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Inherits: :ref:`CanvasItem<class_CanvasItem>` < :ref:`Node<class_Node>` < :ref:`Object<class_Object>`
Inherited By: :ref:`BaseButton<class_BaseButton>`, :ref:`ColorRect<class_ColorRect>`, :ref:`Container<class_Container>`, :ref:`GraphEdit<class_GraphEdit>`, :ref:`ItemList<class_ItemList>`, :ref:`Label<class_Label>`, :ref:`LineEdit<class_LineEdit>`, :ref:`NinePatchRect<class_NinePatchRect>`, :ref:`Panel<class_Panel>`, :ref:`Popup<class_Popup>`, :ref:`Range<class_Range>`, :ref:`ReferenceRect<class_ReferenceRect>`, :ref:`RichTextLabel<class_RichTextLabel>`, :ref:`Separator<class_Separator>`, :ref:`Tabs<class_Tabs>`, :ref:`TextEdit<class_TextEdit>`, :ref:`TextureRect<class_TextureRect>`, :ref:`Tree<class_Tree>`, :ref:`VideoPlayer<class_VideoPlayer>`
All user interface nodes inherit from Control. A control's anchors and margins adapt its position and size relative to its parent.
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 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 Control
and :ref:`Container<class_Container>` nodes.
User Interface nodes and input
Godot sends input events to the scene's root node first, by calling :ref:`Node._input<class_Node_method__input>`. :ref:`Node._input<class_Node_method__input>` forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls :ref:`MainLoop._input_event<class_MainLoop_method__input_event>`. Call :ref:`accept_event<class_Control_method_accept_event>` so no other node receives the event. Once you accepted an input, it becomes handled so :ref:`Node._unhandled_input<class_Node_method__unhandled_input>` will not process it.
Only one Control
node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call :ref:`grab_focus<class_Control_method_grab_focus>`. Control
nodes lose focus when another node grabs it, or if you hide the node in focus.
Sets :ref:`mouse_filter<class_Control_property_mouse_filter>` to :ref:`MOUSE_FILTER_IGNORE<class_Control_constant_MOUSE_FILTER_IGNORE>` to tell a Control
node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
:ref:`Theme<class_Theme>` resources change the Control's appearance. If you change the :ref:`Theme<class_Theme>` on a Control
node, it affects all of its children. To override some of the theme's parameters, call one of the add_*_override
methods, like :ref:`add_font_override<class_Control_method_add_font_override>`. You can override the theme with the inspector.
Emitted when the node gains keyboard focus.
Emitted when the node loses keyboard focus.
Emitted when the node receives an :ref:`InputEvent<class_InputEvent>`.
Emitted when the node's minimum size changes.
Emitted when a modal Control
is closed. See :ref:`show_modal<class_Control_method_show_modal>`.
Emitted when the mouse enters the control's Rect
area, provided its :ref:`mouse_filter<class_Control_property_mouse_filter>` lets the event reach it.
Emitted when the mouse leaves the control's Rect
area, provided its :ref:`mouse_filter<class_Control_property_mouse_filter>` lets the event reach it.
Emitted when the control changes size.
Emitted when one of the size flags changes. See :ref:`size_flags_horizontal<class_Control_property_size_flags_horizontal>` and :ref:`size_flags_vertical<class_Control_property_size_flags_vertical>`.
enum FocusMode:
enum CursorShape:
enum LayoutPreset:
Control
will fit its parent control. This is equivalent to the "Full Rect" layout option in the editor. Use with :ref:`set_anchors_preset<class_Control_method_set_anchors_preset>`.enum LayoutPresetMode:
enum SizeFlags:
enum MouseFilter:
enum GrowDirection:
enum Anchor:
Rect
, in the top left. Use it with one of the anchor_*
member variables, like :ref:`anchor_left<class_Control_property_anchor_left>`. To change all 4 anchors at once, use :ref:`set_anchors_preset<class_Control_method_set_anchors_preset>`.Rect
, in the bottom right. Use it with one of the anchor_*
member variables, like :ref:`anchor_left<class_Control_property_anchor_left>`. To change all 4 anchors at once, use :ref:`set_anchors_preset<class_Control_method_set_anchors_preset>`.add_*_override
methods.Default | 0.0 |
Getter | get_anchor() |
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 :ref:`Anchor<enum_Control_Anchor>` constants for convenience.
