class Control
package godot
extends CanvasItem › Node › Object
extended by BaseButton, ColorRect, Container, GraphEdit, ItemList, Label, LineEdit, NinePatchRect, Panel, Popup, Range, ReferenceRect, RichTextLabel, Separator, Tabs, TextEdit, TextureRect, Tree, VideoPlayer
Base class for all UI-related nodes. godot.Control
features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and margins that represent an offset to the anchor. The margins update automatically when the node, any of its parents, or the screen size change.
For more information on Godot's UI system, anchors, margins, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from godot.Control
and godot.Container
nodes.
User Interface nodes and input
Godot sends input events to the scene's root node first, by calling godot.Node._Input
. godot.Node._Input
forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls godot.MainLoop._InputEvent
. Call godot.Control.acceptEvent
so no other node receives the event. Once you accept an input, it becomes handled so godot.Node._UnhandledInput
will not process it.
Only one godot.Control
node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call godot.Control.grabFocus
. godot.Control
nodes lose focus when another node grabs it, or if you hide the node in focus.
Sets godot.Control.mouseFilter
to godot.Control_MouseFilterEnum.ignore
to tell a godot.Control
node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
godot.Theme
resources change the Control's appearance. If you change the godot.Theme
on a godot.Control
node, it affects all of its children. To override some of the theme's parameters, call one of the add_*_override
methods, like godot.Control.addFontOverride
. You can override the theme with the inspector.
Note: Theme items are not godot.Object
properties. This means you can't access their values using godot.Object.get
and godot.Object.set
. Instead, use godot.Control.getColor
, godot.Control.getConstant
, godot.Control.getFont
, godot.Control.getIcon
, godot.Control.getStylebox
, and the add_*_override
methods provided by this class.
Static variables
staticread onlyNOTIFICATION_MODAL_CLOSE:Int
Sent when an open modal dialog closes. See godot.Control.showModal
.
staticread onlyNOTIFICATION_RESIZED:Int
Sent when the node changes size. Use godot.Control.rectSize
to get the new size.
staticread onlyNOTIFICATION_SCROLL_BEGIN:Int
Sent when this node is inside a godot.ScrollContainer
which has begun being scrolled.
staticread onlyNOTIFICATION_SCROLL_END:Int
Sent when this node is inside a godot.ScrollContainer
which has stopped being scrolled.
staticread onlyNOTIFICATION_THEME_CHANGED:Int
Sent when the node's godot.Control.theme
changes, right before Godot redraws the control. Happens when you call one of the add_*_override
methods.
Constructor
Variables
anchorBottom:Single
Anchors the bottom edge of the node to the origin, the center, or the end of its parent control. It changes how the bottom margin updates when the node moves or changes size. You can use one of the godot.Control_Anchor
constants for convenience.
anchorLeft:Single
Anchors the left edge of the node to the origin, the center or the end of its parent control. It changes how the left margin updates when the node moves or changes size. You can use one of the godot.Control_Anchor
constants for convenience.
anchorRight:Single
Anchors the right edge of the node to the origin, the center or the end of its parent control. It changes how the right margin updates when the node moves or changes size. You can use one of the godot.Control_Anchor
constants for convenience.
anchorTop:Single
Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top margin updates when the node moves or changes size. You can use one of the godot.Control_Anchor
constants for convenience.
focusMode:Control_FocusModeEnum
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 signals.
focusNeighbourBottom:NodePath
Tells Godot which node it should give keyboard 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 ui_down
input action. The node must be a godot.Control
. If this property is not set, Godot will give focus to the closest godot.Control
to the bottom of this one.
focusNeighbourLeft:NodePath
Tells Godot which node it should give keyboard 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 ui_left
input action. The node must be a godot.Control
. If this property is not set, Godot will give focus to the closest godot.Control
to the left of this one.
focusNeighbourRight:NodePath
Tells Godot which node it should give keyboard 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 ui_right
input action. The node must be a godot.Control
. If this property is not set, Godot will give focus to the closest godot.Control
to the bottom of this one.
focusNeighbourTop:NodePath
Tells Godot which node it should give keyboard 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 ui_top
input action. The node must be a godot.Control
. If this property is not set, Godot will give focus to the closest godot.Control
to the bottom of this one.
focusNext:NodePath
Tells Godot which node it should give keyboard focus to if the user presses Tab on a keyboard by default. You can change the key by editing the 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.
focusPrevious:NodePath
Tells Godot which node it should give keyboard focus to if the user presses Shift+Tab on a keyboard by default. You can change the key by editing the 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.
growHorizontal:Control_GrowDirection
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.
growVertical:Control_GrowDirection
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.
hintTooltip:String
Changes the tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the godot.Control.mouseFilter
property is not godot.Control_MouseFilterEnum.ignore
. You can change the time required for the tooltip to appear with gui/timers/tooltip_delay_sec
option in Project Settings.
