
Vector2
Returns
_GuiInput(InputEvent)
Virtual method to be implemented by the user. Use this method to process and accept inputs on UI elements. See AcceptEvent().
Example usage for clicking a control:
public override void _GuiInput(InputEvent @event)
{
if (@event is InputEventMouseButton mb)
{
if (mb.ButtonIndex == MouseButton.Left && mb.Pressed)
{
GD.Print("I've been clicked D:");
}
}
}
The event won't trigger if:
* clicking outside the control (see _HasPoint(Vector2));
* control has MouseFilter set to Ignore;
* control is obstructed by another Control on top of it, which doesn't have MouseFilter set to Ignore;
* control's parent has MouseFilter set to Stop or has accepted the event;
* it happens outside the parent's rectangle and the parent has either ClipContents enabled.
Note: Event position is relative to the control origin.
public virtual void _GuiInput(InputEvent @event)
Parameters
event
InputEvent
_HasPoint(Vector2)
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)
.
public virtual bool _HasPoint(Vector2 point)
Parameters
point
Vector2
Returns
_MakeCustomTooltip(string)
Virtual method to be implemented by the user. Returns a Control node that should be used as a tooltip instead of the default one. The forText
includes the contents of the TooltipText property.
The returned node must be of type Control or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance). When null
or a non-Control node is returned, the default tooltip will be used instead.
The returned node will be added as child to a PopupPanel, so you should only provide the contents of that panel. That PopupPanel can be themed using SetStylebox(StringName, StringName, StyleBox) for the type "TooltipPanel"
(see TooltipText 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 CustomMinimumSize to some non-zero value.
Note: The node (and any relevant children) should be Visible when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably.
Example of usage with a custom-constructed node:
public override Control _MakeCustomTooltip(string forText)
{
var label = new Label();
label.Text = forText;
return label;
}
Example of usage with a custom scene instance:
public override Control _MakeCustomTooltip(string forText)
{
Node tooltip = ResourceLoader.Load<PackedScene>("res://some_tooltip_scene.tscn").Instantiate();
tooltip.GetNode<Label>("Label").Text = forText;
return tooltip;
}
public virtual GodotObject _MakeCustomTooltip(string forText)
Parameters
forText
string
Returns
_StructuredTextParser(Array, string)
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.
public virtual Array<Vector3I> _StructuredTextParser(Array args, string text)
Parameters
Returns
Events
FocusEntered
Emitted when the node gains focus.
public event Action FocusEntered
Event Type
FocusExited
Emitted when the node loses focus.
public event Action FocusExited
Event Type
GuiInput
Emitted when the node receives an InputEvent.
public event Control.GuiInputEventHandler GuiInput
Event Type
MinimumSizeChanged
Emitted when the node's minimum size changes.
public event Action MinimumSizeChanged
Event Type
MouseEntered
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 MouseFilter lets the event reach it and regardless if it's currently focused or not.
Note: ZIndex doesn't affect, which Control receives the signal.
public event Action MouseEntered
Event Type
MouseExited
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 MouseFilter lets the event reach it and regardless if it's currently focused or not.
Note: ZIndex 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.
public event Action MouseExited
Event Type
Resized
Emitted when the control changes size.
public event Action Resized
Event Type
SizeFlagsChanged
Emitted when one of the size flags changes. See SizeFlagsHorizontal and SizeFlagsVertical.
public event Action SizeFlagsChanged
Event Type
ThemeChanged
Emitted when the NotificationThemeChanged notification is sent.
public event Action ThemeChanged