--- name: godot-ui description: "UI systems for Godot 4.x: Control node hierarchy, containers and layout modes (Anchor, Margin, Center, Fill, Expand), theme resources, custom styles, RichTextLabel formatting, PopupMenu search, and control offset transforms. Use when building menus, HUDs, inventory screens, or any UI in Godot." license: MIT compatibility: - godot-4.0 - godot-4.1 - godot-4.2 - godot-4.3 - godot-4.4 - godot-4.5 - godot-4.6 - godot-4.7 metadata: author: vl4dt version: 0.1.0 tags: - godot - ui - control - container - theme - rich-text created: 2026-06-20 --- # UI Systems for Godot 4.x Comprehensive patterns for user interfaces, menus, and HUD elements in Godot 4.x. ## Control Node Hierarchy and Containers ### Container Types Godot 4.x provides several container nodes for responsive UI layouts. ```gdscript # Vertical layout var vbox = VBoxContainer.new() vbox.set_anchors_preset(Control.PRESET_FULL_RECT) add_child(vbox) # Horizontal layout var hbox = HBoxContainer.new() hbox.add_child(Button.new()) hbox.add_child(Button.new()) vbox.add_child(hbox) # Grid layout var grid = GridContainer.new() grid.columns = 3 for i in range(9): var btn = Button.new() btn.text = str(i) grid.add_child(btn) vbox.add_child(grid) ``` ### Anchor Presets Use anchor presets for responsive positioning. ```gdscript # Top-left corner, stays fixed button.set_anchors_preset(Control.PRESET_TOP_LEFT) # Full screen (fills parent) panel.set_anchors_preset(Control.PRESET_FULL_RECT) # Centered with margins label.set_anchors_preset(Control.PRESET_CENTER) label.offset_left = -100 label.offset_right = 100 ``` ## Layout Modes (Anchor, Margin, Center, Fill, Expand) ### Anchor Mode Control how a node positions itself relative to its parent. ```gdscript # Manual anchor setup control.anchor_right = 1.0 # Right edge sticks to parent right control.offset_right = -20 # But 20px from the edge control.anchor_bottom = 1.0 control.offset_bottom = -20 ``` ### Margin Container Add padding around a child node. ```gdscript var margin = MarginContainer.new() margin.add_theme_constant_override("margin_left", 16) margin.add_theme_constant_override("margin_top", 16) margin.add_theme_constant_override("margin_right", 16) margin.add_theme_constant_override("margin_bottom", 16) margin.add_child(content_panel) ``` ### Center Container Center a child node within its parent. ```gdscript var center = CenterContainer.new() center.horizontal_alignment = CenterContainer.ALIGNMENT_CENTER center.vertical_alignment = CenterContainer.ALIGNMENT_MIDDLE center.add_child(dialog_panel) ``` ### Fill and Expand ```gdscript # Fill available space button.expand_mode = Button.BUTTON_EXPAND_FILL # Fill width and height button.expand_mode = Button.BUTTON_EXPAND # Fill width only # Control fills parent rect control.size_flags_horizontal = Control.SIZE_FILL control.size_flags_vertical = Control.SIZE_FILL ``` ## Theme Resources and Custom Styles ### Creating a Custom Theme ```gdscript # Create theme in code var theme = Theme.new() # Custom font var custom_font = FontFile.new() custom_font.font_data = load("res://fonts/my_font.tres") theme.add_font("Default", "Source", custom_font) theme.default_font_size = 16 # Custom button style var normal_style = StyleBoxTexture.new() normal_style.texture = load("res://ui/button_normal.png") normal_style.set_margin_left(8) normal_style.set_margin_right(8) normal_style.set_margin_top(4) normal_style.set_margin_bottom(4) var hover_style = normal_style.duplicate() hover_style.modulate = Color(1.2, 1.2, 1.2) # Lighter on hover theme.add_stylebox("normal", "Button", normal_style) theme.add_stylebox("hover", "Button", hover_style) ``` ### Theme Overrides per Control ```gdscript # Override theme on individual controls button.add_theme_color_override("font_color", Color.WHITE) button.add_theme_font_size_override("font_size", 20) button.add_theme_stylebox_override("normal", custom_style) # Apply theme to entire scene tree add_child(button) button.theme = theme ``` ### Theme Variation Pattern ```gdscript # Create themed button scenes for consistency # ui_button_primary.tscn, ui_button_secondary.tscn, etc. const PRIMARY_BTN = preload("res://ui/button_primary.tscn") const SECONDARY_BTN = preload("res://ui/button_secondary.tscn") func create_primary_button(text: String) -> Button: var btn = PRIMARY_BTN.instantiate() btn.text = text return btn ``` ## RichTextLabel Formatting and Image Sizing ### RichTextEffect Custom Tags Godot 4.x supports custom rich text effects. ```gdscript # Use built-in BBCode tags in RichTextLabel rich_text_label.text = "[color=red]Alert![/color] Health is low." rich_text_label.text = "[b]Bold[/b] and [i]italic[/i] text" rich_text_label.text = "[img=64]res://icons/heart.png[/img] 10/20 HP" # Custom effect for damage numbers func _process(delta: float): # RichTextLabel processes BBCode every frame # For performance, cache formatted text when possible ``` ### Image Sizing in RichTextLabel ```gdscript # Fixed size images rich_text_label.text = "[img=32]res://icons/coin.png[/img] [img=32]res://icons/coin.png[/img]" # Scale by font size rich_text_label.text = "[font_size=48][img=48]res://icons/star.png[/img][/font_size]" # Responsive sizing using theme font func get_icon_size() -> int: return ThemeDB.get_font("Default").get_height() * 2 ``` ## Godot 4.7 UI Features ### PopupMenu Search (Godot 4.7) Godot 4.7 adds search/filtering to PopupMenu for better UX in large menus. ```gdscript # The PopupMenu now supports search filtering out of the box # Connect the search_changed signal for custom filtering @onready var popup_menu = $PopupMenu @onready var search_line_edit = $SearchField func _ready(): search_line_edit.text_changed.connect(_on_search_changed) popup_menu.index_pressed.connect(_on_menu_selected) func _on_search_changed(query: String): # Filter menu items based on search query for i in range(popup_menu.item_count): var item_text = popup_menu.get_item_text(i) popup_menu.set_item_hidden(i, not item_text.containsn(query)) ``` ### Control Offset Transforms (Godot 4.7) Godot 4.7 allows animating control offsets directly for smooth UI transitions. ```gdscript # Animate panel sliding in using offset transforms func slide_in(panel: Control): panel.offset_left = -300 # Start off-screen var tween = create_tween() tween.tween_property(panel, "offset_left", 0, 0.3) tween.set_ease(Tween.EASE_OUT) func slide_out(panel: Control): var tween = create_tween() tween.tween_property(panel, "offset_left", -300, 0.25) tween.connect("finished", panel.queue_free) # Use for: sliding menus, notifications, dialog entrances ``` ## UI Performance Tips - Use **Container** nodes instead of manually positioning controls - Prefer **Anchor presets** over manual offset adjustments when possible - Cache `RichTextLabel` formatted text when content does not change - Use `TextureRect` with `STRETCH_SCALE` for responsive images - Avoid creating/destroying UI nodes every frame — use pooling instead - Set `visible_ratio` to 0 on off-screen panels instead of queue_free() ## Quick Reference: Container Nodes | Container | Layout | |-----------|--------| | `HBoxContainer` | Horizontal row | | `VBoxContainer` | Vertical column | | `GridContainer` | Grid with fixed columns | | `CenterContainer` | Centered child | | `MarginContainer` | Padded child | | `ScrollContainer` | Scrollable area | | `AspectRatioContainer` | Fixed aspect ratio | | `Control` (root) | Full rect anchor | ## MCP Bridge Tools (Optional — Live Editor Integration) When the MCP bridge is running (Phase 2), these tools enhance UI debugging: - **`ui_inspect`** — Inspect the current control tree and their properties - **`ui_preview_theme`** — Preview theme changes in real-time - **`ui_resize_preview`** — Test responsive layouts at different screen sizes - **`ui_find_control`** — Find controls by path or name in the scene tree > **Note:** MCP tools require the Godot editor to be running with the MCP plugin enabled. Skills work independently without the bridge. ## References - [Control Node Documentation](references/control-reference.md) - [Container Layout Patterns](references/container-patterns.md) - [Theme Resource Guide](references/theme-resources.md)