The tooltip popup will use either a default implementation, or a custom one that you can provide by overriding godot.Control._MakeCustomTooltip
. The default tooltip includes a godot.PopupPanel
and godot.Label
whose theme properties can be customized using godot.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))
inputPassOnModalCloseClick:Bool
Enables whether input should propagate when you close the control as modal.
If false
, stops event handling at the viewport input event handling. The viewport first hides the modal and after marks the input as handled.
marginBottom:Single
Distance between the node's bottom edge and its parent control, based on godot.Control.anchorBottom
.
Margins are often controlled by one or multiple parent godot.Container
nodes, so you should not modify them manually if your node is a direct child of a godot.Container
. Margins update automatically when you move or resize the node.
marginLeft:Single
Distance between the node's left edge and its parent control, based on godot.Control.anchorLeft
.
Margins are often controlled by one or multiple parent godot.Container
nodes, so you should not modify them manually if your node is a direct child of a godot.Container
. Margins update automatically when you move or resize the node.
marginRight:Single
Distance between the node's right edge and its parent control, based on godot.Control.anchorRight
.
Margins are often controlled by one or multiple parent godot.Container
nodes, so you should not modify them manually if your node is a direct child of a godot.Container
. Margins update automatically when you move or resize the node.
marginTop:Single
Distance between the node's top edge and its parent control, based on godot.Control.anchorTop
.
Margins are often controlled by one or multiple parent godot.Container
nodes, so you should not modify them manually if your node is a direct child of a godot.Container
. Margins update automatically when you move or resize the node.
mouseDefaultCursorShape:Control_CursorShape
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.
mouseFilter:Control_MouseFilterEnum
Controls whether the control will be able to receive mouse button input events through godot.Control._GuiInput
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.
rectClipContent:Bool
Enables whether rendering of godot.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.
rectGlobalPosition:Vector2
The node's global position, relative to the world (usually to the top-left corner of the window).
rectMinSize:Vector2
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.
rectPivotOffset:Vector2
By default, the node's pivot is its top-left corner. When you change its godot.Control.rectRotation
or godot.Control.rectScale
, it will rotate or scale around this pivot. Set this property to godot.Control.rectSize
/ 2 to pivot around the Control's center.
rectPosition:Vector2
The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by godot.Control.rectPivotOffset
.
rectRotation:Single
The node's rotation around its pivot, in degrees. See godot.Control.rectPivotOffset
to change the pivot's position.
rectScale:Vector2
The node's scale, relative to its godot.Control.rectSize
. Change this property to scale the node around its godot.Control.rectPivotOffset
. The Control's godot.Control.hintTooltip
will also scale according to this value.
Note: This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [https://docs.godotengine.org/en/3.4/tutorials/rendering/multiple_resolutions.html](documentation) instead of scaling Controls individually.
Note: If the Control node is a child of a godot.Container
node, the scale will be reset to Vector2(1, 1)
when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using yield(get_tree(), "idle_frame")
then set its godot.Control.rectScale
property.
rectSize:Vector2
The size of the node's bounding rectangle, in pixels. godot.Container
nodes update this property automatically.
sizeFlagsHorizontal:Int
Tells the parent godot.Container
nodes how they should resize and place the node on the X axis. Use one of the godot.Control_SizeFlags
constants to change the flags. See the constants to learn what each does.
sizeFlagsStretchRatio:Single
If the node and at least one of its neighbours uses the godot.Control_SizeFlags.expand
size flag, the parent godot.Container
will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space.
sizeFlagsVertical:Int
Tells the parent godot.Container
nodes how they should resize and place the node on the Y axis. Use one of the godot.Control_SizeFlags
constants to change the flags. See the constants to learn what each does.
theme:Theme
Changing this property replaces the current godot.Theme
resource this node and all its godot.Control
children use.