Default | 0.0 |
Getter | get_anchor() |
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 :ref:`Anchor<enum_Control_Anchor>` constants for convenience.
Default | 0.0 |
Getter | get_anchor() |
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 :ref:`Anchor<enum_Control_Anchor>` constants for convenience.
Default | 0.0 |
Getter | get_anchor() |
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 :ref:`Anchor<enum_Control_Anchor>` constants for convenience.
Default | 0 |
Setter | set_focus_mode(value) |
Getter | get_focus_mode() |
The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.
Default | NodePath("") |
Setter | set_focus_neighbour(value) |
Getter | get_focus_neighbour() |
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 Control
. If this property is not set, Godot will give focus to the closest Control
to the bottom of this one.
Default | NodePath("") |
Setter | set_focus_neighbour(value) |
Getter | get_focus_neighbour() |
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 Control
. If this property is not set, Godot will give focus to the closest Control
to the left of this one.
Default | NodePath("") |
Setter | set_focus_neighbour(value) |
Getter | get_focus_neighbour() |
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 Control
. If this property is not set, Godot will give focus to the closest Control
to the bottom of this one.
Default | NodePath("") |
Setter | set_focus_neighbour(value) |
Getter | get_focus_neighbour() |
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 Control
. If this property is not set, Godot will give focus to the closest Control
to the bottom of this one.
Default | NodePath("") |
Setter | set_focus_next(value) |
Getter | get_focus_next() |
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.
Default | NodePath("") |
Setter | set_focus_previous(value) |
Getter | get_focus_previous() |
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.
Default | 1 |
Setter | set_h_grow_direction(value) |
Getter | get_h_grow_direction() |
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.
Default | 1 |
Setter | set_v_grow_direction(value) |
Getter | get_v_grow_direction() |
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.
Default | "" |
Setter | set_tooltip(value) |
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 :ref:`mouse_filter<class_Control_property_mouse_filter>` property is not :ref:`MOUSE_FILTER_IGNORE<class_Control_constant_MOUSE_FILTER_IGNORE>`. You can change the time required for the tooltip to appear with gui/timers/tooltip_delay_sec
option in Project Settings.
Default | 0.0 |
Setter | set_margin(value) |
Getter | get_margin() |
Distance between the node's bottom edge and its parent control, based on :ref:`anchor_bottom<class_Control_property_anchor_bottom>`.
Margins are often controlled by one or multiple parent :ref:`Container<class_Container>` nodes, so you should not modify them manually if your node is a direct child of a :ref:`Container<class_Container>`. Margins update automatically when you move or resize the node.
Default | 0.0 |
Setter | set_margin(value) |
Getter | get_margin() |
Distance between the node's left edge and its parent control, based on :ref:`anchor_left<class_Control_property_anchor_left>`.
Margins are often controlled by one or multiple parent :ref:`Container<class_Container>` nodes, so you should not modify them manually if your node is a direct child of a :ref:`Container<class_Container>`. Margins update automatically when you move or resize the node.
Default | 0.0 |
Setter | set_margin(value) |
Getter | get_margin() |
Distance between the node's right edge and its parent control, based on :ref:`anchor_right<class_Control_property_anchor_right>`.
Margins are often controlled by one or multiple parent :ref:`Container<class_Container>` nodes, so you should not modify them manually if your node is a direct child of a :ref:`Container<class_Container>`. Margins update automatically when you move or resize the node.
Default | 0.0 |
Setter | set_margin(value) |
Getter | get_margin() |
Distance between the node's top edge and its parent control, based on :ref:`anchor_top<class_Control_property_anchor_top>`.
Margins are often controlled by one or multiple parent :ref:`Container<class_Container>` nodes, so you should not modify them manually if your node is a direct child of a :ref:`Container<class_Container>`. Margins update automatically when you move or resize the node.
Default | 0 |
Setter | set_default_cursor_shape(value) |
Getter | get_default_cursor_shape() |
The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors.
Note: On Linux, shapes may vary depending on the cursor theme of the system.
Default | 0 |
Setter | set_mouse_filter(value) |
Getter | get_mouse_filter() |
Controls whether the control will be able to receive mouse button input events through :ref:`_gui_input<class_Control_method__gui_input>` and how these events should be handled. Also controls whether the control can receive the :ref:`mouse_entered<class_Control_signal_mouse_entered>`, and :ref:`mouse_exited<class_Control_signal_mouse_exited>` signals. See the constants to learn what each does.
