8.2 KiB
8.2 KiB
| name | description | license | compatibility | metadata | ||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| godot-ui | 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. | MIT |
|
|
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.
# 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.
# 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.
# 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.
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.
var center = CenterContainer.new()
center.horizontal_alignment = CenterContainer.ALIGNMENT_CENTER
center.vertical_alignment = CenterContainer.ALIGNMENT_MIDDLE
center.add_child(dialog_panel)
Fill and Expand
# 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
# 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
# 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
# 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.
# 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
# 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.
# 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.
# 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
RichTextLabelformatted text when content does not change - Use
TextureRectwithSTRETCH_SCALEfor responsive images - Avoid creating/destroying UI nodes every frame — use pooling instead
- Set
visible_ratioto 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 propertiesui_preview_theme— Preview theme changes in real-timeui_resize_preview— Test responsive layouts at different screen sizesui_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.