Methods
_ClipsInput():Bool
Virtual method to be implemented by the user. Returns whether godot.Control._GuiInput
should not be called for children controls outside this control's rectangle. Input will be clipped to the Rect of this godot.Control
. Similar to godot.Control.rectClipContent
, but doesn't affect visibility.
If not overridden, defaults to false
.
_GetMinimumSize():Vector2
Virtual method to be implemented by the user. Returns the minimum size for this control. Alternative to godot.Control.rectMinSize
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
.
_GuiInput(event:InputEvent):Void
Virtual method to be implemented by the user. Use this method to process and accept inputs on UI elements. See godot.Control.acceptEvent
.
Example: clicking a control.
func _gui_input(event):
if event is InputEventMouseButton:
if event.button_index == BUTTON_LEFT and event.pressed:
print("I've been clicked D:")
The event won't trigger if:
-
clicking outside the control (see
godot.Control.hasPoint
); -
control has
godot.Control.mouseFilter
set togodot.Control_MouseFilterEnum.ignore
; -
control is obstructed by another
godot.Control
on top of it, which doesn't havegodot.Control.mouseFilter
set togodot.Control_MouseFilterEnum.ignore
; -
control's parent has
godot.Control.mouseFilter
set togodot.Control_MouseFilterEnum.stop
or has accepted the event; -
it happens outside the parent's rectangle and the parent has either
godot.Control.rectClipContent
orgodot.Control._ClipsInput
enabled.
Note: Event position is relative to the control origin.
_MakeCustomTooltip(forText:String):Control
Virtual method to be implemented by the user. Returns a godot.Control
node that should be used as a tooltip instead of the default one. The for_text
includes the contents of the godot.Control.hintTooltip
property.
The returned node must be of type godot.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 godot.PopupPanel
, so you should only provide the contents of that panel. That godot.PopupPanel
can be themed using godot.Theme.setStylebox
for the type "TooltipPanel"
(see godot.Control.hintTooltip
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 godot.Control.rectMinSize
to some non-zero value.
Example of usage with a custom-constructed node:
func _make_custom_tooltip(for_text):
var label = Label.new()
label.text = for_text
return label
Example of usage with a custom scene instance:
func _make_custom_tooltip(for_text):
var tooltip = preload("res://SomeTooltipScene.tscn").instance()
tooltip.get_node("Label").text = for_text
return tooltip
acceptEvent():Void
Marks an input event as handled. Once you accept an input event, it stops propagating, even to nodes listening to godot.Node._UnhandledInput
or godot.Node._UnhandledKeyInput
.
addColorOverride(name:String, color:Color):Void
Creates a local override for a theme godot.Color
with the specified name
. Local overrides always take precedence when fetching theme items for the control. An override cannot be removed, but it can be overridden with the corresponding default value.
See also godot.Control.getColor
.
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.
$MyLabel.add_color_override("font_color", Color(1, 0.5, 0))
# Reset the font color of the child label.
$MyLabel.add_color_override("font_color", get_color("font_color", "Label"))
addConstantOverride(name:String, constant:Int):Void
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 cannot be removed, but it can be overridden with the corresponding default value.
See also godot.Control.getConstant
.
addFontOverride(name:String, font:Font):Void
Creates a local override for a theme godot.Font
with the specified name
. Local overrides always take precedence when fetching theme items for the control. An override can be removed by assigning it a null
value.
See also godot.Control.getFont
.
addIconOverride(name:String, texture:Texture):Void
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 by assigning it a null
value.
See also godot.Control.getIcon
.
addShaderOverride(name:String, shader:Shader):Void
Creates a local override for a theme shader with the specified name
. Local overrides always take precedence when fetching theme items for the control. An override can be removed by assigning it a null
value.
addStyleboxOverride(name:String, stylebox:StyleBox):Void
Creates a local override for a theme godot.StyleBox
with the specified name
. Local overrides always take precedence when fetching theme items for the control. An override can be removed by assigning it a null
value.
See also godot.Control.getStylebox
.