Default | false |
Setter | set_clip_contents(value) |
Getter | is_clipping_contents() |
Enables whether rendering of 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.
Getter | get_global_position() |
The node's global position, relative to the world (usually to the top-left corner of the window).
Default | Vector2( 0, 0 ) |
Setter | set_custom_minimum_size(value) |
Getter | get_custom_minimum_size() |
The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, 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.
Default | Vector2( 0, 0 ) |
Setter | set_pivot_offset(value) |
Getter | get_pivot_offset() |
By default, the node's pivot is its top-left corner. When you change its :ref:`rect_scale<class_Control_property_rect_scale>`, it will scale around this pivot. Set this property to :ref:`rect_size<class_Control_property_rect_size>` / 2 to center the pivot in the node's rectangle.
Default | Vector2( 0, 0 ) |
Getter | get_position() |
The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by :ref:`rect_pivot_offset<class_Control_property_rect_pivot_offset>`.
Default | 0.0 |
Setter | set_rotation_degrees(value) |
Getter | get_rotation_degrees() |
The node's rotation around its pivot, in degrees. See :ref:`rect_pivot_offset<class_Control_property_rect_pivot_offset>` to change the pivot's position.
Default | Vector2( 1, 1 ) |
Setter | set_scale(value) |
Getter | get_scale() |
The node's scale, relative to its :ref:`rect_size<class_Control_property_rect_size>`. Change this property to scale the node around its :ref:`rect_pivot_offset<class_Control_property_rect_pivot_offset>`.
Default | Vector2( 0, 0 ) |
Getter | get_size() |
The size of the node's bounding rectangle, in pixels. :ref:`Container<class_Container>` nodes update this property automatically.
Default | 1 |
Setter | set_h_size_flags(value) |
Getter | get_h_size_flags() |
Tells the parent :ref:`Container<class_Container>` nodes how they should resize and place the node on the X axis. Use one of the :ref:`SizeFlags<enum_Control_SizeFlags>` constants to change the flags. See the constants to learn what each does.
Default | 1.0 |
Setter | set_stretch_ratio(value) |
Getter | get_stretch_ratio() |
If the node and at least one of its neighbours uses the :ref:`SIZE_EXPAND<class_Control_constant_SIZE_EXPAND>` size flag, the parent :ref:`Container<class_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.
Default | 1 |
Setter | set_v_size_flags(value) |
Getter | get_v_size_flags() |
Tells the parent :ref:`Container<class_Container>` nodes how they should resize and place the node on the Y axis. Use one of the :ref:`SizeFlags<enum_Control_SizeFlags>` constants to change the flags. See the constants to learn what each does.
Setter | set_theme(value) |
Getter | get_theme() |
Changing this property replaces the current :ref:`Theme<class_Theme>` resource this node and all its Control
children use.
Virtual method to be implemented by the user. Returns whether :ref:`_gui_input<class_Control_method__gui_input>` should not be called for children controls outside this control's rectangle. Input will be clipped to the Rect of this Control
. Similar to :ref:`rect_clip_content<class_Control_property_rect_clip_content>`, but doesn't affect visibility.
If not overridden, defaults to false
.
Virtual method to be implemented by the user. Returns the minimum size for this control. Alternative to :ref:`rect_min_size<class_Control_property_rect_min_size>` for controlling minimum size via code. The actual minimum size will be the max value of these two (in each axis separately).
If not overridden, defaults to :ref:`Vector2.ZERO<class_Vector2_constant_ZERO>`.
Virtual method to be implemented by the user. Use this method to process and accept inputs on UI elements. See :ref:`accept_event<class_Control_method_accept_event>`.
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 :ref:`has_point<class_Control_method_has_point>`);
* control has :ref:`mouse_filter<class_Control_property_mouse_filter>` set to :ref:`MOUSE_FILTER_IGNORE<class_Control_constant_MOUSE_FILTER_IGNORE>`;
* control is obstructed by another Control
on top of it, which doesn't have :ref:`mouse_filter<class_Control_property_mouse_filter>` set to :ref:`MOUSE_FILTER_IGNORE<class_Control_constant_MOUSE_FILTER_IGNORE>`;
* control's parent has :ref:`mouse_filter<class_Control_property_mouse_filter>` set to :ref:`MOUSE_FILTER_STOP<class_Control_constant_MOUSE_FILTER_STOP>` or has accepted the event;
* it happens outside parent's rectangle and the parent has either :ref:`rect_clip_content<class_Control_property_rect_clip_content>` or :ref:`_clips_input<class_Control_method__clips_input>` enabled.
