--- name: godot-ui-control description: > Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation. Use when laying out a HUD, menu, or UI in a Godot project, working with Control/Container nodes, anchors, themes, or focus in a .tscn. --- # Godot UI / Control nodes (4.x) Lay out responsive UI with `Control` anchors and `Container` nodes, style it with a `Theme`, and make it navigable by keyboard and gamepad. Targets **Godot 4.7**. ## When to use - Use when building HUDs, menus, inventories, dialog boxes, or settings screens with `Control`-derived nodes; arranging UI that adapts to window size; theming; or wiring focus navigation for controller/keyboard. **When *not* to use:** in-world 2D nodes (`Node2D`/sprites) → `godot-nodes-scenes`; animating UI transitions → `godot-animation` (Tween); genre UIs like card hands → `card-game`/`visual-novel`. For full input rebinding → `input-systems`. ## Core workflow 1. **Use `Control` nodes for UI**, not `Node2D`. Controls have a rect (position + size), anchors, and participate in focus/theming. 2. **Anchor for responsiveness.** Anchors are fractions (0–1) of the parent rect that the Control's edges stick to. Use the editor's **Layout** presets (Top-Left, Full Rect, Center, etc.) instead of hand-placing pixels. 3. **Let Containers position children.** Put children in a `VBoxContainer`, `HBoxContainer`, `GridContainer`, `MarginContainer`, etc. — the container sets their position/size; you control flow with `size_flags`. Don't set child anchors inside a container (it overrides them). 4. **Style with a `Theme`.** Assign a `Theme` resource on a top Control; children inherit it. Override per-node with theme overrides only when necessary. 5. **Wire focus** so gamepad/keyboard can move between buttons; set a default focused control and define neighbors or rely on auto-neighbor. 6. **Connect signals** (`pressed`, `toggled`, `text_submitted`, `value_changed`). ## Patterns ### 1. Responsive layout with anchors (code form) ```gdscript extends Control func _ready() -> void: # Stretch this panel to fill its parent (equivalent to the "Full Rect" preset). anchors_preset = Control.PRESET_FULL_RECT # Or set anchors manually: all four edges at the parent's far corners. # anchor_left = 0; anchor_top = 0; anchor_right = 1; anchor_bottom = 1 ``` ### 2. A menu built from containers + button signals ```gdscript extends VBoxContainer # children stack vertically, auto-sized func _ready() -> void: for child in get_children(): if child is Button: child.pressed.connect(_on_button_pressed.bind(child.name)) # Give the first button focus so a gamepad can navigate immediately. if get_child_count() > 0: (get_child(0) as Control).grab_focus() func _on_button_pressed(which: StringName) -> void: match which: "PlayButton": get_tree().change_scene_to_file("res://game.tscn") "QuitButton": get_tree().quit() ``` ### 3. Size flags: make one child expand to fill leftover space ```gdscript # In a HBoxContainer: a label on the left, a spacer that eats remaining width. func _ready() -> void: $Label.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN $Spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL # grows to fill ``` ### 4. Theme override for one node (without a full Theme resource) ```gdscript func _ready() -> void: # Per-node overrides: use add_theme_* (type-specific setters). $Title.add_theme_font_size_override("font_size", 32) $Title.add_theme_color_override("font_color", Color.GOLD) $Panel.add_theme_stylebox_override("panel", preload("res://ui/panel.stylebox.tres")) ``` ## Pitfalls - **Mixing manual position with Containers.** A child of a `Container` cannot set its own position/anchors — the container owns layout. To free-place, take the node out of the container or use a plain `Control`/`PanelContainer` wrapper. - **Anchors vs offsets.** Anchors are fractions of the parent; offsets are pixel deltas from the anchored point. Set anchors via presets, then nudge with offsets. Setting only position while anchors are at 0 makes UI not scale with the window. - **`Node2D` for UI.** Buttons/labels parented under a `Node2D` won't theme or take focus correctly. Keep UI under a `CanvasLayer`/`Control` subtree. - **Focus lost on gamepad.** If nothing is focused, directional input does nothing. Call `grab_focus()` on an initial control and ensure `focus_mode` is not `FOCUS_NONE`. - **Theme vs theme override.** A `Theme` resource styles a whole subtree; `add_theme_*` overrides one node. Overusing per-node overrides defeats centralized theming. - **`rect_*` properties are renamed.** Godot 3's `rect_size`/`rect_position`/`rect_min_size` are now `size`/`position`/`custom_minimum_size` in 4.x. - **`mouse_filter`** on a full-rect Control can swallow clicks meant for nodes beneath it; set `MOUSE_FILTER_IGNORE` on purely decorative panels. ## References - For the anchor/offset math, every Container type, building/extending Theme and StyleBox resources, focus neighbor wiring, and `CanvasLayer` for HUDs, read `references/layout-and-theming.md`. ## Related skills - `game-ui-ux` — cross-engine UI/UX: responsive scaling, safe areas, focus navigation, screen flow. - `godot-animation` — Tween-based UI transitions and juicing. - `godot-signals-groups` — connecting UI events to game logic. - `input-systems` — rebindable input and multi-device focus. - `card-game` / `visual-novel` — UI-heavy genre templates.