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.
var new_stylebox_normal = $MyButton.get_stylebox("normal").duplicate()
new_stylebox_normal.border_width_top = 3
new_stylebox_normal.border_color = Color(0, 1, 0.5)
$MyButton.add_stylebox_override("normal", new_stylebox_normal)
# Remove the stylebox override.
$MyButton.add_stylebox_override("normal", null)
canDropData(position:Vector2, data:Dynamic):Bool
Godot calls this method to test if data
from a control's godot.Control.getDragData
can be dropped at position
. position
is local to this control.
This method should only be used to test the data. Process the data in godot.Control.dropData
.
func can_drop_data(position, data):
# Check position if it is relevant to you
# Otherwise, just check data
return typeof(data) == TYPE_DICTIONARY and data.has("expected")
dropData(position:Vector2, data:Dynamic):Void
Godot calls this method to pass you the data
from a control's godot.Control.getDragData
result. Godot first calls godot.Control.canDropData
to test if data
is allowed to drop at position
where position
is local to this control.
func can_drop_data(position, data):
return typeof(data) == TYPE_DICTIONARY and data.has("color")
func drop_data(position, data):
color = data["color"]
findNextValidFocus():Control
Finds the next (below in the tree) godot.Control
that can receive the focus.
findPrevValidFocus():Control
Finds the previous (above in the tree) godot.Control
that can receive the focus.
forceDrag(data:Dynamic, preview:Control):Void
Forces drag and bypasses godot.Control.getDragData
and godot.Control.setDragPreview
by passing data
and preview
. Drag will start even if the mouse is neither over nor pressed on this control.
The methods godot.Control.canDropData
and godot.Control.dropData
must be implemented on controls that want to receive drop data.
getAnchor(margin:Margin):Single
Returns the anchor identified by margin
constant from godot.Margin
enum. A getter method for godot.Control.anchorBottom
, godot.Control.anchorLeft
, godot.Control.anchorRight
and godot.Control.anchorTop
.
getBegin():Vector2
Returns godot.Control.marginLeft
and godot.Control.marginTop
. See also godot.Control.rectPosition
.
getColor(name:String, ?themeType:String):Color
Returns a godot.Color
from the first matching godot.Theme
in the tree if that godot.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. If the type is a class name its parent classes are also checked, in order of inheritance.
For the current control its local overrides are considered first (see godot.Control.addColorOverride
), then its assigned godot.Control.theme
. After the current control, each parent control and its assigned godot.Control.theme
are considered; controls without a godot.Control.theme
assigned are skipped. If no matching godot.Theme
is found in the tree, a custom project godot.Theme
(see ) and the default godot.Theme
are used.
func _ready():
# Get the font color defined for the current Control's class, if it exists.
modulate = get_color("font_color")
# Get the font color defined for the Button class.
modulate = get_color("font_color", "Button")
getCombinedMinimumSize():Vector2
Returns combined minimum size from godot.Control.rectMinSize
and godot.Control.getMinimumSize
.
getConstant(name:String, ?themeType:String):Int
Returns a constant from the first matching godot.Theme
in the tree if that godot.Theme
has a constant item with the specified name
and theme_type
.
See godot.Control.getColor
for details.
getCursorShape(?position:Vector2):Control_CursorShape
Returns the mouse cursor shape the control displays on mouse hover. See godot.Control_CursorShape
.
Parameters:
position | If the parameter is null, then the default value is new Vector2(0, 0) |
---|
getDragData(position:Vector2):Dynamic
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 godot.Control.canDropData
and godot.Control.dropData
. position
is local to this control. Drag may be forced with godot.Control.forceDrag
.
A preview that will follow the mouse that should represent the data can be set with godot.Control.setDragPreview
. A good time to set the preview is in this method.
func get_drag_data(position):
var mydata = make_data()
set_drag_preview(make_preview(mydata))
return mydata
getFocusNeighbour(margin:Margin):NodePath
Returns the focus neighbour identified by margin
constant from godot.Margin
enum. A getter method for godot.Control.focusNeighbourBottom
, godot.Control.focusNeighbourLeft
, godot.Control.focusNeighbourRight
and godot.Control.focusNeighbourTop
.
getFont(name:String, ?themeType:String):Font
Returns a godot.Font
from the first matching godot.Theme
in the tree if that godot.Theme
has a font item with the specified name
and theme_type
.