Virtual method to be implemented by the user. Returns a Control
node that should be used as a tooltip instead of the default one. Use for_text
parameter to determine what text the tooltip should contain (likely the contents of :ref:`hint_tooltip<class_Control_property_hint_tooltip>`).
The returned node must be of type Control
or Control-derieved. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance, not e.g. a node from scene. When null
or non-Control node is returned, the default tooltip will be used instead.
Note: The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its :ref:`rect_min_size<class_Control_property_rect_min_size>` to some non-zero value.
Example of usage with custom-constructed node:
func _make_custom_tooltip(for_text): var label = Label.new() label.text = for_text return label
Example of usage with custom scene instance:
func _make_custom_tooltip(for_text): var tooltip = preload("SomeTooltipScene.tscn").instance() tooltip.get_node("Label").text = for_text return tooltip
Marks an input event as handled. Once you accept an input event, it stops propagating, even to nodes listening to :ref:`Node._unhandled_input<class_Node_method__unhandled_input>` or :ref:`Node._unhandled_key_input<class_Node_method__unhandled_key_input>`.
Overrides the :ref:`Color<class_Color>` with given name
in the :ref:`theme<class_Control_property_theme>` resource the control uses. If the color
is empty or invalid, the override is cleared and the color from assigned :ref:`Theme<class_Theme>` is used.
Overrides an integer constant with given name
in the :ref:`theme<class_Control_property_theme>` resource the control uses. If the constant
is empty or invalid, the override is cleared and the constant from assigned :ref:`Theme<class_Theme>` is used.
Overrides the font with given name
in the :ref:`theme<class_Control_property_theme>` resource the control uses. If font
is empty or invalid, the override is cleared and the font from assigned :ref:`Theme<class_Theme>` is used.
Overrides the icon with given name
in the :ref:`theme<class_Control_property_theme>` resource the control uses. If icon
is empty or invalid, the override is cleared and the icon from assigned :ref:`Theme<class_Theme>` is used.
Overrides the :ref:`Shader<class_Shader>` with given name
in the :ref:`theme<class_Control_property_theme>` resource the control uses. If shader
is empty or invalid, the override is cleared and the shader from assigned :ref:`Theme<class_Theme>` is used.
Overrides the :ref:`StyleBox<class_StyleBox>` with given name
in the :ref:`theme<class_Control_property_theme>` resource the control uses. If stylebox
is empty or invalid, the override is cleared and the :ref:`StyleBox<class_StyleBox>` from assigned :ref:`Theme<class_Theme>` is used.
Godot calls this method to test if data
from a control's :ref:`get_drag_data<class_Control_method_get_drag_data>` 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 :ref:`drop_data<class_Control_method_drop_data>`.
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")
Godot calls this method to pass you the data
from a control's :ref:`get_drag_data<class_Control_method_get_drag_data>` result. Godot first calls :ref:`can_drop_data<class_Control_method_can_drop_data>` 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"]
Forces drag and bypasses :ref:`get_drag_data<class_Control_method_get_drag_data>` and :ref:`set_drag_preview<class_Control_method_set_drag_preview>` by passing data
and preview
. Drag will start even if the mouse is neither over nor pressed on this control.
The methods :ref:`can_drop_data<class_Control_method_can_drop_data>` and :ref:`drop_data<class_Control_method_drop_data>` must be implemented on controls that want to receive drop data.
Returns the anchor identified by margin
constant from :ref:`Margin<enum_@GlobalScope_Margin>` enum. A getter method for :ref:`anchor_bottom<class_Control_property_anchor_bottom>`, :ref:`anchor_left<class_Control_property_anchor_left>`, :ref:`anchor_right<class_Control_property_anchor_right>` and :ref:`anchor_top<class_Control_property_anchor_top>`.
Returns :ref:`margin_left<class_Control_property_margin_left>` and :ref:`margin_top<class_Control_property_margin_top>`. See also :ref:`rect_position<class_Control_property_rect_position>`.