See godot.Control.getColor
for details.
getGlobalRect():Rect2
Returns the position and size of the control relative to the top-left corner of the screen. See godot.Control.rectPosition
and godot.Control.rectSize
.
getIcon(name:String, ?themeType:String):Texture
Returns an icon from the first matching godot.Theme
in the tree if that godot.Theme
has an icon item with the specified name
and theme_type
.
See godot.Control.getColor
for details.
getMargin(margin:Margin):Single
Returns the anchor identified by margin
constant from godot.Margin
enum. A getter method for godot.Control.marginBottom
, godot.Control.marginLeft
, godot.Control.marginRight
and godot.Control.marginTop
.
getRect():Rect2
Returns the position and size of the control relative to the top-left corner of the parent Control. See godot.Control.rectPosition
and godot.Control.rectSize
.
getStylebox(name:String, ?themeType:String):StyleBox
Returns a godot.StyleBox
from the first matching godot.Theme
in the tree if that godot.Theme
has a stylebox item with the specified name
and theme_type
.
See godot.Control.getColor
for details.
getThemeDefaultFont():Font
Returns the default font from the first matching godot.Theme
in the tree if that godot.Theme
has a valid godot.Theme.defaultFont
value.
See godot.Control.getColor
for details.
getTooltip(?atPosition:Vector2):String
Returns the tooltip, which will appear when the cursor is resting over this control. See godot.Control.hintTooltip
.
Parameters:
atPosition | If the parameter is null, then the default value is new Vector2(0, 0) |
---|
grabClickFocus():Void
Creates an godot.InputEventMouseButton
that attempts to click the control. If the event is received, the control acquires focus.
func _process(delta):
grab_click_focus() #when clicking another Control node, this node will be clicked instead
grabFocus():Void
Steal the focus from another control and become the focused control (see godot.Control.focusMode
).
hasColor(name:String, ?themeType:String):Bool
Returns true
if there is a matching godot.Theme
in the tree that has a color item with the specified name
and theme_type
.
See godot.Control.getColor
for details.
hasColorOverride(name:String):Bool
Returns true
if there is a local override for a theme godot.Color
with the specified name
in this godot.Control
node.
hasConstant(name:String, ?themeType:String):Bool
Returns true
if there is a matching godot.Theme
in the tree that has a constant item with the specified name
and theme_type
.
See godot.Control.getColor
for details.
hasConstantOverride(name:String):Bool
Returns true
if there is a local override for a theme constant with the specified name
in this godot.Control
node.
hasFont(name:String, ?themeType:String):Bool
Returns true
if there is a matching godot.Theme
in the tree that has a font item with the specified name
and theme_type
.
See godot.Control.getColor
for details.
hasFontOverride(name:String):Bool
Returns true
if there is a local override for a theme godot.Font
with the specified name
in this godot.Control
node.
hasIcon(name:String, ?themeType:String):Bool
Returns true
if there is a matching godot.Theme
in the tree that has an icon item with the specified name
and theme_type
.
See godot.Control.getColor
for details.
hasIconOverride(name:String):Bool
Returns true
if there is a local override for a theme icon with the specified name
in this godot.Control
node.
hasPoint(point:Vector2):Bool
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 get_rect().has_point(point)
.
hasShaderOverride(name:String):Bool
Returns true
if there is a local override for a theme shader with the specified name
in this godot.Control
node.
hasStylebox(name:String, ?themeType:String):Bool
Returns true
if there is a matching godot.Theme
in the tree that has a stylebox item with the specified name
and theme_type
.
See godot.Control.getColor
for details.
hasStyleboxOverride(name:String):Bool
Returns true
if there is a local override for a theme godot.StyleBox
with the specified name
in this godot.Control
node.
minimumSizeChanged():Void
Invalidates the size cache in this node and in parent nodes up to toplevel. Intended to be used with godot.Control.getMinimumSize
when the return value is changed. Setting godot.Control.rectMinSize
directly calls this method automatically.
setAnchor(margin:Margin, anchor:Single, ?keepMargin:Bool, ?pushOppositeAnchor:Bool):Void
Sets the anchor identified by margin
constant from godot.Margin
enum to value anchor
. A setter method for godot.Control.anchorBottom
, godot.Control.anchorLeft
, godot.Control.anchorRight
and godot.Control.anchorTop
.