Returns a color from assigned :ref:`Theme<class_Theme>` with given name
and associated with Control
of given type
.
func _ready(): modulate = get_color("font_color", "Button") #get the color defined for button fonts
Returns combined minimum size from :ref:`rect_min_size<class_Control_property_rect_min_size>` and :ref:`get_minimum_size<class_Control_method_get_minimum_size>`.
Returns a constant from assigned :ref:`Theme<class_Theme>` with given name
and associated with Control
of given type
.
Returns the mouse cursor shape the control displays on mouse hover. See :ref:`CursorShape<enum_Control_CursorShape>`.
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 :ref:`can_drop_data<class_Control_method_can_drop_data>` and :ref:`drop_data<class_Control_method_drop_data>`. position
is local to this control. Drag may be forced with :ref:`force_drag<class_Control_method_force_drag>`.
A preview that will follow the mouse that should represent the data can be set with :ref:`set_drag_preview<class_Control_method_set_drag_preview>`. 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
Returns :ref:`margin_right<class_Control_property_margin_right>` and :ref:`margin_bottom<class_Control_property_margin_bottom>`.
Returns the focus neighbour identified by margin
constant from :ref:`Margin<enum_@GlobalScope_Margin>` enum. A getter method for :ref:`focus_neighbour_bottom<class_Control_property_focus_neighbour_bottom>`, :ref:`focus_neighbour_left<class_Control_property_focus_neighbour_left>`, :ref:`focus_neighbour_right<class_Control_property_focus_neighbour_right>` and :ref:`focus_neighbour_top<class_Control_property_focus_neighbour_top>`.
Returns the control that has the keyboard focus or null
if none.
Returns a font from assigned :ref:`Theme<class_Theme>` with given name
and associated with Control
of given type
.
Returns the position and size of the control relative to the top-left corner of the screen. See :ref:`rect_position<class_Control_property_rect_position>` and :ref:`rect_size<class_Control_property_rect_size>`.
Returns an icon from assigned :ref:`Theme<class_Theme>` with given name
and associated with Control
of given type
.
Returns the anchor identified by margin
constant from :ref:`Margin<enum_@GlobalScope_Margin>` enum. A getter method for :ref:`margin_bottom<class_Control_property_margin_bottom>`, :ref:`margin_left<class_Control_property_margin_left>`, :ref:`margin_right<class_Control_property_margin_right>` and :ref:`margin_top<class_Control_property_margin_top>`.
Returns the minimum size for this control. See :ref:`rect_min_size<class_Control_property_rect_min_size>`.
Returns the width/height occupied in the parent control.
Returns the parent control node.
Returns the position and size of the control relative to the top-left corner of the parent Control. See :ref:`rect_position<class_Control_property_rect_position>` and :ref:`rect_size<class_Control_property_rect_size>`.
Returns the rotation (in radians).
Returns a :ref:`StyleBox<class_StyleBox>` from assigned :ref:`Theme<class_Theme>` with given name
and associated with Control
of given type
.
Returns the tooltip, which will appear when the cursor is resting over this control. See :ref:`hint_tooltip<class_Control_property_hint_tooltip>`.
Creates an :ref:`InputEventMouseButton<class_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
Steal the focus from another control and become the focused control (see :ref:`focus_mode<class_Control_property_focus_mode>`).
Returns true
if :ref:`Color<class_Color>` with given name
and associated with Control
of given type
exists in assigned :ref:`Theme<class_Theme>`.
Returns true
if :ref:`Color<class_Color>` with given name
has a valid override in this Control
node.
Returns true
if constant with given name
and associated with Control
of given type
exists in assigned :ref:`Theme<class_Theme>`.
Returns true
if constant with given name
has a valid override in this Control
node.
Returns true
if this is the current focused control. See :ref:`focus_mode<class_Control_property_focus_mode>`.
Returns true
if font with given name
and associated with Control
of given type
exists in assigned :ref:`Theme<class_Theme>`.
Returns true
if font with given name
has a valid override in this Control
node.
Returns true
if icon with given name
and associated with Control
of given type
exists in assigned :ref:`Theme<class_Theme>`.
Returns true
if icon with given name
has a valid override in this Control
node.
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)
.
Returns true
if :ref:`Shader<class_Shader>` with given name
has a valid override in this Control
node.