If keep_margin
is true
, margins 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.
setAnchorAndMargin(margin:Margin, anchor:Single, offset:Single, ?pushOppositeAnchor:Bool):Void
Works the same as godot.Control.setAnchor
, but instead of keep_margin
argument and automatic update of margin, it allows to set the margin offset yourself (see godot.Control.setMargin
).
setAnchorsAndMarginsPreset(preset:Control_LayoutPreset, ?resizeMode:Control_LayoutPresetMode, ?margin:Int):Void
Sets both anchor preset and margin preset. See godot.Control.setAnchorsPreset
and godot.Control.setMarginsPreset
.
setAnchorsPreset(preset:Control_LayoutPreset, ?keepMargins:Bool):Void
Sets the anchors to a preset
from godot.Control_LayoutPreset
enum. This is the code equivalent to using the Layout menu in the 2D editor.
If keep_margins
is true
, control's position will also be updated.
setBegin(position:Vector2):Void
Sets godot.Control.marginLeft
and godot.Control.marginTop
at the same time. Equivalent of changing godot.Control.rectPosition
.
setDragForwarding(target:Control):Void
Forwards the handling of this control's drag and drop to target
control.
Forwarding can be implemented in the target control similar to the methods godot.Control.getDragData
, godot.Control.canDropData
, and godot.Control.dropData
but with two differences:
-
The function name must be suffixed with _fw
-
The function must take an extra argument that is the control doing the forwarding
# ThisControl.gd
extends Control
func _ready():
set_drag_forwarding(target_control)
# TargetControl.gd
extends Control
func can_drop_data_fw(position, data, from_control):
return true
func drop_data_fw(position, data, from_control):
my_handle_data(data)
func get_drag_data_fw(position, from_control):
set_drag_preview(my_preview)
return my_data()
setDragPreview(control:Control):Void
Shows the given control at the mouse pointer. A good time to call this method is in godot.Control.getDragData
. 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 (Color, RGBA) var color = Color(1, 0, 0, 1)
func get_drag_data(position):
# Use a control that is not in the tree
var cpb = ColorPickerButton.new()
cpb.color = color
cpb.rect_size = Vector2(50, 50)
set_drag_preview(cpb)
return color
setEnd(position:Vector2):Void
Sets godot.Control.marginRight
and godot.Control.marginBottom
at the same time.
setFocusNeighbour(margin:Margin, neighbour:NodePath):Void
Sets the anchor identified by margin
constant from godot.Margin
enum to godot.Control
at neighbor
node path. A setter method for godot.Control.focusNeighbourBottom
, godot.Control.focusNeighbourLeft
, godot.Control.focusNeighbourRight
and godot.Control.focusNeighbourTop
.
setGlobalPosition(position:Vector2, ?keepMargins:Bool):Void
Sets the godot.Control.rectGlobalPosition
to given position
.
If keep_margins
is true
, control's anchors will be updated instead of margins.
setMargin(margin:Margin, offset:Single):Void
Sets the margin identified by margin
constant from godot.Margin
enum to given offset
. A setter method for godot.Control.marginBottom
, godot.Control.marginLeft
, godot.Control.marginRight
and godot.Control.marginTop
.
setMarginsPreset(preset:Control_LayoutPreset, ?resizeMode:Control_LayoutPresetMode, ?margin:Int):Void
Sets the margins to a preset
from godot.Control_LayoutPreset
enum. This is the code equivalent to using the Layout menu in the 2D editor.
Use parameter resize_mode
with constants from godot.Control_LayoutPresetMode
to better determine the resulting size of the godot.Control
. Constant size will be ignored if used with presets that change size, e.g. PRESET_LEFT_WIDE
.
Use parameter margin
to determine the gap between the godot.Control
and the edges.
setPosition(position:Vector2, ?keepMargins:Bool):Void
Sets the godot.Control.rectPosition
to given position
.
If keep_margins
is true
, control's anchors will be updated instead of margins.
setSize(size:Vector2, ?keepMargins:Bool):Void
Sets the size (see godot.Control.rectSize
).
If keep_margins
is true
, control's anchors will be updated instead of margins.
showModal(?exclusive:Bool):Void
Displays a control as modal. Control must be a subwindow. Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus.
If exclusive
is true
, other controls will not receive input and clicking outside this control will not close it.
warpMouse(toPosition:Vector2):Void
Moves the mouse cursor to to_position
, relative to godot.Control.rectPosition
of this godot.Control
.