Returns true
if :ref:`StyleBox<class_StyleBox>` with given name
and associated with Control
of given type
exists in assigned :ref:`Theme<class_Theme>`.
Returns true
if :ref:`StyleBox<class_StyleBox>` with given name
has a valid override in this Control
node.
Invalidates the size cache in this node and in parent nodes up to toplevel. Intended to be used with :ref:`get_minimum_size<class_Control_method_get_minimum_size>` when the return value is changed. Setting :ref:`rect_min_size<class_Control_property_rect_min_size>` directly calls this method automatically.
Give up the focus. No other control will be able to receive keyboard input.
Sets the anchor identified by margin
constant from :ref:`Margin<enum_@GlobalScope_Margin>` enum to value anchor
. A setter method for :ref:`anchor_bottom<class_Control_property_anchor_bottom>`, :ref:`anchor_left<class_Control_property_anchor_left>`, :ref:`anchor_right<class_Control_property_anchor_right>` and :ref:`anchor_top<class_Control_property_anchor_top>`.
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.
Works the same as :ref:`set_anchor<class_Control_method_set_anchor>`, but instead of keep_margin
argument and automatic update of margin, it allows to set the margin offset yourself (see :ref:`set_margin<class_Control_method_set_margin>`).
Sets both anchor preset and margin preset. See :ref:`set_anchors_preset<class_Control_method_set_anchors_preset>` and :ref:`set_margins_preset<class_Control_method_set_margins_preset>`.
Sets the anchors to a preset
from :ref:`LayoutPreset<enum_Control_LayoutPreset>` enum. This is code equivalent of using the Layout menu in 2D editor.
If keep_margins
is true
, control's position will also be updated.
Sets :ref:`margin_left<class_Control_property_margin_left>` and :ref:`margin_top<class_Control_property_margin_top>` at the same time. Equivalent of changing :ref:`rect_position<class_Control_property_rect_position>`.
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 :ref:`get_drag_data<class_Control_method_get_drag_data>`, :ref:`can_drop_data<class_Control_method_can_drop_data>`, and :ref:`drop_data<class_Control_method_drop_data>` but with two differences:
# 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()
Shows the given control at the mouse pointer. A good time to call this method is in :ref:`get_drag_data<class_Control_method_get_drag_data>`. The control must not be in the scene tree.
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
Sets :ref:`margin_right<class_Control_property_margin_right>` and :ref:`margin_bottom<class_Control_property_margin_bottom>` at the same time.
Sets the anchor identified by margin
constant from :ref:`Margin<enum_@GlobalScope_Margin>` enum to Control
at neighbor
node path. A setter method for :ref:`focus_neighbour_bottom<class_Control_property_focus_neighbour_bottom>`, :ref:`focus_neighbour_left<class_Control_property_focus_neighbour_left>`, :ref:`focus_neighbour_right<class_Control_property_focus_neighbour_right>` and :ref:`focus_neighbour_top<class_Control_property_focus_neighbour_top>`.
Sets the :ref:`rect_global_position<class_Control_property_rect_global_position>` to given position
.
If keep_margins
is true
, control's anchors will be updated instead of margins.
Sets the margin identified by margin
constant from :ref:`Margin<enum_@GlobalScope_Margin>` enum to given offset
. A setter method for :ref:`margin_bottom<class_Control_property_margin_bottom>`, :ref:`margin_left<class_Control_property_margin_left>`, :ref:`margin_right<class_Control_property_margin_right>` and :ref:`margin_top<class_Control_property_margin_top>`.
Sets the margins to a preset
from :ref:`LayoutPreset<enum_Control_LayoutPreset>` enum. This is code equivalent of using the Layout menu in 2D editor.
Use parameter resize_mode
with constants from :ref:`LayoutPresetMode<enum_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. PRESET_LEFT_WIDE
.
Use parameter margin
to determine the gap between the Control
and the edges.
Sets the :ref:`rect_position<class_Control_property_rect_position>` to given position
.
If keep_margins
is true
, control's anchors will be updated instead of margins.
Sets the rotation (in radians).
Sets the size (see :ref:`rect_size<class_Control_property_rect_size>`).
If keep_margins
is true
, control's anchors will be updated instead of margins.
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.
Moves the mouse cursor to to_position
, relative to :ref:`rect_position<class_Control_property_rect_position>` of this Control
.
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